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HnRkLnXqZ.1870

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  1. If you buy larger quantities (>1), the first one is auto-consumed and goes straight into the guild decoration-storage of the guild you are currently representing. The remaining ones will pile up as a stack in your inventory. Just doubleclick on them, while representing the right guild. They get 'consumed' and move into the storage as well. If you have the proper rights (decorator) in that guildhall, just go to the guild panel. On the left side, there is the bar with the icons. Click on the box-icon that says storage. There you will have four big buttons vertically, one says decorations, click on that. Then doubleclick on any of the decorations you already have. The Guildpanel will close and you will automatically enter decoration mode.
  2. As far as I have understood the patch notes, they only remove concentration and expertise. That is still 7 stats left and 3-4 more than any other player. Is it really only those two stats in celestial gear that decide whether you win or lose a fight? In that case, I fear the nerf is overdue. If I complained like that after every patch that broke one of my builds, I would have quit right after the launch of Heart of Thorns. And yes, it is builds = multiple. Depending on the size of the patch-notes, I sometimes have to re-gear multiple characters. The rune/relic-patch has crushed me ... 9 builds, where I had to re-gear as a result. Or think about the Rune of Torment nerf. That thing alone lead to hundreds of characters needing new gear sets. As a WvW main, you should have easy access to gear anyway. There is not much you can spend your money on. If you play active, ascended should also be quite easy to acquire. Yet you complain about the "paid" exotic stuff?
  3. That is of-course not a revert, because you never do reverts ;). I do not really care how you call/wrap it. The fact that you finally do it is a great step into the right direction. This can get really messy. But you never know if you never try. I wish you the best of luck with this, hoping it does not go side-ways. I've been waiting for this change for a very long time. Especially the 2nd sentence. The first sentence is just the icing on the cake. Catalyst is back on the menu again. This is going to be so much fun ... I do not mind. As long as you do not wake up one day and decide to remove quickness, because we can supply might - like almost every profession in the game right now. You have nerved us a few times too often. When I see unnecessary freebies handed to Scrapper, my alarm turns on. That is not going to make the Necromance healer useless, but it is really painful. As far as I can see, you are empowering the active&passive defenses and also boost barrier generation. I think we can get along with the change. It will lead to more wipes for sure. I've seen that one coming ^^. I'd increase the coefficient for Soul Eater and weaken it for "Your Soul is mine!" while the trait is active, as a 'trade off'. At last. It was fun bonking people to death, but felt really broken. At last. It is one of the last signets that still granted toughness. Only Signet of Stone is missing now. Can you adjust that next, please? Overall a great patch-preview. Looking forward to it. GJ
  4. What a lovely challenge ^^ I had a nice samurai-themed outfit a few years ago, long before EoD and the official samurai outfit and weapon-skins on gemstore. But that was sadly light-armor. As you need medium armor, I have to start from scratch. To make things a little more interesting, I will not use any of your skins. Here we go ... Medium Samurai Armor Head: Funerary Mask Shoulders: Medium Dragonscale Epaulets Chest: Priory's Historical Jerkin Hands: Force of Koda Legs: Bladed Leggings Feet: Tracks of Koda Back: Banners of King Palawa Joko I
  5. http://gw2skills.net/editor/?PeQAIlZwgYLMHWKO+KvNXA-DSZYihoCBOKogunDpqMqoACPBc82ALCvsBA-e This is my current power-scrapper build, which I use since the Kinetic Accelerator (June 2023). It is a Jack-of-all-Trades, that work excellent for carrying and guarding new players through content without them feeling useless. - You supply your team-mates with permanent quickness, a lot of might, permanent fury and stability when needed. - You can revive them from safe distance, while distracting the enemies. - You spam more crowd-control than most builds in the game, which makes fights significantly easier due to the enemies limited opportunities to perform an actual attack. - You can apply barrier to your ally via System Shocker (crowd control) + Bulwark Gyro. When timed properly, you can balance out the lack of coordination and evasion of your team-members. - You even have a little area-heal that can add up to 4-5k. - Your own HP regeneration and barrier-generation are high enough to face-tank most enemies in the game. I use this build for newbie HP runs, Fractals (up to T4), Strikes (no CMs) as well as Open World and Story Content. The gameplay itself is quite intuitive and imo easy to learn. Most of the skills can be used off cooldown. Stuff like the Function Gyro and Defense Field, should be saved for special situations. The only real disadvantage is that you do not deal optimal DPS. With ascended food and nothing to worry about, you can get 14-16k, which is imo sufficient for most casual groups. Because you can maintain those numbers in the heat of the combat. A lot of players take the top-dps builds, but their dps hits rock bottom the moment the enemy stops standing still. You can move freely through the battlefield and aid your allies as needed. It shines when you play with casual players. The more inexperienced they are, the better it works. And due to the 'low' damage-output, they never feel like deadweight. Which is one of the main problems for most builds when you try to introduce new players to the game. If you have access to Waystations and EMPs, you can barrier-boost your allies through zerg-fights. I use it in Dragonstorms to keep people alive during Jormag's AoE. In general, the more enemies you fight at once, the more barrier you create for yourself and your allies and the more HP you gain from CC. So if you are getting ambushed by patrolling mobs, they actually help you.
