Bobby is clearly a charr player.
You took our Ascalon…you’ll never take our Divinity!!
Guilty as charged. I main a charr ele.
It’s been a month ago! Sorry for bumping this post:P I was just wondering: What is the state of the Skills and Trait API?
I’ve already seen it being mentioned before but I really think the following API could be useful:
- Account/PvP/ where you can gather statistics on the matches won and against / with who. This way people could check on their previous matches and for example check out other players statistics and things. Maybe this would also be a good way to upgrade PvP with a new better-looking leaderboard?
I am not sure how hard it is though but I really think it would improve the community!
RE: /v2/skills what progress there is can be tracked here: https://github.com/arenanet/api-cdi/pull/5
It’s slowed down some as skills/traits are very complicated to represent and we’ve been focusing on things that can ship sooner and at a higher quality level.
RE: PVP endpoint. This is something we’re looking at soon, some of the data we’d want to expose already exists. A PR w/ a suggested format & data you’re interested in would be a great help in terms of giving some direction on what that API could look like.
I ended up doing what you recommended. Thanks.
Any ETA on /v2/characters/:id/equipment? No rush, with school and work the site that I’m creating won’t be done for another 3-4 months; I would just like a status on how things are coming along so I can adjust my schedule.
Thanks again,
https://github.com/arenanet/api-cdi/pull/36
We should be able to turn it on sometime after the next patch hits, IIRC.
Bountiful Theft has its own stealing table/order. We’re looking into the possibility of changing it to function similarly to the conversions, but there’s also a chance that we move to “first-in-last-out” in the future as well. The big thing is that we always want to assure benefit, so that you don’t steal the tail-end of swiftness for 0.5 seconds (also, it’s preferable for balance that we don’t let the trait steal minutes worth of specific boons). Here’s the order, Resistance and Quickness included:
Aegis
Stability
Protection
Regeneration
Retaliation
Fury
Swiftness
Might
Resistance
Quickness
Vigor (since the trait already gives you this one)
Flanking Strikes still uses the first in last out system and won’t be random, since it’s not a conversion.
Hope this helps,
-Karl
Edit: Quickness, not Slow! :P
(edited by Karl McLain.5604)
I love this city.
…when will it be destroyed?
Is that a request?
This is for weapon and armor currently – weapons use the same recipe as armor to stat change except they use inscriptions to allow you to change instead of insignias.
Alas yes it does destroy the runes and sigils in the item, the mystic forge doesn’t currently have a way to allow us to do this kind of stat changing without it working that way.
Also: Shout out to Matt P and Linsey who did all the hard work to make this possible
(edited by ColinJohanson.2394)
Just want to clarify since I saw this come up a couple of times in this thread and we haven’t actually released our full official patch notes for 6/23 yet….
Ascended Gear will be staying 5% better than Exotic Gear. Gear beyond the tiers we already have are not going to be added and our existing tiers won’t change, they won’t be our main end-game form of progression for your characters/account for all the reasons we’ve covered before – it isn’t what we think Gw2 is about.
Masteries is being added to PvE to help provide this system as our form of progression for PvE moving forward, and the WvW ability system exists for WvW and will be what we use to expand WvW in the future.
To more directly answer some of your point….We are adding a system that lets you change the stats for your ascended gear (weapons and armor) next Tuesday – which will cost a combination of 10 spirit shards, piece you don’t want anymore, 5 ectos, and an exotic insignia of the stats you want to convert to. Legendary Gear will remain the gear that can freely change stats any time.
-CJ
(Edited to clarify weapons and armor)
(edited by ColinJohanson.2394)
Hey everyone
We’ve reviewed this bug and I passed off a fix just yesterday. Unfortunately I am no idea on timelines or what update it might be included in, but a fix is coming!
Does this work for stacks over 250 if you have collection expanders?
Yes, it handles that just fine.
Are the personal story fixes not part of next week’s update? I didn’t see any mention of them in the patch notes.
The full patch notes haven’t been published yet.
I was looking through Streamlined Kits and the effective loss of swiftness uptime there was an unintended consequence of Kit Refinement being packed together with Speedy Kits. I’ve gone ahead and changed the swiftness from Streamlined Kits to a 20s duration.
