Showing Posts For Baeyne.9584:
As people have already posted: Canach may have been using camouflage to mask the glowing parts of his body, granted the writer could have mentioned that there. Also, the weapon restrictions of guardians and warriors are only limited in-game as a game mechanic and does not entirely reflect on lore.
What I am hoping is that the LS story writers do not take the writing of these short stories lightly as they can have a great impact on immersion if written badly.
There was also a post a few months back that said: things like short stories are novels has its purpose in delivering game lore. It can either be because of cost or that the writing medium would be better than in-game CS in terms of “delivering” the character.
In writing we get to know how the character thinks because we can “read” his thoughts. In CS we see how they act, and it is in CS that we get to see all the pomp and flourish that they deserve, or don’t deserve, whatever the case may be.
We did have comments in the forums a few months back that the GW2 story needs to be a bit more darker or mature to be taken seriously.
Adding Canach and Kasmeer with their not-so-white backgrounds would balance out the characters of Braham and Rox and make the group interesting.
Indeed!
I think they are portraying him as an anti-hero. I wouldn’t be surprised if he will a member of “The New Destiny’s Edge” with Braham and Rox.
I am also thinking that Kasmeer will be the human counter part of Logan in this group.
Even though I have not met Canach during the Lost Shores event. The way he is presented really makes me want to know him more. Unlike the previous other two.
I want to say kudos to Scott for the two short stories he has written for southsun.
I actually had the shivers when i was reading the latest one about Canach. From that alone I got the impression that this sylvari is dangerous and ment business.
The style of writing he used got the message of the story through. In my opinion, it’s hard to empathize, love, or hate the characters if a writer just stitches together a haphazard jumble of words.
I may not be a writer myself, but I AM an avid reader since I was a kid. The writing style used by authors can either break a good story or make it very good one.
I hope you and the rest of your team writing these short stories will improve more.
Again, good work!
EDIT: This is of course my opinion. The topic title would be too long if i included that disclaimer there.
It is a well known fact that the majority of the players in any MMO are vain. We simply MUST look cool. This … Vanity, usually comes to an MMO player at the level cap (in this case level 80).
So since this is a buy to play game and we are not paying a subscription fee. Anet must somehow generate income to finance the development of the game. This is one way for Anet to generate income.
TL;DR – Because it makes more money.
This is my Thief. I have already posted a picture of her in Thief and General Discussion forums, so I might as well do so here too.
I honestly thought that I could not find the right color combination for it with my existing armor set. It’s amazing how dyes can do wonders.
I am also hopping that we will get a Fused Weapon Ticket for the epilogue of F&F.
Technically, you can argue that the fused weapon ticket is NOT an exclusive reward since they can be acquired through other means, unlike the fused gloves.
Mix and Match with fused gauntlets
Soulbound items can only be stored in the regular vault.
If you are only after the armor/weapon skin, you can transmute it into a white item to make it account bound and store it in another character’s inventory.
Make a guild with only you as a member and unlock the guild bank.
My Thief: Vaine De Lupo
Head: Anonimity Hood
Shoulder: Tier 2 Human Cultural
Glove: Fused Gauntlet
All The Rest: Tier 3 Human Cultural
I think the devs are just testing the waters with this batch of content.
The Living Story is a new concept, both for the game and the MMO world, so the devs IMO has little to no idea how the players will take it. So they test it first, and when they feel that they know what their player base wants.
This is also true for GW2’s other content.
So just relax, sit back, and enjoy what they have to offer.
If you have a thief in your party, he can actually Scorpion Wire the protector out of the flame circle.
You can also do this on protectors in the weapon testing fight BEFORE they buff the core and make it invulnerable.
This is a great post. I think a lot more people would enjoy Guild Wars 2 if they hadn’t played games like WoW and the gazillion WoW clones that have popped up over the years. It’s a very different mindset.
As for cosmetic options, more will come in time, just like they do in every MMO. It’s just a matter of patience.
