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Search results 1-20 of 343.
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You should also double check that your bubble cd isn't running. The game will not give you a bubble if you've had one too recently from something like having just zoned out of another dungeon.
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They've done overhauls in the past that have made significant gains. Those were mostly around when season resets first came out and f2p launch. The performance was absolute garbage back then.
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The biggest advantage melee gets is higher resilience penetration. That is rarely relevent though outside of mid to large scale fights that turn into brawls somehow.
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The OP is complaining about 1v1. Good luck with your target switching plan. If you're gonna throw out an arbitrary second activation to mean that your cleric robe hasn't been countered then I'll throw out an arbitrary second activation of the mage robe to say it's still countered. You're still hard countered because the mage robe player gets thier full defensive value of the ability while stripping yours. Nobody particularly cares about armor balance in instanced pve. Counters don't matter when …
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Different stats have soft and hard caps. The caps also applied differently for passive and active buffs. The soft cap for passive seems really harsh for cast speed. Looks like it kicks in somewhere around 10% and reduces effectiveness beyond that over 50%. Seems like it might consider your active buffs as the base starting point as well.
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Items are always crafted at full durability. There is obvious durability loss by getting knocked down by mobs or players in non full loot pvp. There is also less obvious tiny amounts of durability lost when do things like arena. The time you remember having to repair something was not completely freshly crafted. It was either already in your invintory before hand or you did some activity that caused durability loss. If you just walk straight to the local AH, you'll never have to repair what you …
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If it's your personal island, I believe you can strip down the buildings, abandon, and just remake at new city.
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There was a change way back before call to arms that reds couldn't hit faction flagged in yellow zones. That was to work around a ganking strategy to have a group of reds in yellow zones to knock down faction people and have 2 members flagged to different factions nearby to perform executed. That mechanic seems unnecessary now that yellow/blue was mad non lethal for faction content.
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Damage done and healing generate threat. Plate armor has a threat gen multiplier passive option to offset lower dps. Most tank weapons have a q that generates bonus threat. If you're doing aoe damage or healing the group, you'll probably pull aggro on loose mobs in groups. Better tanks will be better at grouping enemies and ccing then such that you're free to aoe nuke them down. You're ussually better off holding off on using abilities till the mobs are grouped.
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For hideouts, the debuff is based in total dps being done. So while 1 more t4 hammer isn't going to contribute much, it's not slowing it down. You would be better off, however, just keeping a fighting weapon ready or using a better hammer though. Don't know about castle doors, but I didn't think they cared about how many people were hitting them.