they could make it slightly punishing, only the trait points used up until that level is used.
also, the armor and weapon rate is scaled at the level it should be, a lvl 35 character doesn't have max armor rate, it has lvl 35 armor rate or less.
if ppl want to force others to be max level then fine, let's turn it around and you'll see the whole "level up to max level" issue is non-existing.
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Thread: How to prepare for dungeons
21-01-2013, 18:58 #21
22-01-2013, 01:26 #22
25-01-2013, 21:44 #23
And please ask if you have any questions (private message or on-topic). Any feedback motivates me to keep improving them.
15-04-2013, 13:59 #24
Updated with game mechanics. If you guys could throw some comments about that.
15-04-2013, 15:13 #25
I think both Vulnerability & Weakness are pretty strong and should be used as often as possible when they come from a source like weapon skills. Utility skills that you can slot as you like have to be taken into consideration, but then ... the dungeons aren't made off bosses alone.
I think you have to add another game mechanic: "Summons & pets"
In dungeons I always hear "remove your pet" when I play a ranger, which is not possible when in combat or taking damage. This makes Rangers "the best" at trapping their own team mates when skipping (Ranger runs up front due to speed buff, drops a slope, takes a small amount of damage, pet comes out of "stowed state" takes aggro and attacks. Everybody running behind the Ranger suddenly is caught in AoE fields directed at the pet.
For Rangers this means, use active pet control. Stow your pet often when running, chose a pet that can stick to a target (F1) or one that is ranged and does not pull multiple foes (you can call it to attack and retreat to you if you manage pets actively, though). Don't use a pet that does a nasty condition on foes that transfer conditions back to you or creates boons.
Other professions do not have as much control over their pets, so use them wisely. The Necro has a trait (Reanimator) which pretty much keeps up a minion with limited AI. Thieves Guild summons attack on sight as will Elemental summons or Spirit weapons.
If you have spots with patrols running around, it is best to keep the summons off the battlefield.
16-04-2013, 10:06 #26
19-04-2013, 01:44 #27
19-04-2013, 03:36 #28
19-04-2013, 06:30 #29
19-04-2013, 07:15 #30
From what I understand: The more toughness you have, the more aggro you will have. Some classes will probably benefit more from a set that has more focus on vitality than toughness.
I also highly recommend that people carry all possible weapons they can use. Recently, I've been running into too many people that don't bother carrying some important sets of weapons. For example in places like fractals, there are instances where rangers need to use melee weapons so that they don't kill themselves through projectile reflection, and there are times when guardians and elementalists are needed to bring shield and focus respectively for extra projectile protection. Remember that groups will rather have slightly less effective people than useless ones.