@"xenocide#6577" That's what private que is for. Random should have requirements, while private shouldn't have any requirements, only recommended IL. Honestly though, IL has never done it's job in this game. It should have been abandoned a long time ago.
Or, you know, allow tanks to do an expected 70% of the damage dpsers do like we were originally promised...or stop punishing tanks so that you have to over-invest for tank busters so we can have offensive stats...or you know, stop punishing tanks by making DoT based off your max hp so that increasing IL means taking more…
You know, from now on when I see threads like this about stuff they promised or hinted about adding, I'm just going to say "Join me in GW2 where this already exists and works perfectly". =) In GW2 you can switch builds anywhere and your loadouts are split up nicely so you can choose to just switch gear or just switch skill…
Instead of "easy" version of trials, with nothing of value, I'd rather they come out with a 5-6 man version of trials. I sincerely have grown to absolutely hate trial content that requires 2 tanks. You can see very easily see there is more engagement with dungeon content than trials, because then a tank can tank, having…
Pointless term, usually used by players who don't know what a "hdps" is, just know they can't complete anything without asking for someone to carry them. Vos is the current "hardest" dungeon and can easily be 4 maned, IC/CR are the hardest RCs, can easily be 3 maned. Tomm and Zariel are now a joke (if you know mechanics)…
I think I've bought the loadout from wondrous bazaar 5-6 times for my fighter and know many who have used it. Its well priced (300k with vip). Many of the time limited ones though have been well over-priced (bags/stone of health/comp) Also, if they copied GW2's "zax" it'd be done with. There you don't set the price, it…
Aside from journals, I don't think theres any other Bis gear hidden behind temp events. The journals come back roughly every 3 months or so and can be bought off the AH. As a tank or healer, none of the temp stuff is Bis. We also don't need the journals, as artifacts as a tank is needed for stamina regen and for healers…
As a fighter that has more tank specs than I know what to do with along with a movespeed build, either situation can be annoying. However, currently without a single deflect comp equipped with consumables + temp buffs from fortified/master boon, I can have up to 84% deflect, 88-89% with Regis comp slotted in (though I opt…
Close and Apply to all loadouts are both on the bottom right of their respective HUD. Its simply too easy to accidentally hit the apply all button which then instantly applies everything. While I've never accidentally hit the apply all on mounts or appearance, it would be nice to have a confirmation pop-up for those as…
No, just no. People already hated HC stuff back with A.I campaign and I really don't want to deal with more HC dungeons unless the concept is reworked. If HC worked in the sense you die, you can't res and can only watch the rest of the group, that's fine by me. As of now, where anyone can die and waste 30 mins+ of people's…
You also don't need bis everything to run the hardest content. Myself and many many others took off all enchants to test the new rework when they came around, running hc vos, tomm, RCs ect and saw it didn't really matter. There are people who are 70k+ IL that have all the "right" gear, that are still being outdpsed by my…
@"thordet91#6067" Very much so, except with the people I run with there will be days of only one person constantly dying in HC vos, which they then blame themselves (A lot of times its due to DCs in lumi phase, or not realizing how stupidly large the real AoE zone is on second boss). Good days are when they all fail at…
Lets be honest, with how useless tanks are in the current RTQs and the fact that a good 80% of the time you seem to end up with 3 healers anyway, they should just make it require 1 tank, 1 healer, 6 dps and 2 anys. At best, double the ques will start moving, at worst you get an alt healer with 20k il and clueless so…
They mentioned reworking que system again on the stream, with private being able to have its own separate rewards. For private que I very much agree IL requirement should be removed and have a toggle to remove scaling. For public que they need to go back to pre-mod 16 system, where it required having the dungeon unlocked…
Character sheet, top left, there is a drop down that lets you swap "loadouts". Build is just how you built the loadout, items used, powers used, companions ect.
Definitely an interesting idea, of course it'd be something I'd have to test out to see if it works well enough as it could end up removing a tank's role further if the healer marks a dps and can keep them well shielded with tab and timing for tank busters (there's also charisma for recharge speed, 5% collar, 5% bonus…
This mess up is really mentally defeating. I had enough comps to make 4 of my 10 builds viable until they fix this, however I use 6 builds on a daily basis on my main. It just makes me even less want to bother playing.
So....you guys applied the enchant bug to comps...congratulations. I have 10 loadouts that now I have to figure out what was in each slot and make sure they are in same slots per loadout. Good job.. And Edit: Even when I make sure they're in same spots, still pulls them out in different loadouts. Just why?
While I really dislike this new upgrade system, I have run all content (outside the new trial) without enchants on when we had temp enchants. We really don't have content that requires this insane jump in IL. People who think getting all mythic enchants will somehow magically make their toon go from useless to perfect, may…
I'm running the new trial with a dps who does 900k Encdps. My at will does 10k or so on a good day. Manticore mane bite makes up 67% of my overall damage in the trial along with the heal that comes along with it, I'm only attacking really to get my daily back to spam it again. In everything but the new trial, all I do is…
So, with fixing the bug so there aren't 0's everywhere, does this somehow fix the issue that tanks that block and when "immune" pops up, we lost our bonus enchant and guild boon worth of move speed? This has been going on a lot longer than the dpser's 0's.
I think he is more referring to things like self healing build with holy avenger/life drinker/bloodtheft or the barbed armor enchant build that allowed dps tanks to hard carry runs. Both builds allowed for creating a ton of aggro too. As a fighter, I can still make a build that lets me heal/shield for 5m+ a minute, but its…
@leslithegreat I didn't say anything about the combat enchant except for its a pain; I started with a very small opinion "I think the companion enchant not having combined rating is fine, as its a huge buff regardless if you use an augment or active, however the combat enchant is just a pain to work around along with mount…
You do you Rikitaki, but you won't find people taking off the enchant even for scaled content. You'll see people asking for Combined rating for it, because people like having it easier to cap stats, but those same people are still running the enchant because it is beneficial. If you want to strawman me by saying not…
Not going to address the rest, as someone like Wilbur, Rjc or Aragon could way better explain the diminishing returns of damage %s and the value of the companion enchant; however I never once said Augment > Striker companion. I have a striker companion dps build that hits 90% caps, with 50% accuracy. My Augment build hits…
1: Its not the whole raid, its your party in the raid, the group of 5 if you're referring to the Drizzt companion. 2. In endgame content groups are typically split as 4 supports in 1 group and 1 dps, along with other group dps. If you're playing a support, its not doing anything, if you're playing a dps in the dps group,…
So question would be; why would you run an active companion then with 2x warlord's inspiration instead of an augment if you believe the 1.5% across the board you lose is worth more than the 150% damage bonus the enchant provides? The enchant more than doubles the companions damage at the expense of 1.5%, however an augment…