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Mordayn.6198

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Everything posted by Mordayn.6198

  1. Another thought I had. What if it is a hidden achievement? Nobody knows about it though because nobody has pulled off a full tribulation run in all the zones with no deaths.
  2. I actually wonder if people would even try for it. It seems nearly impossible for the world 2 tribulation mode. I could see doing World 1 though. Maybe make it so you could do it in a party, and have the party members do clearing like the hands and boss while you just pop potions lol.
  3. I think that'd be a cool achievement to add. Make it so you have to clear each Tribulation zone with a no death run. The reward would have to be significant though. Maybe a title "Masters in Applied Jumping". Or a sick special SAB infusion. Thoughts.
  4. I'm wondering what this means for the lore. Does it mean these cats were always there, but we just couldn't see them until we took the potion? The implication if that's the case is there are Giant cats observing all of the major hubs of Tyrian civilization. What is their purpose?
  5. As a side note while I'm thinking about it. The best way to start building out your ascended sets is to make a DPS set for each weight class since it's sharable. The cheaper route is berserker but you'll get more out of it if you go viper because condi meta is stronger. When i started (pre viper existing) I focused on building 1 set of ascended berserker for each weight class. When viper came out i built 3 sets of viper, one for each weight class. Then I focused on more specific stuff like wvw sets and the like. Keep in mind though. I was running exotics for all of those previous to building the ascended which is more than enough to thrive in the wvw setting.
  6. A good progression guide for attaining cheap gear for a new player. Make an exotic set that allows you to pull decent enough dps in raids. Join a guild that does achievements or post pugs in LFG for the achievements you need for the Envoy set. Get the Envoy set. A full set of Ascended gear that is stat select. Stat a dps build that is either berserker for power meta or viper for condi. Start doing fractals and grinding the AR and personal level to be able to do t4. Do your T4 daily and you'll net a lot of free ascended gear boxes over time. About mid way through this climb i'd suggest going the blood ruby set route for your back and accessories. That set with your Envoy armor will give you full ascended stat swap gear but you most likely won't need to use it because this is your fractal gear set anyway and berseker/viper will always be meta. Over time you'll be able to full gear multiple alts using the free armor boxes and trinkets that drop from the t4 daily boxes. Eventually you'll have more gear sets than you can even use.
  7. So far as infusions go, you really don't need wvw infusions. They barely make a difference. I've been doing WvW since the game started and i've been running fractal infusions only even in wvw just for the Fractal AR with a few cosmetic infusions for the real end game cosmetics. The stat infusions are just there for another added End Game feature that barely adds any stats really. I've never found it to be worth it. Although i might consider it since i now have 2 legendary sets. Infusions in trinkets can be extracted using the fractal extractor so the only infusions you can really make an argument for are the ones on the armor and weapons to which I'd say runes and sigils are the real cost for doing an ascended gear stat swap.
  8. The meta doesn't change that often to be honest and we've all had to change out gear because of it over time. It's a part of this game's end game. You take that away and there's really nothing to build towards. The game already has very little gear progression compared to most MMO. As a side note, you can get 2 full free ascended pick the stats sets of armor doing the achievements in raids. That is worth doing if you have the time and gumption for it.
  9. For trinkets, there are 2 sets you can get that are stat changeable:https://wiki.guildwars2.com/wiki/Stat_changing#Trinkets For back piece:https://wiki.guildwars2.com/wiki/Blood_Ruby_Backpack (Or go with a legendary of which there are 3 in the game. One from WvW one from Spvp, and one from Fractals.) Armor is really any ascended gear that you get for free as drop boxes or you can craft them.
  10. This is the list pretty much. Repeatable content that has long term rewards for completing the content. The only thing you missed on this list was Raids. The reason all of these things are what I'd qualify as repeatable and replayable is they are all repeatable content that rewards long term repetition over time. Legendary armor and backs, significant amount of gold output and rewards, significant amount of free ascended gear boxes over time, specialty skins and infusions, all of these rewards are long term goals that come from repeating the content so players repeat the content. The only other thing i could slightly say is also repeatable is some of the specific LS maps that had stuff like the blood ruby accessory set. That made the map worth repeating because it was an easily accessible full trinket set that also allowed you to change the stats on the set if you wanted to making them more valuable. Edit: Another thing i almost forgot was Guild Missions and Guild Hall grinding when it wasn't finished yet. Although people don't do Guild Missions as often as they use to because it has become stale it was a great thing to do once a week that brought the guild together for some fun and it was rewarding because of the guild commendations. Guild Hall grinding for upgrades was also another cool aspect of the game but once you've maxed it out (most active guilds did this years ago) there's not really much left too it. Both the Guild Missions and Guild Hall Level could use some love as it was repeatable content that gave Guilds stuff to actively strive for. I suppose you could say Guild Hall decorating is semi repeatable content. I know when something cool comes out that we want to use to decorate in the Hall because it has some kind of neat use or effect we'll all put in and repeat content to get that. An example is the seasonal stuff like snowflakes to make all the snow decorations, Halloween stuff, bigger ticket items like the Fractal Console and stuff like that.
