Jump to content
  • Sign Up

Jalad Lantana.3027

Members
  • Posts

    89
  • Joined

  • Last visited

Everything posted by Jalad Lantana.3027

  1. Gave the Untamed another go and it just does not click for me. The changes to the hammer were positive, but it still feels like playing in wet concrete. The only plus to the hammer is it makes using traps convenient, otherwise up close melee does not mix well with a light armor class that has to sacrifice toughness for power or condition damage. I will pass and unless Mechanist gets nerfed badly, I will be retiring my Ranger and playing that instead. Rangers are the second most played class but seem to be the dev's least favorite.
  2. I often play a Mirage Mesmer and I tried out the Virtuoso. I don't PVP, WvW, or run group instances. I found the Virtuoso just kind of "meh". All it offered was a slightly different play style, but the effectiveness was about the same as my Mirage. Other than a different play style mechanic (which did not appeal to me), I don't see it bringing anything to the table that is an improvement or growth of the class. I will be sticking with my Mirage for now.
  3. When you try out the new elites, you receive several sets of gear, runes and sigils to use. I want to try the new Ranger elite, but I have no idea what a good build would be or which items to choose, as I don't "get" what the new elite is all about. What build would you recommend to get the most fun out of trying Untamed with the gear provided? The following format would be helpful: Elite: Untamed Weapon set 1: weapon X, weapon Y Weapon set 2: weapon Z, weapon W Traits: Trait Line __________: 133 Trait Line __________: 233 Trait Line __________: 111 Utilities: Util 1: Util 2: Util 3: Util 4: Elite Skill: Gear: (Vipers, Berserker etc.) Runes: Sigils:
  4. So when you roll a beta character to try out the new elites, you receive several sets of gear, runes and sigils to use. I have a guardian, and I want to try the new elite, but I have no idea what good build would be or which items to choose, as I don't "get" what the new elite is all about. What build would you recommend to get the most fun out of trying the Willbender with the gear provided? The following format would be helpful: Elite: Willbender Weapon set 1: this and that Weapon set 2: this and that Traits: Trait Line 1: 133 Trait Line 2: 233 Trait Line 3: 111 Utilities: Util 1: Util 2: Util 3: Util 4: Elite Skill: Gear: (Vipers, Berserker etc.) Runes: Sigils:
  5. Some quick feed back on the Mechanist from a some one who often plays a Ranger. During the first beta with the Mech, it could solo defeat Veteran level 80 monsters quickly, and only lose 25% of their health in the process. In this Beta the tankyness has been reduced. When the Mech now solos Veteran Level 80 monsters it is down to 10% health when it wins and it takes at least 3 minutes. It can still solo kill regular level 80 monsters solo is under 30 seconds with taking no more than 5% damage. I decided to compare my best Ranger Pets directly with the Mech vs Sand Sharks in Desert Highlands this evening. Here are the results with me providing zero damage or involvement, simply sending either a Ranger Pet or a Mechanist Mech in to fight solo. I tried various Ranger Pets; Jacaranda, Bristleback, Brown Bear, Smokescale, and Jungle Stalker. They all performed about the same. VS LEVEL 80 SAND SHARK Ranger Pet(s) 3 wins no losses, match length average 1 minute 24 seconds Mech 3 wins no losses, match length average 23 seconds VS LEVEL 80 VETERAN ENRAGED SAND SHARK Ranter Pet(s) 0 wins, 3 losses, match length average 30 seconds Mech 2 wins, 1 loss, match length average 3 minutes As you can see the Mech is superior to any Ranger Pet. As a ranger I want to know the justification for this. Why can't Ranger Pets be designed to perform this well?
  6. I main a Necro but also have at level 80 a Ranger, a Mesmer, a Guardian, and a Warrior. I have been playing on and off since the original GW2 Beta weekends. When these new specializations come out it is a bit overwhelming to the point I find I only have time to fully explore a few. This time around I tried the Ranger, and the Mechanist just to see what the mech was all about. Having never played engineer before, I can't really comment too much other than what the mech was like from a Rangers point of view, which was basically OP compared to Ranger pets. It remains to be seen when we get our hands on them if it has been brought down to Ranger pet level. I found the new Ranger elite did not address any of my wishes for the class. Why is it that a castor or melee class can have a one button skill that does multiple things (high damage, CC, Boons, and cleansing) automatically for many seconds, when it is not acceptable that a pet do the same thing on command? Why add elixirs you can throw instead of being able to throw traps? Ranger is the second most played class after Guardian. One of the reasons for that is players like pets as a main part of their combat tool set, but the new elites seem to change the balance to less pet, more direct player action making it less of a ranger and more like the other classes. My concerns seem to fall on deaf ears here in this community. I get castigated for just wanting the original skills and pets make stronger and more versatile instead of new skills that sideline the pets and render old trait lines useless. Why is it that class design in this game seems to put PVP and WvW first and general open world PVE last when the great majority of players only PVE? I am not interested in any of the new elites for my toons classes as they all dramatically change the nature of each class. I always hoped elite specs would build on the original class metas, not slap on complicated systems copy pasted from other classes with cosmetics and verbiage applied to make them seem unique.
