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thehipone.6812

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Everything posted by thehipone.6812

  1. You call out the other player out for "refusing the 1v1". But really, why should the other player fight you in this situation? He has taken the objective and it can't be taken back for a while due to RI. It's not like he can really expect to solo hold NC on an opposing borderland, and he achieved the objective to reset the upgrade and delay yaks to other towers. Even if he wins the 1v1, you respawn and are back in 30 seconds, likely with other teammates as soon as RI runs down. The other player braved enemy territory, accomplished his tactical objective, and can now move on somewhere else that benefits his team. He's supposed to stay (and likely eventually die to a +1) because you want "duels"? Nah. I'd argue that he made the smart play and that you're the one who is missing the point a bit. The other player is a better, more useful roamer.
  2. Branded, specifically branded griffon, aka evade-spam timewaster extraordinaire.
  3. The problem on EBG at least is the very high (IMO) coverage of watchtowers that turn what could be a reasonable attempt on a camp into basically a suicide mission. I know the routes into, say Rogue's Quarry, without detection, but you need to weave in between towers and swim right in front of the keep and hope and pray that nobody sees you. It is possible during off hours or shoulder hours, but during prime time you're not likely to pull it off without being seen. And then you have mounts, which means that if you don't nuke the camp instantly and have ring up before swords pop you're going to get a response from multiple foes. Without mounts, it might not have been possible for the opposing force to get to you to save the camp. WIth mounts and friendly territory speed boost it is trivial. And screw that random dolyak that always spawns when you have the camp 90% capped and you see the opposing warclaw racing towards you.
  4. IIRC, you cannot harvest twice from synthesizers that share either: 1) the same synthesizer level or 2) the same guild hall. I don't think output counts as a different "level", so in your example GH#1 and #2 are the same for purposes of whether you get to gather both. So in theory if you have 3 guilds - one with level 5 nodes in the PoF guild hall, one with level 4 nodes in the auric guild hall, and one with level 3 nodes in the lost precipice - I believe that you could gather from all of them. I have my main guild with fully upgraded stuff in PoF hall and my storage guild with level 3 in Lost precipice and can always gather from both.
  5. You can't really steer well with the boost going, so you need to use in the right places. Where you see an orb on the ground you can usually assume that it is safe to use the boost at the orb or very shortly after.
  6. Exotic gear is so easy to get these days that you can safely merch or salvage stuff that you aren't using.Use the boosters and consumables. Don't just waste them, but if you're in WvW use the xp booster to accelerate the track. Just use the MF booster when you're actively playing. Use the 24 hour birthday boosters. You are allowed save the karma boost until wintersday, and I guess the power/regen ones if you occasionally struggle with solo stuff. Seriously, it will be ok to use most of them.Back items - you will get more than you'll ever need. Ascended ones too. Exotic back items can go.Work on getting better bags - Halloween pail is a 20 slotter, but also an invisible one - put ALTERNATE gear sets (not just random exotics that dropped) and unid gear in it. I like oiled and craftsmans bags to keep things vaguely sorted. There's so much else in that screenshot...ditch the aetherkeys. is that a foefire amulet and ghostly spineguard? why keep those? Decide if you're crafting the spinal blades backpack or not.
  7. With the availability of stat swapping the good news is that you can't screw anything up permanently. You can cost some extra time and gold, but you can fix it in the end. My personal opinion would be to make marauder's, as it is probably the best fit for the mixed PvE and WvW interests. Celestial leaves a lot to be desired IMO, but it is a viable roaming set on an elementalist. If you insist on celestial you can test it out by using the halloween festival and achievements to obtain this exotic armor: https://wiki.guildwars2.com/wiki/Lunatic_armor It is stat selectable and you can test out celestial to see how it is working for you. The difference between exotic and ascended armor is not so drastic that you won't be able to tell if you like the playstyle. Alternatively, you can decide if either PvE or WvW is your primary game mode and carry two sets of armor for now - one ascended with the "best" stats for your preferred mode and one exotic for the non-preferred. You would probably want to swap runes for the different modes anyways, so two sets can be a potential bridge approach while you decide.tl;dr, Here's what I'd do: craft marauder's ascended and get celestial exotic from lunatic court armor. Test both out in the different game modes. If you eventually decide that you want celestial ascended, buy it from WvW so you don't have to go through the hassle of the charged quartz gating and save the marauder's set for PvE.
