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Messages - arukAdo

Pages: 1 [2]
16
Raids / Re: New Raid Team
« on: June 13, 2016, 09:01:25 PM »
Yeah, its pointless debate anyway, wether you go commander or not (obviously it will be NOT, since how easy it is to get a berserker armor) it wont make the group win or loose, thats totally bullshit, its a group thing, that imply that one person by itself wont make the difference, especially when the choice is about 6 piece of gear where the difference is only boon or ferocity, the level of pickness over one-in-three stats in 6 pieces of armor, from my previous post, is insanely overkill, the team hasnt even make ONE run...

Asking ppl to switch wrong stats when it make sence damage-speaking is normal before we make first attempt, asking the tank to craft commander armor before we even get a glance at the group dps is horseshit imo.
Dont get me wrong tho, if seren or dark want to craft their commander armor, thats very fine, but i wouldnt ask them to do that, especially on first run, instead im merly asking them to spend a few karma to get berserker (or even rampager for condi instead of crafting viper...), that seems more reasonnable to me.
Afaik the goal isnt to break the world speed record but just to casually raid, its not necessary to ask ppl going into lenght for their builds, a good balanced team can make it even if its not hardcore top notch builds.

And obviously changing 2 skills or a meaningless stats shouldnt be ground for been rejected or ridiculous  stuff like you can usually see in lfg or hardcore guilds, I wasnt writing a guide just merly suggested stuff ive used over and over prooved working, easy to get (no craft) and efficient, instead of trowing a 'meta-or-gtfo' classical rent.

Id apreciate you dont say ppl are selfish or apply a judgement over them before they actually ever do anything, considering your not even participating with them (or witnessing), its not a matter of selfishness but rather of not been an asshat in this very case.
Id also apreciate you dont attempt to school me over my playing choices, they are mine, not yours, im well aware of meta builds and their reasoning (hence why ive mentioned them), but everybody is allowed to follow whatever they feel the best, as long it doesnt break the group appart, changing a signet doesnt break a group appart, period.

17
Raids / Re: New Raid Team
« on: June 11, 2016, 05:20:57 PM »
From the list we have, Id say seren could go on tanking if can afford to change a few jewels to suit the role (basicly you just need to switch to cavalier amulet/rings), then again Dark has mesmer too, maybe he can just do that.

Im going usually zerk armor/weaps (assasin is fine) with chronomancer runes and cavalier/zerk jewels, you have to adjust the number of jewels depending on thoughness of the healer, theres a good food for tanking from dragon stand; mussels gnashblade; +10% Damage Reduction +15% Boon Duration
The meta is about the "commander" stat armor, it gives more buff duration (concentration) wich is nice to max out quickness sharing, the drawback is you do no dps, so I prefer to stick to zerk and usually dont take signet of inspiration anyway for more survability, its really a subtle choice there and wont make the group win or loose by itself, the key point is more that mesmers are much more efficient at tanking coz benefit the whole group wichever way you go with.

Note PVT is never an option as it mean even less dps than commander, rabid could go for a tank-condi situation, but its fairly obvious you will lack power so id recommand just get alternative piece meanwhile to crank up dps (yes even on a scepter it makes quite a difference to loose power stat partially)
Carrion is pretty meh as well, its not as bad as rabid we probly still can make it with it, but im not sure what you gonna do with 28k+hp and shroud on top, 50K hp maybe is overkill ^^
Ppl usually dont like rampager but it surely is a good and cheap (karma) alternative to viper/sinister and has zero of the carrion/rabid drawbacks, you dont have the max of the max condi, but you have no useless stat either.

What we lack is a revenant for exemple, and at least one more condi, so the obvious solution would be for me to go condi-revenant heh, that would match well with 2 ranged rangers at least.
In case seren is tank and dark is a phalanx zerk, id go rev-condi, in case dark is tank and seren zerk necro, id go phalanx condi then.

18
Raids / Re: New Raid Team
« on: June 11, 2016, 01:21:17 PM »
Well exotic is enought for the first boss, the range role isnt much about the size of your dps, its all about survability, control and movement, regardless the class you wont have a big dps due to spending 75% of your time chasing the green circle, its a mechanic role not really a dps one :p

As a rule of thumb for first boss, exotic is fine as long you actually take the right stats (no thoughness basicly).
Those are available with karma in orr temples, dungeons (tracks..) ect... so theres basicly zero reason to have the wrong stats imo.