Thanks to the help of your incredible graphical skills, I went ahead and made this improvement for a future release, so keep an eye out for it.
Enjoy your improved quality of life!
I want to know how much the #1 attack hits for. That is the deciding factor of whether this is a good kit or not. If the #1 attack hits like a wet noodle, then this kit will be next to useless for a power build.
According to napkin math, mortar #1 hits about 47% harder than rifle 1. The rest of the mortar skills do less damage but have more utility.
thanks for poking into the prof subred—forums josh
yall dont post here like ever and i got no proof of anything whatsoever (nor do i care to) but after seeing the “finalized” engi changes im pretty sure anet had eyes in here and its pretty satisfying at least to me.
except st®eamlined kits. thats gonna be a sore spot for… until next time. even if the awesomer name sticks and you leave out the r forever.
Stay tuned for details on Streamlined kits tomorrow.
Can you confirm some of the questions about how the projectile finisher will work? The livestream made a point of talking about deploying the light field and condi cleansing, but given the way projectile finishers currently work it relies on the projectile making contact with a target. Or, is Mortar Kit 1 an AoE projectile so as long as it hits a field the finisher fires?
As long as the projectile lands in the field or goes through it will give the combo pop-up – it doesn’t have to hit the target.
My only question about mortar is: is it going to act like a kit? Using it and stowing it whenever you want?
Yup
Curious, will it have minimum ranges like the old Mortar? If not, sounds pretty sweet, one more thing to add to rotations. 5kit Engi ftw.
No minimum range. Shoot it at your feet!
Also, is MK#3 just a light field or is the intention for it to be a pulsing blind as well?
The #4 is a light field and pulses blind with a 4s field duration.
Thanks dude, that’s good to know.
I’m curious, does this mean Spectral Walk (first activation) won’t be able to break stuns that occur mid-air, so things like knockbacks/launches?
If you’re knocked-back in air you won’t be able to use Spectral Walk until you touch the ground. If you get knocked back while jumping, as soon as you hit the ground you can break it, just like other stunbreaks. However, if you already used Spectral Walk and then get cc’d in air, you can return back with Spectral Recall.
That said, as long as you’re on the ground you can stunbreak at any time. Hope I understood your question correctly.
I think the question was really more about the effect “launch” or “blowout” (not sure which name is the one ANet is now supporting). It appears to throw you into the air. Are you actually in midair, and thus unable to stunbreak, or is this merely a visual thing and we’ll still be able to stunbreak stuff like updraft/banish normally?
This is unrelated, but while you’re here could you just tell us if you know whether the rest of the spec livestream that got cut off is going to go up on the anet youtube? I’d really love to watch the rest but I don’t know if you guys kept recording or what.
Yep – we’ll be getting them on Youtube very shortly. We actually postponed the guardian/thief segment until the following day so we could involve Karl himself. ^^
Thanks dude, that’s good to know.
I’m curious, does this mean Spectral Walk (first activation) won’t be able to break stuns that occur mid-air, so things like knockbacks/launches?
If you’re knocked-back in air you won’t be able to use Spectral Walk until you touch the ground. If you get knocked back while jumping, as soon as you hit the ground you can break it, just like other stunbreaks. However, if you already used Spectral Walk and then get cc’d in air, you can return back with Spectral Recall.
That said, as long as you’re on the ground you can stunbreak at any time. Hope I understood your question correctly.
then the change sucks, i thought it was 2 years back that you guys specifically changed stun-breakers to break cc mid animation otherwise what’s the point of stun-breakers at all?
That’s…what it does. Knockbacks and blowouts don’t count you as “in air”. What I’m saying is – if you jump off a cliff, and someone stuns you right as you jump – you can’t stunbreak until your feet touch the ground. However, if your Spectral Recall is ready you can pop it at any time since you’re allowed to use them in air.
Edit: For uber clarity – yes, you can stunbreak launches and knockbacks.
Thanks dude, that’s good to know.
I’m curious, does this mean Spectral Walk (first activation) won’t be able to break stuns that occur mid-air, so things like knockbacks/launches?
If you’re knocked-back in air you won’t be able to use Spectral Walk until you touch the ground. If you get knocked back while jumping, as soon as you hit the ground you can break it, just like other stunbreaks. However, if you already used Spectral Walk and then get cc’d in air, you can return back with Spectral Recall.
