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Oogabooga.3812

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  1. It is a big leap in difficulty, especially for solo PvE players. You now have to contend with high condition damage, getting hard CC’d, facing mobs of these creatures, and multi-level tiers of maze-like maps. Almost none of the hero points are solo-able. The main adjustment is to do things with other players, even the story.
  2. I would suggest playing each class until level 80 for the first time. The time you spend on them will teach you how they work better. Something to note: regularly upgrade your equipment to about your level, as the higher your level, the worse your old equipment will scale. I myself prefer the reaper (necromancer specialization available with the expansions) for dungeons and farming because it has a high amount of health plus shroud (which is essentially more health) and can hit many enemies (cleave), so you can get more loot bags. Equipping high damage will mow down foes faster.
  3. Remember Stare Wars? The pirate ship meta? The sustain now gives the edge to the aggressive melee blobs once again. I rarely joined a pirate ship zerg because of the back-pedaling and refusal for any zerg to be the one to charge into red circles. Now, you back-pedal, you get wiped 90% of the time.
  4. I did shorten a lot of details; otherwise this would be an extremely long overview. I summarized them as “party boons.”I said slow on demand heal. There is the cast time and then a 1 second delay.Where are you getting the 11k and 30k numbers? Sounds like a sum total for the entire team instead of an individual party member. The renegade elite channel is great if the energy management is going well.
  5. Having played firebrand, druid, scourge, tempest, scrapper, and renegade healers, here are some comparisons between them, as they all have various strengths and weaknesses. FirebrandAdvantages: Highest amount of blocks, and aegis heals upon blockModerate spike healsGood regeneration and/or pulsing heals upkeepHigh condition clear abilityExcellent party buffsHigh access to stabilityAverage mobilityGood survivabilityDisadvantages: Low self healCareful management of mantras requiredNormal revive speedLow CC contributionLong cooldown of tomesThe healbrand is best as a preemptive healer; needs to know fight mechanics to know when to apply blocks or stability.Difficulty: moderate DruidAdvantages: High spike healingEasy continuous party buffsGood regeneration upkeepGood self mobilityGood CC contributionModerate DPS contribution Disadvantages: Long recharge of celestial avatarSpirits are not easy to move around quicklyLow survivabilityNormal revival speedAverage condition clearThe druid is a reactionary healer i.e. heals after damage, and managing the spirit location on a mobile boss can be problematic.Difficulty: moderate high ScourgeAdvantages: Spammable barrierModerate condition clear, but barrier will also soak condition damageThe best revival skillsModerately high CC contributionHigh regeneration upkeepCan diversify into boon stripper and trash mob pullsSome condition DPS contributionDisadvantages: Low spike heal, as barrier is the trade offLow party buffsAverage mobilityNo stabilityVery low projectile block accessThe scourge relies on mitigating damage through the barrier preemptively, and the teleport revival covers up many mistakes by either the scourge or the downed player.Difficulty: easy TempestAdvantages: Excellent party buffsThe best pure healerHigh condition clear abilityHigh survivabilityModerate CC contribution Moderate spike healingModerate projectile reflectsDisadvantages: Low DPS contribution Average mobilityNormal revive speed, unless using ArcaneLow or no party stabilityBeing caught off rotation can take a while to get to the needed attunementMany skills take a long time to finish to get to the benefits Small area of effect for skillsThe tempest is usually busy rotating skills to keep buffs up, and can be messed up due to mechanics or the need to revive someone.Difficulty: moderate easy unless facing a battle against many CC skills. ScrapperAdvantages: High condition conversion or removalConstant channeled healing abilityHigh damage mitigationModerate CC contribution if using a hammerHigh survivability Some DPS contributionDisadvantages: Low spike healingLow reflect accessLow stability accessLow party boonsAverage mobilityThe scrapper is more useful against high condition damage situations than physical damage, making this far more useful in WvW than PvE.Difficulty: high RenegadeAdvantages: Moderate spike healHigh protection accessHigh CC contribution Excellent area block accessPermanent alacrity contributionModerate DPS contribution, but high party DPS buffDisadvantages: Moderately low condition clear abilityEnergy management is a constant issueNormal revive speedManaging Ventari’s tablet can be cumbersomeOn demand healing is slowThe renegade contributes greatly to the offense part of the fight with alacrity and the area of effect CCs (can single-handedly break Blasting Black Peter’s defiance bar).Difficulty: moderate high Feel free to agree or disagree! I have not toyed with warrior, thief or mesmer healers.
  6. Funny thing about that solid ocean one: it used to be easier. They revamped it to the beast of a fractal it is today.
  7. There are still power builds that hit too hard, such as mesmer and ranger, but spell breaker has finally been tuned down from god-level damage. Have you tried a yolo berserker? That thing can not only do the greatsword triple spin once and down people, but can rinse and repeat that 4 more times within the one berserk mode. No one can take all that and live. Of course, if you miss, you die, so it lives up to its name. Glass cannons not instant-dying work even better in zergs now; we are seeing fewer pirate ship blobs. Those that are still a pirate ship usually die to melee trains, as they should. Myself I like using tempest now and will run glass in a small or big group and survive pretty well. I don’t 1 shot people or bust zergs by myself anymore (unless I use the not-yet-nerfed loot stick), but I do tend to get zergs’ attention to myself trying to break them because they do feel it.
  8. Seems to be about a 10% drop rate for me. I’ll get about 1 every other day.
  9. Anet changed the participation timer so that you pick up where you left off. So it’s disadvantageous to tick down. Even your reward track earning is less in lower tiers.
  10. Also, join a guild that is friendly to new players. I waited too long to join one, thinking I had to learn the game before looking for a guild. When I finally joined one, I learned the game so much faster with all their help. A friendly guild will help you every step along the way. This game is not meant to be played solo.
  11. The players on roller beetles crashing into the gates need to die instantly, sending them immediately back to their spawn waypoint. Skimmer mounts would then repair gates with their skill, costing the ability to mount up for the next hour. While an EWP is active, raptors, for that server only, would be temporarily available. While the air keep and all 3 shrines are owned by one server, they get to use griffons in only the air keep zone. Same with springer mounts for the earth keep and the skyscale for the fire keep. Do I have them all covered?
  12. My group recently finished it with quick brand, banner slave, power/boon strip reaper, and a heal scourge. Our alacrigade PUG died right as the boss spawned, so we 4-manned it. Our success was due to 2 main things: we cleaved down most of the adds and avoided the winds. We didn’t dodge the stun shot, didn’t dodge the red circle, and stacked when we could for green circles. It was by far the smoothest run ever of the t4 siren’s reef.
  13. Well just putting it out there in case they forgot.
  14. There are quite a few reasons ppl run from a fight in WvW: Trying to join/rejoin a different fight, assault or do some other tactic (there are many)Think they don’t have a good chance to win vs youThink the fight vs you isn’t worth the time and effort for many reasonsJust trying to do daily achievementsI think most solo/small group players will tend to back away from an aggressive enemy that charges in guns blazing as a natural “surprised” or “not ready” reaction. Because of the uneven numbers that are an integral part of WvW, people will pick and choose their battles far more carefully than in PvP. Roamers especially will make a build that can escape.
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