Anyway, for what it’s worth, welcome to the dark side. lol
It’s actually the reverse for me, Vayne.
Coming into GW2 from WoW and a bajillion other WoW clones can make you appreciate GW2 more. You have a basis for comparison, although that in itself is a two-edged sword. There is a lot of stuff in GW2 that when you compare it to the other games you have played will make you appreciate GW2 more.
And the other good thing is that the devs are learning from past experience and improving this game more.
People are just too impatient to wait.
please follow up on my incident report regarding my credit card authentication.
I have already submitted a ticket with the full details of the incident: #130423-000761
Just an old lady’s perspective:
I would rather…
-snip-
TL;DR:
Don’t change the leveling process. Take a look at your class choice instead.You remind me of people who support Shamans in WoW doing 30% less dps than everyone else ’because…
-snip-
‘Flavour’ is never an excuse for imbalance, in a good game.
It could also be argued that the imbalance you feel may be a matter of prespective. You may feel that a profession is not balanced with the other profession mainly because the profession you chose doesn’t cater to the playstyle you are used to in other games.
To my mind, GW2 is less about numbers and more about actually playing the game.
That is the reason why some people shun a profession in this game, they don’t understand how it works so they veiw it as a “weak” profession and deem the game “imbalanced”.
When you have people asking for thieves to be buffed and at the same time complaining that thieves are OP, the problem, i think is how people percieve other professions.
Edit: changed “nerfed” to “buffed”
Hey Pen, we did Komali before she was bugged.
I had no idea Komali was a SHE.
To the OP, if you were doing a Tier 1 bounty then having 30-35 people (assuming you split the group into two) is pretty much overkill.
It’s better to do a Tier 3 bounty with that many people because that would max out (or almost max it out) your merits with just one event.
Anet did increase the scaling of events to accommodate 50 people per event. I do not know if this also applies to Guild Bounties.
For me, the advantage of Hiding in Shadows is not only the condition removal aspect of it but also the amount of damage it can heal and stealth.
I found that there are situations you come across that the signet of malice will not be enough to heal you through damage mainly because you have to stop attacking.
I play a P/P thief and I find that Hide in Shadows works for me best than the other two. So I can say that, depending on your play style, the kind of healing skill you need will vary.
Let me explain to you something about the stealth mechanic as I have observed.
Yes it IS true that you will not loose aggro when you go into stealth, this also prevents mobs from going to full health the instant you go into stealth.
However, when you ARE in stealth and the mob is not using an AoE skill on you, it WILL stop attacking and just stand there, allowing you to move behind it and doing a backstab.
ALSO, if you are in a party and you go into stealth, you will not loose aggro BUT the mob your targeting will switch target to the next person on his aggro list mainly because it cannot attack you and there is another more attackable target nearby.
I have found this to be true in dungeons and fractals. It is also the reason why I don’t agree that P/P thief gameplay has no use for stealth.
Having said that, this thread will probably be move to thief forums.
Adlib: The thread was moved while I was typing a reply.
There is also the fact that you are not limited…
-snip-
… is you can set one of your skills to auto-cast.
My Guardian can…
-snip-
…versus a dagger thief.
And that is exactly the reason why you are having trouble with the thief profession.
-snip-
you can really enjoy GW2.
If one profession takes significantly more focus and effort than another for the same performance, something is squiffy.
Because professions
-snip-
with their respective weapon sets.
Yes you can, but its…
-snip-
… story telling they’d have the perfect mmorpg.
What you say about the pro’s and con’s of xx/P and D/D may be true. But it doesn’t change the fact that leveling experience is not inconsistent by playing a different profession.
Sure, there are professions that are easy to get into and there those that aren’t. But ALL of them require you to understand how each of them works to better enjoy the game as a whole.
I have just pointed out that (for example) a thief can have the survivability of a guard, just that that survivability is in another form.
If you prefer one play style over another, that is already a personal choice, and how fun or un-fun that play style is, is again entirely up to you. What I want to point out is that regardless of what play style is comfortable to you, it does not make the leveling experience more difficult.