  7. My impression when I tried the Mechanist was that the Mech was way OP in PVE, so much I expected it to get nerfed. It was tanky enough and had enough damage it could solo elites, while the player sat down and watched. The damage meant it could also dispatch regular level 80 mobs quickly with the player providing no help. Try any of that with any ranger pet. Shaving some hits points off and cutting back on precision seems to be the main nerfs applied, so many be it won't be able to face tank elites any more, but cutting back on precision may not be enough to keep it from effectively burning down mobs twice as fast as any ranger pet.
  8. Given the sparse reaction of Anet to players publicly posted critical evaluations of the new specs, I doubt there will be much change, rather the PR droids are working overtime to write scripts to justify why the specs are the way they are.
  9. So I have Ravens mastery completed but where do I get 21 more points for Resilience, Valor, and Vigilance?
  10. Bonus 6 says "You deal 7% more damage to foes that have no boons." Is this applied before or after Bonus 1 - 5 (+power and +precision) are factored in?
  11. The 3rd unleashed pet skill some times teleports the pet and the green cloud away from the mob it was fighting 20 feet or so, defeating the whole purpose.
  12. I usually play a Ranger and was eager to give this new spec a go, after running it box stock for some hours in various level 80 zones here is my feedback: * For full effect many of the new pet and ranger skills depend on disable, but Unleashed spec has little to no disable to apply. Only a hand full of pets have disable skills and those are very brief with long cool downs - what am I missing here? * The whole arrangement is confusing and non-intuitive * It's way too piano player, at least add the selection to designate one of the Unleashed pet skills an auto attack. * As it stands now, I won't be pursuing this specialization once the expansion drops, it felt less effective than my current soulbeast specialty.
  13. I have never played a Engineer before. As mainly a PVE Ranger player, I was curious to see what the mech pet was like. I rolled a Beta Engineer and accepted the whole new specialization default setup. The mace confused me, I just did not get it, so I stuck to using the Rifle. Here are the take always from a strictly Ranger with no prior Engi experience: * Mech/pet is plain OP in PVE, stupidly so, it can face tank anything short of a boss, it can auto kill with no Engi assistance any basic same level mob in 1 tenth the time a Ranger pet would take. * Between the rifle damage and the mech, this build with vanilla exotic specs, can quickly steam roll content a skilled Ranger in full ascended finds challenging. I can't imagine how strong this would be with the best gear, runes, sigils etc. Barring nerfs, this will be my go to class/build for farming.
  14. Thanks that makes a lot of sense to me. I was running 1 on my hammer and 1 on a greatsword. I do 99% of my guardian kills with the hammer so I will keep the stacking sigil on it, and put something else on the greatsword. Also thanks to the others that explained "weilding".
  15. The wiki says on kill Sigils award a stack of the specific boon every time you character kills something while "wielding" the weapon. Is wielding the same as equipped? If you have a hammer and great sword equipped and the hammer has an on kill sigil, and you gain 5 stacks killing 5 mobs with the hammer, if you weapon swap to the great sword, do kills with the great sword add to the stack? Is equipping 2 of the same on kill Sigils redundant or ineffective? What is the optimal use of on kill Sigils, only 1 per build or 2 (1 per swap able weapon x 2)?
  16. This worked fine for me until about an hour ago, now if I have a pet out then mount my raptor or skyscale, target an enemy, hit the first mount skill to dismount and for the mount to attack, my pet remains stowed. Very broken. Please fix Anet.
  17. The Wiki says they respawn every 22 to 24 hours. I harvested some yesterday morning. In the evening after the daily reset, they had not respawned for me. If I don't write down the time I harveted them, is there any way to tell when they will respawn for me.
  18. That makes the most sense to me, however, the gating would seem to put a hard ceiling on how many items they can sell in a given time period if their stock runs out, but maybe that is intentional as a governor. I don't mind the gating, it is not excessive, I was just curious.
  19. What purpose does making crafting various pieces for Ascended armor time gated serve?
  20. I just noticed that all short cut routes disply on the Official Wiki interactive map for Ember Bay. It would be nice if they did the same for Dragonfall and Tangled Depths.
  21. As I understand it in order to progress the individual mastery experience bars is to gain experience in the related zone. Is there an optimum way to gain this experience, quests, meta events, grinding mob kills or what? I am working on my Skyscale masteries, so doe that mean only the season 4 maps experience will count and if so which map would you reccomend?
  22. So apparenty if your not a hard core try hard who plays these maps 24/7, map frustration is supposed to be part of the fun.
  23. Trying to keep up with groups in the meta for these two maps, I always get left in the dust. I know these maps are riddled with travel short cuts like the Jackal portals etc. but I have no idea where most of them are and where they go, or even remembering the ones I know about. Is there a resource that shows these travel short cuts and clearly tells you where they go? Thanks
×
×
  • Create New...