19
Raids / Re: New Raid Team
« on: June 11, 2016, 11:31:17 AM »
tuesday is good, but im open for sunday as well, xadine seems u gonna be the healer :p
I can volunteer for tanking for first round since ive got experience with it, altho im best suited as a joker, ive got quite lot of different toons available.
Idealy the tank role (mesmer) could be rotating so we dont relay too much on somebody, selen could be the next (or first) one.
We have 2 rangers, even tho the longbow isnt exactly the best dps rotation, they could be used to replace the usual condi-engi range team (aka green circle), combined with the healer ranger they will have enough survability (water fields ftw), this also open for melee condi-builds (viper phalanx or viper revenant anyone? lol)
Theres plenty of warriors so the phalanx side should be covered, except for the range team its very much like the good "classic" setup.
Let aside the PVT and rabid gears, it should be good to go.

20
Technical Support and Suggestions / Re: Birthdays
« on: June 11, 2016, 11:12:55 AM »
my birthday is in December which means i dont get a birthday due to Christmas  :'(

Same shit here in august, everybody is in vacation, usually at the beach.

21
Raids / Re: New Raid Team
« on: May 30, 2016, 08:10:57 PM »
arukAdo.2047

Character: Lydie Erlanger
Profession: Any
Role: Any
Gear: Any Power/Condi/Heal/Tank Ascended

22
News & Announcements / Re: [News] Schedule Changes
« on: April 27, 2016, 09:27:31 PM »
I like the new system better; it less us do more stuff.

One minor thing tho, MAYBE, we could do more themed; if its the HoT events day, maybe we could do rather HoT others events instead of core ones, and vice-versa, maybe on core day do the shatterrer ect...

23
Events / Re: [POLL] Guild Event Night
« on: March 31, 2016, 02:01:34 PM »
If SW is permanently added on weekends, maybe remove that option from voted events?

24
Events / Re: Event schedule discussion
« on: February 25, 2016, 02:19:14 PM »
Maybe we could use a poll or two, not about what to do on wich days, but instead simply what days and hours ppl want the most, and eventually the frequency at wich they want to participate or for how long they want to play.

If the majority want to play 4+ times per week, and 2h on average, then your current system is not bad and well adapted by cycling the events.
In this case maybe the current issue of low population is rather on the hours we are doing it.

For the dinner issue u could for exemple, take the same days, and just do it an hour or two later, or reverse the order, first TT then spawn manually Teq after.

Since events are cycled to allow everybody to do it on any given day, repetition is probly not necessary, maybe one TT/teq per week is enought, and allow for a different event per week.
Keeping in mind the difficulty doesnt matter, it is likely we will have more people joining for HoT maps than core content.

25
Events / Re: Event schedule discussion
« on: February 25, 2016, 09:58:16 AM »
I think its important to know what we are talking about, the game is design around casual gameplay and players, and psdh overall attitude towards its own activities make sence considering that, the only requierement is ts and nothing else, I think psdh makes a lovely and efficient casual guild, so it would be kinda absurd to change that.

The thing is, events are design casual, that means they are suppose to be done by any players going in and out, randomly or in a guild thats not a revelant detail.
For some reasons anet failed that with TT, due to bad design with the eggs and their cooldown, it didnt worked out as they intended the event to work.
May I remind the oldest members around that in the LA invasion, pugs map would actually kill the 3 knights, or if you go farther in time theres also marionette ect...
The real point here is TT is an anomaly, it was suppose to work out for pugs (coz the game is design like that) but it doesnt for some stupid little details on the event itself.
It is actually hard to find a map that fail Tequalt, its not impossible, just very low occurence, and the large majority will kill it.


From there you have to ask yourselves whats the real objective with the schedule, if its to try to rectify anet stupidity to not update their events, its probly a bad move.
In that regard, it mean it doesnt matter how hard/easy/long/short any given event is, we shouldnt be here for those aspects, aside from the TT anomaly.
We are rather here to play together than to obtain a loot, or kill a boss, given all that is possible without any guild, several times a day.

So the schedule should be really all about players availability and convenance.
It is obvious, in a casual fashion, that having a floating schedule doesnt help, but it wouldnt matter as much, if it was just copy/paste into the message of the day, for convenance, ppl can casually plan up for a week, but for 2 maybe its a bit too much of info.
Dinner and lunch times might not be the most easy schedule to go with, there are others spawn time we could use as well, or choose ourselves the schedule with guild spawn.