  11. There's a few tells for the chains. A circle with a timer looking thing spawns above their head. That will be the player that has the chain. That is followed by a white tether from the player to the boss then the chains become active the blue chain state. The best way to mitigate this mechanic as i was saying earlier is just to stay ranged and don't move while it's active.
  12. Yeah, my main thing is this fight is live or die by the mechanics, which makes it much more in the vain of raid like mechanics. Chains is brutal until people learn it and can wipe the group if the person chained doesn't know he's suppose to stand still with it. We need more content like this where you can't just heal spam through it if it's going to feel even close to a raid difficulty or "easier" but raid like difficulty.
  13. Yeah, i just ran it again with another bunch of first timers. I told them the strat i listed above, we killed it in 3 pulls. it's all about the mechanics.
  14. This one feels way more like what they need to do going forward. It's able to be learned after you nail the mechanics but is hard enough that you won't 1 shot it blind like the first few strikes were. I just wish they'd put some better rewards there that made it worth repeating.
  15. This one feels way more like what the missions need to be. Failed the first two public joins i did but that was just learning the mechanics anyway. Learned the strats by the 3rd group, Squad join through LFG and we downed it in a few pulls. Since that I've lead about 3 groups through squad join and we down it after about 2 or 3 pulls when they get the mechanics. A few tips. The main mechanic that will wipe players is the chains. At 75% 3 random players will get a chain tether from the boss to them that will kill any player that touches it. These players need to move to range so the chain is visible and then don't move while it's active so people can avoid it. Special action button for the CC votex attack, just watch for that and use it as soon as it pops. Green circle is a shared dmg hit so you need a few to stack in it or the person who has it downs. The ice spike mechanic is easy enough, just spread out and don't overlap, dodge the ice right as the circle fills up. The spike falls after it fills so dodge at the point it finishes filling. At 25% stay ranged, the middle has a lot of high dmg going on. Honestly just play ranged dps characters like condition soulbeast, pistol/pistol daredevil, dragonhunter and the like and you'll do fine. The reason ranged is so strong is you can still have optimal dps while out with chains and during that last 25% phase.
  16. I posted this info in the other balance thread but I'm going to repost it here as it applies to the upcoming change. The main issue with scourge isn't just a problem with the scourge. It's a problem with the 3 class combo meta that is dominating because of the interaction between boon, boon corrupt, conditions and condition conversion. Let's take a look at boon output, condition output and conversion interplay issues that are plaguing wvw. When the chrono nerf to boon output came a few months back it was mentioned that the goal was to limit the output of boons any specific class could generate to allow other classes a place in the boon meta. This was done to chrono but other classes were left in broken OP states. Firebrand is the main offender at the moment because they generate group Aegis, Might, Protection, Quickness, Regen, Retaliation, Stability, Swiftness, and Vigor. The initial statement on boons when chrono was nerfed was that boon output for individual classes was going to be toned down but this class was never addressed. The main problem with this class having so much access to boons is (like the old chrono) it squeezes out room for any other boon generating supports because it does it better than anything else can. Support scrapper has a part in this as well due to Purity of Purpose trait. With this one trait every cleansed condition is converted to a boon. This gives scrapper access to all boons output for their subgroup dependent on what the incoming conditions are. Converting a cleansed condition to a boon is way too overpowered when in a large scale wvw setting. Scourge adds to the Support scrapper issue because it converts boons to conditions as well as outputting a ton of aoe conditions. So you have the interaction of Firebrand putting boons on the group initially. Then Scourge corrupts those boons to conditions while also outputting additional conditions. Then you have support scrapper converting all those conditions into boons again. The dynamic from these 3 classes has made them overpowered to the point in the boons/condi/conversion meta that if you don't run this comp you lose the fight before it started. Group comp for any kind of organized group is mandatory these 3 classes and the last 2 spots in the 5 man are usually an additional scourge, herald dps, warrior or weaver dps. No 3 classes should dominate the meta like this. They need to be brought down for other build options to be considered viable. This means limiting what boons are able to be output by these classes. Firebrand needs a rework that limits the boons they are able to output that makes them comparable to other support options. IMO Aegis, Protection, Regen, Retaliation, Stability, Vigor and Swiftness is all they should be able to output making them a thematically defensive oriented boons generator and allowing room for more offensive boon generators of Might, and quickness. As for the Scrapper and Scourge part in this. Instead of converting boons to specific conditions and conditions to specific boons they should generate a limited list of boons/conditions randomly. This change would limit the boon/condition/conversion meta to specific conditions and specific boon generation. I'm not sure which conditions/boons specifically should be used in this conversion chart but thematically it would make sense for scourge to be converting boons into non damaging conditions like weakness, vulnerability, slow etc. As for the Scrapper side of this. Since the condition spam generated by this interaction would be brought down by the change to firebrand boons output and scourge condition output it wouldn't be as bad. For balance these need to be looked at and limited to bring them in line with other support classes.