That said, as long as you’re on the ground you can stunbreak at any time. Hope I understood your question correctly.
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Posted by: Gaile Gray
I should be a bit more clear: Please don’t take a comment like “we’re reading your thoughts” lightly. That’s truly not a dismissive comment, but one that is intended to let you know that feedback from our forum members and players will be shared with the team as a whole.
In fact, I’ll edit my previous post to make that a bit more visible.
Yay! I think just knowing that we’ve been considered, whether it results in anything or not, helps put our minds at ease about the whole ordeal.
Also when you say that you’re “reading our thoughts” are you SURE you weren’t suggesting telepathy?
Oh gad! You’re right. That really should simply be “reading and sharing your input.” I hesitate to go back and edit that post, especially since it was quoted a time or two. But I hope you’ll forgive the poor wording by looking at the good intentions it symbolizes. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Gaile Gray
I should be a bit more clear: Please don’t take a comment like “we’re reading your thoughts” lightly. That’s truly not a dismissive comment, but one that is intended to let you know that feedback from our forum members and players will be shared with the team as a whole.
In fact, I’ll edit my previous post to make that a bit more visible.
Communications Manager
Guild & Fansite Relations; In-Game Events
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This has been a complaint for a while. The feature request of being able to toggle camera acceleration seems reasonable.
(Please note this does not mean that this will happen, won’t happen, is planned to happen, and or not planned to happen)
Clarification: the only thing that was changed was that you can’t use “Spectral Walk” in air. You can still use “Spectral Recall” which is the skill that returns you to your original location. This means you can still use Spectral Walk, jump off a cliff and teleport back.
What you can’t do is jump off a cliff, double tap Spectral Walk (and then Spectral Recall) just before hitting the ground to nullify falling damage.
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Posted by: Gaile Gray
Hey all,
We understand that there are many opinions and suggestions about the game versions and the pre-purchase program. We will continue to read your thoughts and thank you for sharing them.
Edit to add: We will share your input with the team.
Communications Manager
Guild & Fansite Relations; In-Game Events
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(edited by Gaile Gray.6029)
If you take inventions, Cleansing Pulse will be nice too. Though the range of the skill has yet to be revealed.
Cleansing Pulse is 300 range, but it only triggers off of “heal” skills, not skills that happen to do some healing. This is confusing – sorry. :P
Med blaster heals only 91?
Depends on how you look at it. I read this post, crafted a build in about 5 mins on our dev branch in PvP (clerics, monk runes, etc), and it does pretty well. The skill pulses the heal 3x in one channel. I was doing 159 ticks with no boons on my target, which is 477 healing in one channel. I applied 5 boons to my target, and that turns into 243 ticks (729 over one channel).
It’s a kit. All of the skills can be used while moving.
Edit: “To the Limit” now heals for 6500~ and does not scale with adrenaline.
Does it give adrenaline?
Thanks, Josh
Yup
Pretty sure it was an error and it was ‘Heal as One’ being renamed to ‘We Heal as One’
Healing Spring keeps its name and becomes a trap
This. I updated the notes.
I mentioned Healing Surge in the other thread. It’s been renamed to “To the Limit” and is categorized as a shout. It also gives a flat 25 endurance to yourself and nearby allies (600 radius).
Healing Signet now gives 6 seconds of Resistance on activation.
Can you tell us how much healing it provides and what the cast time of it is? Also the cooldown.
“To the Limit” is a 30s CD and the healing is now set at 6,450 base. It does not scale with adrenaline. However, it now is affected by shout CD redux so it can go down to 24s CD. This also means you get the 1k~ heal from Vigorous Shouts.
Edit: “To the Limit” now heals for 6500~ and does not scale with adrenaline.
(edited by Josh Davis.6015)
broken promises, empty promises everywhere!
said mending would be physical, then never happened.
As we mentioned nearly every other breath during the initial livestream, things are subject to change.
Broke the thread. Fixing.
Keep an eye on the change list post at the top of this thread. Still making adjustments here and there and things pop-up.
I mentioned Healing Surge in the other thread. It’s been renamed to “To the Limit” and is categorized as a shout. It also gives a flat 25 endurance to yourself and nearby allies (600 radius).