  6. I have a 3.5 to 4 out of 5 success-rate of this meta event, which is probably one of the highest on the forums. How is that possible? 1.) I only do that meta event once in a blue moon which is hardly twice per year at best. 2.) I only do it when I do not need it. Mostly helping strangers I've met a few minutes ago, who I will never see again once the event is finished and they have completed their achievement. That allows me to play with a higher level of confidence, because I do not ask for help for myself - which I would almost never do. 3.) It is always either Daily Vabbi Events, Daily Vabbi Bounties or Weekly Vabbi Bounties OR Rifts in Vabbi. Those are the only reliable ways to get the maps properly populated. 4.) You need a time where people farm these events without any real distractions. So prime-time is not an option. Preferably weekends, preferably afternoons. Or evenings AFTER the usual player-magnet-events. So for EU 9-10 pm CEST. Around these times, you still have active and awake players in the maps, but the rewarding meta-events have been completed already. 5.) You need a squad with a visible tag, preferably a bounty-squad. If you are some sort of leadership-person, I highly recommend doing a bounty-run to collect people and finish it with the meta-event. If you are not a leader, you need to talk to people. Most bounty squads still read map-chat and also use it to collect more participants. 6.) You need bait. Does not have to be expensive. But should be banners at least (both). 7.) You need someone to help you. The smallest start I have ever pulled was the person in question and me until about 5 minutes before the actual meta started. That second person should not be anxious (see 2.) and dominate the map-chat in a calm, yet charming way. What is serpent's Ire? What is it used for? How to check, if you have open achievements for it? Where it takes place? Where people gather for it/the banners are? What is going to be a problem? 1.) Every player who wants Forged With Fire and is willing to advertise for that. If you have any of these players on the map, you can almost certainly abort the mission and try later. Because they will pull all the people to that meta-event instead. Compared to SI, it is a brain-afk meta-event with 100 % success rate. Who with a right mind would go for the other one? 2.) "You help me, I help you." Sounds great, does not work. Once their objective is complete, they usually run out of time or brb and you are alone on an empty map. This can happen with the Djinn Event, Leyline Anomaly and also with the Lair of Zomorros. People who run these events, just want to get their collection-step done. 3.) Bounty trains that wander from map to map. They do not have the patience to wait for the event to start. If you have a legendary bounty train on your map, do not calculate with their aid. Once the leggies are dead, they are off to the next map. 4.) ANet doing a surprise-patch. Other tips: - Form a squad early. Make a LFG entry early and advertise the LFG. Technically we do have sub-categories for the different maps. But let us face it, nobody who is not actively looking for a group in vabbi is going to open that tab. So opening the LFG 'accidentally' in a tab with higher visibility ... the end justifies the means. You should not pull that trick to often though, as people may start to block you for doing so. - Fill the squad with people. Sounds stupid, but it works. If you are the only person in a squad, nobody will join you. If you are two, curious people will give a try. If you have five or more, the squad will fill up almost automatically - with the proper advertisement. Ask friends, ask guild. Trust me, it works. - Plan ahead. Announce the run a few hours earlier in map-chat during prime meta-events. A lot of people read these adverts. Even if they are not the target audience, they are members of guilds. Serpent's Ire is dreaded among the players. A lot of people have quests open for this. - Know the mechanics. The most annoying part are the zealots, which you cannot really control. You need people with flying-mounts for that. But the actual bossfight can be a pain. Whoever leads the squad should know the spawnpoints of the zealots at the actual battlefield and be able to command people when it is time to focus on the whisps. - Waystations. At least during the 2nd zealot-phase and the bossfight. You need a lot of CC. - Do not be stressful, aggressive or negative in any way. The meta-event is a mess. But you need the proper attitude to get it done. Stay positive. Be polite. If people have questions, answer. Be persistent, but not annoying. It is a game after all. People want to have fun here. - Don't worry about DPS. The last few runs I have done have proven that the power-creep, ANet applied to the game, has reached a ridiculous level. You can fail the event. But if you get past the 2nd zealot-phase, it is almost a guaranteed win. The timer is quite forgiving and allows multiple re-tries after HP resets of the bosses. You do not need a 50-player squad. Last attempt was ~ 20, including out-of-squad randoms. - Bring loads of crowd-control and waystations if possible, or make sure someone in your group can drop them. - If you have an option for mass-revive, pick it. The hydra is ... well, still a legendary hydra. Powercreep did not really affect survivability, so people are getting downed a lot. - Tell your squad to use the jade-waypoint before the 2nd zealot-phase starts. Fully dead players are more likely to use that instead of the real waypoint, even if it is only a few flaps away.