Regardless of play style and profession, you still need to understand the game and its mechanics to better enjoy it. You have to unlearn some things that you have picked up in other MMO’s because those things may not be applicable when playing this game.
Hello Starbird!
As i have mentioned in that other thread you made, thieves can be pretty tanky. And as others have mentioned here, our “tankiness” relies on how often we can blind our opponent (if you just want to stand still) or evade tank the mob (relying on dodge mechanics to avoid damage).
For leveling as D/D, you will probably rely more on you death blossom for evade. Also CnD and the backstab mehanic can be used to your advantage, to kill mobs quickly.
For P/P leveling, you can rely on caltrops and other trap skills to keep them from getting to you. I would advice you to keep a SB as your secondary though, for those moments when you are face with multiple mobs.
Also, any xx/P combo have Black Power for the melee AoE blind. This means that all attacks from mobs inside the black powder ring will miss. You have heartseeker if your using a dagger that deals scaling damage based on the amount of HP the mob has, and pistol wip if your using a sword in your main hand.
You should also look closely at your utility skills. They are your tool set for avoiding damage, as well as amplifying your weapon skill damage.
Experiment and enjoy!
There is also the fact that you are not limited to a single weapon set through out your gaming experience in GW2.
set is an assest in this game. In fact, it is a …
-snip-
There is no “white damage” in GW2. All your weapon skills do “yellow damage”. The only advantage is you can set one of your skills to auto-cast.
My Guardian can -snip- me want to punch a kitten. It’s clunky, unfun, and dilutes a lot of the thematic strength of playing a pistols thief versus a dagger thief.
And that is exactly the reason why you are having trouble with the thief profession. Utilizing different weapons sets for different situations is one of the core gameplay of a thief.
-snip-you can really enjoy GW2.
If one profession takes significantly more focus and effort than another for the same performance, something is squiffy.
Because professions are ment to be played differently, and not homogenized across the board?
If you study closely the weapon skills of your thief. You will find out that as early as level 5, you will already be able to “tank” mutiple melee mobs using D/P without seeing you HP globe dip below 90%. S/P offers the same tankiness, with your sword MH doing cleave damage, you can mow down multiple mobs quickly.You are also able to do massive AoE damage AND apply AoE weakness with your shortbow combo. You can also do single target RANGE damage with P/P.
So you see, it’s not a matter of the leveling exerience per se that is different. It’s actually the same but handled differently depending on what profession you are using.
I am also sure that other classes can do the same at level 5 with their respective weapon sets.
On a side note, I would like to think that there are no such thing as a “Dagger Thief” or “GS Warrior” or any other “[insert weapon] [insert pofession]” type in GW2.
There is only PROFESSIONS. What kind of weapon you use is irrelevant, because you must use and master a majority of them to be able to play your profession with ease.
There is also the fact that you are not limited to a single weapon set through out your gaming experience in GW2.
set is an assest in this game. In fact, it is a …
-snip-
There is no “white damage” in GW2. All your weapon skills do “yellow damage”. The only advantage is you can set one of your skills to auto-cast.
My Guardian can level just fine with Greatsword, Hammer, Mace+shield etc. Constantly having to swap weapons on my thief just because the one useful skill on each comp is needed in certain circumstances makes me want to punch a kitten. It’s clunky, unfun, and dilutes a lot of the thematic strength of playing a pistols thief versus a dagger thief.
And that is exactly the reason why you are having trouble with the thief profession. Utilizing different weapons sets for different situations is one of the core gameplay of a thief.
That, and still being in the “other game that must not be mentioned” mentality. There are professions in the game that are easy to pick up, but there are also some that requires you to know and assimilate the basic mechanics of GW2 combat before you can fully enjoy them.
It is also worth noting that the “carebear” mechanic of leveling during the early levels of that “other game that must not be mentioned” is not present in GW2.
You have to unlearn a lot of things that you have picked up in that “other game that must not be mentioned” before you can really enjoy GW2.