Healing Signet now gives 6 seconds of Resistance on activation.
Ofc lets buff shoutbow to its TOP!! because thats all warrior is?
What about other builds?? why cant zerker wars be a thing in pvp?
Why are we forced into shoutbow?
Sorry, I must have accidentally replied to this thread.
Let me know if anyone wants to converse in a civil manner.
I mentioned Healing Surge in the other thread. It’s been renamed to “To the Limit” and is categorized as a shout. It also gives a flat 25 endurance to yourself and nearby allies (600 radius).
Healing Signet now gives 6 seconds of Resistance on activation.
What is the question? Mending is not skill grouped and has no changes, as far as I can tell. Zerker stance did not get converted to resistance for 6/23 (still on the table, but hasn’t been decided yet).
Edit: Frenzy is converted to Quickness and the negative effect has been removed. Also gives 5 might on activation. Will update notes.
(edited by Josh Davis.6015)
Adding it to the notes now.
Will Engineer’s Launch Personal Battering Ram be fixed with this update? The daze portion of the skill that was ‘added’ a while back does nothing currently. Static Discharge would be a bit more viable if it worked.
Seems to be working for me on our dev branch. Let me know if it seems borked after this goes release goes out.
OP is correct. You can still use two burst skills from two different weapon sets back to back assuming you have adrenaline. The change prevents you from using the same weapon’s burst skill back to back.
Trait functionality has not changed. It will still require landing a strike to proc Cleansing Ire, just as it does now on the live game.
Added:
- Heal as One: This skill is now categorized as a shout skill.
- Troll Unguent: This skill is now categorized as a survival skill.
- Healing Spring: This skill is now categorized as a trap skill. (Also renamed to “We Heal as One”.
- Rampage as One: This skill is now categorized as a shout skill. (Also renamed to “Strength of the Pack”.)
- Elementalist: Blasting Staff is now baseline.
(edited by Josh Davis.6015)
I’m sure this is understood, but it seems like a good idea to formally say this: The update notes shared in this thread (and distributed to our fansites) were presented in unedited form. (You probably figured that out.
) As always, all game updates are subject to change while being finalized. The final notes that are presented here on the forums as the formal Update Notes will be edited before they go live. This will allow us to tidy up typos, make sure each stat is accurate, and also verify the inclusion of all elements (and the removal of any that are not going to be included).
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There is no boxed Ultimate Edition version of the game and no other editions of the game being offered beyond what you see on buy.guildwars2.com.
We have an FAQ that covers this and other questions you may have: https://help.guildwars2.com/entries/94582027-Heart-of-Thorns-Pre-Purchase-FAQ
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
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Posted by: Regina Buenaobra
To clarify: $50 is the price of the expansion. We included the core game as a free bonus to make it easier for new players to get into it.
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
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Posted by: John Smith.4610
if you look at the world through the cold cynical eyes of economics
You rang?
How about this?
- Shield of Absorption cooldown goes from 30s to 24s baseline.
- Shield of Judgement cooldown goes from 25s to 20s baseline.
Added to the release notes maintained in General Discussion.
Edit: For clarification, the shield recharge trait is still there on top of this. It brings the cooldowns from 24>19s, and 20>16s.
Going to add a change list at the top of the bottom post for updates that I make to the list. Here’s one change we forgot to document:
Guardian
- Shield of Absorption cooldown goes from 30s to 24s baseline.
- Shield of Judgement cooldown goes from 25s to 20s baseline.
The above skills will still be affected by the shield recharge trait and will go to 19s for Shield of Absorption, and 16s for Shield of Judgement.
yeah stop them by spawning 100 teq’s!
I am firmly behind the idea of a Tequatl Horde (!) invasion of the freshly rebuilt LA.
No Tequatl Horde. But there’s something goin’ on. Mum’s the word, but things may not be all they seem. Or may be more.
Info coming.
Eventually.
:D
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Awright, you guys! Enough of this nonsense. ; Why didn’t one of you use the Froggie Light in the Sky™ and alert me to my typo, hmmmm? 
I just edited. We will try to STOP BY the parties. After all, we love parties. We have no intention of stopping them. We encourage parties morning, noon, and night. 
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Guild & Fansite Relations; In-Game Events
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