  17. Honestly it would all be solved by restricting what boons/condi were able to be generated through conversions. I'm leaning toward them being restricted to only generating defensive boons and non damaging conditions. That would mean their initial purpose of stripping/cleansing remains but takes down the damage buffs and damaging condition generation that makes them overpowered in the current meta. The main problem in the current meta is while they are the best at stripping boons and cleansing conditions this is mostly a problem because they are also doing way too much damage and buffing way to much damage as a byproduct. Limiting the damage portion of this meta would be a great first step in bringing them into balance.
  18. Let's take a look at boon output, condition output and conversion interplay issues that are plaguing wvw. When the chrono nerf to boon output came a few months back it was mentioned that the goal was to limit the output of boons any specific class could generate to allow other classes a place in the boon meta. This was done to chrono but other classes were left in broken OP states. Firebrand is the main offender at the moment because they generate group Aegis, Might, Protection, Quickness, Regen, Retaliation, Stability, Swiftness, and Vigor. The initial statement on boons when chrono was nerfed was that boon output for individual classes was going to be toned down but this class was never addressed. The main problem with this class having so much access to boons is (like the old chrono) it squeezes out room for any other boon generating supports because it does it better than anything else can. Support scrapper has a part in this as well due to Purity of Purpose trait. With this one trait every cleansed condition is converted to a boon. This gives scrapper access to all boons output for their subgroup dependent on what the incoming conditions are. Converting a cleansed condition to a boon is way too overpowered when in a large scale wvw setting. Scourge adds to the Support scrapper issue because it converts boons to conditions as well as outputting a ton of aoe conditions. So you have the interaction of Firebrand putting boons on the group initially. Then Scourge corrupts those boons to conditions while also outputting additional conditions. Then you have support scrapper converting all those conditions into boons again. The dynamic from these 3 classes has made them overpowered to the point in the boons/condi/conversion meta that if you don't run this comp you lose the fight before it started. Group comp for any kind of organized group is mandatory these 3 classes and the last 2 spots in the 5 man are usually an additional scourge, herald dps, warrior or weaver dps. No 3 classes should dominate the meta like this. They need to be brought down for other build options to be considered viable. This means limiting what boons are able to be output by these classes. Firebrand needs a rework that limits the boons they are able to output that makes them comparable to other support options. IMO Aegis, Protection, Regen, Retaliation, Stability, Vigor and Swiftness is all they should be able to output making them a thematically defensive oriented boons generator and allowing room for more offensive boon generators of Might, and quickness. As for the Scrapper and Scourge part in this. Instead of converting boons to specific conditions and conditions to specific boons they should generate a limited list of boons/conditions randomly. This change would limit the boon/condition/conversion meta to specific conditions and specific boon generation. I'm not sure which conditions/boons specifically should be used in this conversion chart but thematically it would make sense for scourge to be converting boons into non damaging conditions like weakness, vulnerability, slow etc. As for the Scrapper side of this. Since the condition spam generated by this interaction would be brought down by the change to firebrand boons output and scourge condition output it wouldn't be as bad. For balance these need to be looked at and limited to bring them in line with other support classes.
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