In my opinion the event itself doesnt matter, neither its difficulty or easyness, the real thing that matters is to have fellow members to play with, mostly.
For instance, transforming a TT into another event, due to lack of (specific...) players, should be a solution, at least we get to do something together, wich should be the only point for participating in the first place.

26
Raids / Re: [WIP] Spirit Vale Guide/Tips
« on: November 21, 2015, 07:01:22 PM »
theres now a guide on dulfy, i wasnt so far on team composition :p
http://dulfy.net/2015/11/20/gw2-vale-guardian-raid-boss-guide/

27
Raids / Re: [WIP] Spirit Vale Guide/Tips
« on: November 20, 2015, 03:27:43 PM »
Here some personal thoughts, feel free to hate or like.

This seem to me to be a decent group template:

1 Tank (whatever class)
2 Herald
1 Banner/Phalanx War
2 Condi (whatever class)
1 Chrono
1 Druid (or whatever healer)
last 2 slots "should" be open to any dps class (ranger preci buff?more banners?reaper melee?range dps ele?one more condi?ect...)
or for an additional healer/guardian/support if its needed

Importants things:
-Heralds should have the ferocity buff(+150), facet of swift/fury/heal on all the time, f2 anytime its up,
dragon for break bars/red balls, dwarf as secondary elite for massive dmg reduction on spikes (green circle?),
traited correctly and with boon food its perma 10+ stack of might/fury/regen/swift if they split melee/range,
with 2 hammers then its perma 25 might on range, in any case blasting fire field become less important
-Phalanx war provide +150 power to 5 ppl (the melee ppl likely)
-Ranger provide +150 preci to 5 ppl (the ranged ppl likely)
-Chrono should take time warp for elite, and double cast it (f5)... very often (alacrity),
 wells for all others skills (dont take the stability one and lost time trait)
-Necro provide vampiric aura
-The tank probly cant provide banners (heh)

Ive heard in another team/ts that if you have more than 4 people on the green circle then you would take more dmg,
maybe should be checked next time and accordingly has to be dealt with for green circle backups (condi usually),
it is overall obvious that the more you run around the less dps you do, especially after the third phase,
the blue circle are actually the most dps killer, while the green circle is rather the mechanic killer.

It is important to make a color check for seperation, as well a melee/range check for green circle i think.

Life steal and small heals seems to counter the mushrooms dmg, so its actually possible to camp and stay on it,
but the bonus overall isnt worth it if you consider time warps give 40% more attack speed and can be up for 24sec.

Squishy builds (read -15kHP, high dps zerk) may consider things like Furious Maintenance Oil, Mangoo pie or rune of the wurm.
Rezing ppl is also a lost of dps after all.
Anybody tryed to use the powder/whistle? totally forgot to try them in the instance :p

28
Raids / Re: Raid Teams
« on: November 20, 2015, 01:08:53 PM »
Character: Adrian Fahrenheit
Profession: Reaper
Task: Condi (or DPS)
Gear: ascended sinister (or zerk)

Character: Arukâdo
Profession: Engi
Task: Condi (or DPS)
Gear: rampager exo weapons/armor, sinister ascended trinkets (or ascended zerk/assassin mix)

Character: Sïmon Belmont
Profession: Herald
Task: DPS/Buffer
Gear: ascended zerk

Character: Trévor Belmont
Profession: Berserker
Task: DPS/Phalanx
Gear: assassin ascended weapons/armor, assasin/zerk trinket mix

Character: Sonia Belmont
Profession: Dragon Hunter
Task: Support/DPS
Gear: ascended zealot armor, mixed trinket and zerk weapons

Character: Ralph Belmont
Profession: Dragon Hunter
Task: Healer/Tank
Gear: cleric ascended armor, mixed cleric/nomad trinket and weapons

Character: Stella Lecarde
Profession: Tempest
Task: DPS
Gear: ascended zerk

Character: Lydie Erlanger
Profession: Chrono
Task: DPS
Gear: zerk ascended weapons/trinket and exo armor

Character: Linda Entwhistle
Profession: Ranger
Task: DPS
Gear: zerk ascended weapons/trinket and exo armor

guess that should do it, probly useless to put more of them :p

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