  7. You are complaining about the time-gates while the official launch was Tuesday evening, THIS Tuesday. The system is better than expected, from my perspective. The costs of decorations are a mere fraction of the guildhall-stuff - as it should be. And the new tool is amazing. I'll make a detailed review some time later. At the moment the new expansion is too fun to play to waste multiple hours writing a long post here. cya ingame o/
  8. You will never get everyone happy. I remember the days we were considered mostly deadweight, as well as the ones we were considered the best pick for a certain role. I lost count how many times the balance-team kicked us face-first into a mud-puddle, just because they decided they had to change something that worked good so far. At the moment, I am fine with the state of Engineer. Core is strong, Mechanist is balanced and Scrapper is stronger than ever. Holosmith is a bit lackluster, but I guess that will change with the spear. The quickness-access is imo acceptable. It is not too tricky to pull off. When you play hammer or mace+shield, you can easily maintain it permanently. There are some adjustments with boon-duration that allow more mistakes, but it isn't too difficult if you go without that. I run a few builds that do not require any strict rotation, but offer 12-16k DPS, which is sufficient for my gameplay. I do some strike-missions once in a while and fractals. I can play WvW and open world. All without changing a character or focusing on a real rotation - intuitive gameplay only. What would I like to change? - 1/3 of the holosmith traits working outside of photon-forge - pistol auto explosion = explosion-skill - changing bomb-kit drop animation, so it does not look like taking a dump - WvW version of sneak gyro turned into something that can be considered an elite-skill of an elite-specialization - the placeholder mortar-kit skin, that will probably outlast the game's lifespan What I do not want (again)? - a super-powerful engineer spec, that is top-tier for 4 months and then gets nerfed into oblivion - another utility-goggles patch, with a several month long bug-fix-marathon - yet another condi-weapon, because youknowho claims that pistol/pistol, mace and spear cannot be considered real condition-weapons - a single utility-skill that can do: boon-share, shadowstep 1,200 units, condi-cleanse & stun-break - with a 20 second cooldown
  9. Nobody? Really? Serpent's Ire. There exist sub-communities for stuff like Triple-Trouble, which is amazing. But Serpent's Ire is and always has been an absolute mess. It is far away from being difficult. I've organized a couple of spontaneous runs myself. But it takes so much persuasion & luck to collect just enough people. Even with the Skyscales and other mounts, finding the zealots is so tedious. Give me the ability to solo it, and I make scheduled runs like the Triple-Trouble community XD. Honestly, I wouldn't even need the power-creep for that. Just give me the ability to predict spawn-points of the zealots or make them spawn in a single location, one by one - preferably the area of the actual boss-fight.
  10. There are a lot of strange things posted on the forums at the moment. Some are more entertaining than others, but none should be taken seriously. dftt
  11. Quite satisfied with the festival so far. Achievements are easy, dailies are easy. Boss Blitz is still doable without organized squads. Though I have seen multi-map farm squads, which may lead to a nerf sooner or later :S. The 5k currency requirement for the mount-rental is again doable. Highly appreciate that. Hopefully you keep releasing them one by one until we have a complete set (including skiffs). This is the 3rd or even 4th year, I only collect currency for decorations. It is still one of my most favorite activities ingame, which makes the 'grind' quite entertaining and fun.