  8. Thank you to yourself and all others writing in the thread. A number of people have suggested Power Reaper as a very strong option. As mentioned above I am not opposed to Necro (and elites) generally but simply don't care for the look of the minions. Does your build rely on minions? Do you or anyone else know of a no-minion Reaper build (we have a Scourge above) that can easily handle open world and story without breaking a sweat? Or do all strong open world Reaper builds rely on the minions? Following on from my prior comment, try this:http://gw2skills.net/editor/?PSwAEd3lZwOYJMFWJOSTdNdA-zRIYRUzXGRkAVUB2ONUYZD-e It is not absolute max DPS, but has plenty, and easily generates might. All of the wells siphon and grant protection. You have two AoE blind pulsing fields that trivialize non-champion encounters while barely needing to dodge. You have enough hard and soft CC to break bars yourself - something that is often overlooked and means that you have no need for extra vitality because the mobs are cc'd and not hitting you. Finally, it brings aly support to things like world bosses with the double rez capability of traited well of blood and the condition to boon conversion on allies from well of power. Lastly, it uses meta dps gear, so if you feel like it in the future you can simply swap out the blood traitline for soul reaping and try it in fractals or raids without having to get new gear.
  9. Adjust the maximum might stacks from 25 to 20 in WvW/PvP. See how it goes. If still too oppressive, consider 15. Make a lot more stuff tactical, rather than permanently maintainable/passive. Things I'd toss in this boat: reflects, stability, quickness (IMO this is a huge culprit for power creep when it became a boon instead of an effect).
  10. I don't really have a huge problem with stealth in general. There is a limited counter in revealed. However, Shadow Meld seems to be a bit over the top with completely preventing what limited counter to stealth there is. There's what, 4 skills in the whole game that can pull someone out of stealth and 4 that need a target and can only be used pre-emptively? Most are limited to particular elite specs too. You manage to wait for the right time, manage to predict movement and stay within the 600 unit range of the stealthed player and land one of the reveals, and then LOL, shadow meld, better luck next time.
  11. Pick any raid dps build. Sprinkle in a little more sustain. Learn how to play it. Bam, done. Don't rely on crutches like Soldier's or other defensive gear - you're just making your life harder because you will kill much slower. Only time to consider dropping full dps gear for something like valkyrie is if you overcap precision due to trait(s) giving you significant crit chance.My vote for a brainless, "I don't even have to dodge while destroying everything" build is reaper with wells running spite/blood/reaper traitlines with berserker gear/scholar runes.
  12. Just flip the camps nearest your team's spawn on opposing BL. 9 times out of 10 there will be teammates with you and no other enemies. If it is just you, fighting the camp guards is easy pve anyways. If an opponent comes and you die? So what? what exactly are you afraid of? Veteran creatures are also nearby your spawn and are pure pve.
  13. I kinda like plaguelands in WvW roaming/small group. It nukes a camp quick, so there's that. Vs. other players it gives you the area denial that others have mentioned. There's lots of little tricks. You can drop it on a thief's shadowstep return spot then chase them so they port back into the later pulses. Drop it on chokepoints and then bait people. My favorite use is in outnumbered 1v2 or 1v3 situations, where you pick out the weakest opponent and down them and drop plaguelands on a downed opponent - it can often kill the down and heavily pressure the inevitable rez, allowing you to eventually win the outnumbered fight. That said, I'd never run lich, and golem is a bit hit or miss with whether it dies before the cc goes off IMO.
  14. Here's my current build, which I intend to try to counter the most popular stuff out there - especially holo and condi mirage. http://gw2skills.net/editor/?PSwAsiZlVw6YiMPGJW6OrLfA-zVJYkRHfpUQCkTIkZB0dE410ciPNA-wSkills are the basic core terrormancer stuff. I'm sure others will quibble with choices, but gear and traits are meant to turn fights into long, dragged out, sustain-fests and avoid one-shot type deaths. I find that these types of fights are best for learning how to fight other classes, what their skills do "realtime", and how players usually use other build. As you learn the toolkit, perhaps you dial back some of the defensive stuff or replace the runes/sigils if you like. High toughness and ready access to weakness and boon corrupt helps with direct damage stuff like holo. You're going to learn that they often cast photon skill 3 as soon as they get close enough after activating forge and you are going to be ready to corrupt the stability into fear. You can also steal their boons with interrupts on staff due to sigil (which has no cooldown in WvW, so if you can manage double up interrupts through a corrupt and the fear mark you get all their boons!)The death magic traits and melandru runes (yes, those) help mitigate condi mirage through incoming condition damage reduction, incoming condition duration reduction, and reduced stun, helping you survive and try to overwhelm their relatively limited cleanses with your own conditions, as well as the two transfers to send their junk back to them. The unsung hero is shroud #5, tainted shackles. The holo's last ditch effort to survive will often be toss elixir S for stealth - you're going to anticipate this, stay as close as possible to reveal them with