  12. I revisited SW just yesterday, to help a friend power-level to 80. The map is great to teach/learn the loot system and event-mechanics. When we arrived, the map-population was about the size of the bot-lane when the content was fresh. It still was a lot of fun, despite pulverizing every 'boss' within seconds. While I am not a huge fan of power-creep in general, for maps like SW it is good. Otherwise you could only complete the meta during certain times, with dedicated commanders like e.g. reaching Dry Top T6 or even the everlasting Tripple Trouble. The only really annoying part of SW and the powercreep are the Legendaries. If you collect them nowadays, they have to spawn right before you. Because even they melt within seconds. No mount in the game is fast enough to get you there on time. If they spawn and you are not within a few hundred meters nearby, the boss is dead long before you reach the location. This is really annoying for new players who want to get that achievement done. And then there is the Champion that never spawns at the wreckages of the helicopters. Why? No clue. They did not bother to fix it in 10 years. Overall the powercreep on the map is not that bad. It keeps the map playable and enjoyable even for smaller map-populations.
  13. I used that example to show that there are mechanics and counter-mechanics and people have to put some effort into counters to succeed. You looked at the raw numbers of skills, which is obviously not equal for all mechanics and their counters, due to their accessibility. How many classes can successfully utilize stealth in combat? How many classes can access crowd-control? Not talking about an option to enter stealth once in a blue moon that is never used. Successfully utilize means, it is part of an actual build.We both know that only a few classes can do that. In addition, those classes are not stealth-only classes. Which means they can be played and are actively played not relying on stealth as well. And here you have your answer why there are so much less stealth-breakers than stun-breakers in the game. If everyone could use stealth as much as crowd control, an equal number of stealth-breakers would indeed make sense ;).
  14. If you fight a player with a focus on condition-damage, you have to use cleanse-skills. When you fight an opponent that uses a lot of CC, you need to bring stun-breakers. And if you fight a stealth enemy, you need to bring detection skills. Now the problem is not really the lack of those skills, rather than players refusing to 'waste' precious utility slots for those skills. Most players who complain about the detection options we have, would like to have a passive-trait that auto-reveals targets. But even such an option should come with a 'real' benefit, like an additional percentual damage-boost. Because a skill/trait that is only useful against stealth targets is considered a total waste. I use those 'trash' skills in WvW actively. My favorite enemies are Thieves, because they are quite easy to read. If you manage to break them out of stealth quick enough, they usually run away like scared chickens. A single utility-skill is in most cases enough. The only thing that does not work with those skills is blindly mashing the buttons. It is a counter mechanic, which means you have to time its use. Don't get me wrong, I do not mind getting more skills with reveal-ability. But as long as it is not just a bonus-effect on a meta-skill, we will not see an increased used of stealth-breakers. They have added more skills with that ability a few times in the past. Mostly non-meta skills. Dust catchers.
  15. RL counterpart to a focus is an offhand weapon. Many swords are heavier than they look. If you swing them with your main-hand a little too hard, you can easily lose balance. You either fall over, to the side or break your stance. The stance/forms are used to make self-defense, mobility, counter-strikes and switching from defense to offense significantly easier. If you fight with these weapons, you need full control over your body and your movement. Worst thing that can happen to you mid fight is to lose the rhythm/flow due to recovering from overstepping, which basically grants the enemy a clear strike. With a real offhand weapon, like a shield or another sword, you have a counter-weight. That can help you balancing your body or prevent you from falling over. It also allows you to parry counter-attacks and deflecting normal attacks. Having an offhand weapon appears to be quite useful. Foci only exist in games. Because they want to look fancy and think it is 'more offensive' if a fighter only wields a single 1H Sword and nothing else. That can work, but only for very light 1H weapons, like a Rapier. RPGs think not very rational. If they see a shield, they see a defensive unit. Even if it is a frontline warrior. Dual wielding swords is often considered a different weapon-type/class/specialization/whatever. Note: I'm not an expert! I've read a few books about the topic and I like physics. If you have a better explanation, I'm looking forward to learn something new ^^.
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