shroud and hit them with a final fear to down them. Same with mirages who run desperate decoy or the prestige - I simply don't think people expect to be revealed by a necro and you can take advantage of that. Regardless of what build you play, think about how you engage the other class and what your plan is. This means you need to understand your build to the core and what the good/bad matchups are for you and how you can try to win each. For example, for some other matchups on my terrormancer : Meditrapper I have unblockables in your marks and lots of corrupt to outsustain them and will win through condi pressure. Bursty ele specs often run the stances give stability trait, that you're going to corrupt and use to fear chain kill them once you get a few other condis on them. Celestial eles you will /bow and realize that the matchup is a draw. I seem to win a lot vs. the magebane spellbreakers, but the resistance-heavy SpB build is a loss for me unless other player is terrible, same most core war. Soulbeast I need to find cover pronto and not let them pew pew with longbow while being opportunistic with corrupts and weakness to outlast them and kill with a fear lock, Axe SB feels like a close matchup so far. Thieves I'm leverage their aggression to try to bait into thinking that I"m a poor, defenseless necro and try to kite to lure them close, hit them with a few condis when they close, and wait until they stealth - at which point I can hit shroud, skill 5 to Surprise! reveal then 3 to fear and unload whatever I can on them - not an easy fight, but that's my plan and many die to ticking condis after the reveal burst, even if they manage to re-stealth. Rifle deadeyes I know I'm pretty much screwed because they can maintain range and have tons of stealth, so I head for allies/objective knowing that I can survive a couple of shots. I wrote too much, but you get the idea.
  15. Throw an airship in and you get all three JPs in one!! Now that you mention it, we need diving goggles to jump into the green goo!
  16. Put it in the middle of a volcano and make it so you have to glide from a gear to some random, 2 pixel wide rock outcropping all the way across the map and then back to one particular stair on a vertically oriented staircase near the tower and then...
  17. Infusions and the invisible shoes are the obvious candidates if you're going for the thousands of gold drops. In the next tier of about 100-1000g you have plenty of options. In addition to the ones mentioned already: Branded eye of Argon Shield still has a pretty high list price @ about 800g.The Path of Fire Music Boxes are worth a few hundred gold.Path of Fire named warbeast armor (search "of the cavalier")Mini awakened abomination. Shadhavar and the djinn are down in the 100-200g range.Lightward battlestaff
  18. I filled up my storage with motes and the refined crystals and now mainly merch them. There are a handful of runes and sigils that are cost effective to craft, and some are profitable to craft and sell, but the margins are generally small (10%-ish). As the market sits now, you save 11 silver by crafting a sup force sigil instead of buying it, but that's only a 3% savings and assumes that you're placing buy orders for the other components. Scholar runes currently save you 36 silver to craft, a little better, but still less than 10% savings.
  19. If it affects real life - utilize the resources that are out there to get help control. For ingame stuff, one strategy that I have heard of is to "hide" the gold in your wallet as TP orders. i.e. if you have 1k gold, instead of letting it sit there, put a buy order for Eternity or Chak egg sac or something for 900 gold, leaving only 100g visible. It disguises the true amount of gold that you have and also creates one more step (cancel order and go collect coin) to make it harder to just blow it on a whim, but it is still there if you want to buy something.. Good luck.
  20. A little confusing question about the leveling up quickly - you won't be able to use any of the elite specs while leveling up.Are you talking general PvE? For your first character/main? If so, just pick the class that you feel fits you the most and enjoy the leveling time while trying out all of the different weapons available to that class. Why the particular weapon combos? Some of them don't really "fit" - e.g. dagger mainhand (power/utility weapon) on scourge combined with scepter and torch (condition weapons). Similar with ranger sword and dagger combination. If forced to pick, it's Renegade, because the other ones don't completely make sense.
  21. Definitely get the Ley Energy Matter converter https://wiki.guildwars2.com/wiki/Ley-Energy_Matter_Converter and unlock all of the tabs. Then you can spend 25 of each currency each day on a rotating stock of items. Good/useful stuff too - obsidian, t6 materials, WvW supplies (i.e. free WvW rank points). Can also use to unlock exalted and Chak weapon skins, and bladed armor for stat-choosable exotic gear for alts if you need.
  22. It's anet giving players a tool to try to deal with barrier. I think the calculation and conclusion was that barrier was overperforming a bit in WvW. We'll see how it shakes out - if there's ton's of +50% to barrier wars around then it naturally incentivizes other healing/support/mitigation until the warrior's cunning crowd thins out, at which point barrier is ok again, repeat until the dust settles. It's just giving the players "paper" to be able to deal with barrier "rock" matchup.
  23. I think the issue might be more that you seem to be trying to bring a longbow ranger into high level fractals. And I hate to be that guy, but the last paragraph is a learn to play issue.
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