I will agree that GW2 does need a form of progression.
What I do not agree with is when that progression makes older content, specifically older gear, obsolete. I do also want to be able to show, not only to others, but to myself as well, my accomplishments through conquering new content with new and shiny gear.
I do think however that the concept of horizontal progression in GW2 is a good foundation. They could make content that “upgrades” the look of your gear everytime you attain a specific goal in said content.
Kind of like how you upgrade you fractal backpiece from the second infusion upgrade to its last level of infusion. It becomes a glowy backpiece but does not increase your stat in any way.
Progression is good and is needed. But progression that makes older content (in this case, your gear) is bad in my opinion.
There is also the fact that you are not limited to a single weapon set through out your gaming experience in GW2.
For the longest time, I could not get my head around the fact that my warrior SHOULD use his rifle in certain situations and that he can pretty much be a ranged class if you want him to be.
Not being limited to single weapon set is an assest in this game. In fact, it is a MUST.
Again, let us take our friendly neighborhood thief as an example. You should not limit your play style with just P/P. There are situations where an SB would be muh better since your no. 1 skill hits upto three targets. Or a D/P combo would be better for more survivabilty on a specific fight.
Granted that you can allocate your traits and equip armor to a SPECIFIC play style. Still you must not limit yourself to it.
There is techincally no auto-attack in GW2. If you stop thinking about your no. 1 skill as your auto-attack, it will make a whole world of difference.
Take a look at it for a second, you will find it it deals about the same damage as your other weapon skills on a per strike basis.
The only reason we mandatorily set it as our auto-attack is because it usually does not have a cooldown and can be chained. But it is not an auto-attack in the sense that it only deals “white damage.”.
There is no “white damage” in GW2. All your weapon skills do “yellow damage”. The only advantage is you can set one of your skills to auto-cast.
Playing Thief is about dodging, though. That’s what the class is supposed to do.
Sounds like a pretty bad PvE class, then. You can’t do anything while dodgerolling in this game. There’s no other way to proc evades AFAIK. Being a class “about dodging” works for, say a Bear or Monk Tank, because you’re also able to do your DPS rotation while doing it. Not here.
You have to keep in mind that in GW2, there is no such thing as a “DPS rotation”. All your skills are situational. You can’t go from executing skill 1 then must execute skill 2 before using skill 3.
You can, however, chain some skills to make a sort of combo. But overall, skills are used independent of each other.
Having said that, by actively using your dodge at the right moments, you are actually able to do more DPS than just standing there mashing buttons.
Dead player = zero DPS
GW2 also allows you to cast spells and execute skills while running or strafing. Although there some skills on certain professions that will root you on the spot when you execute the skill, but there are only a few of those AFIAK.
It is also not only thieves that must dodge and evade, it is all the professions in GW2. The thief profession does however capitalize on this more than other professions.
I had a similar experience when playing a thief as my first character, it was so squishy that I would die every time a monster so much as looked at me.
That’s the reason why I played a Warrior, and it was the first toon I got to level 80.
After three months into the game, I decided to level my thief again since I really wanted to play that profession in the first place.
My thief is now my main toon.
Looking back, I think it was because I was spoiled in that “other game that must not be named” that I had trouble with the first few levels of gameplay as a non-heavy armored profession.
That, and this game being on a slightly different level in leveling experience than that “other game that must no be named”. GW2 kind of requires you to know your class when you play a non-heavy armor profession.
As for leveling a thief, you can find a lot of guides in the thief forum.
Having said that, I CAN recommend playing a dual pistol thief. I myself am playing one and I’m having fun with it.
BUT, I find the dual pistol build to be at a disadvantage when leveling. Dagger/pistol or sword/pistol tends to be MUCH better due to the fact that your number 5 (and number 3, if your D/P) skill can keep your opponents blinded (and unable to hit you) for 4 secs. It is also does not have a CD (except for its cost in initiative).
You can also pretty much face tank every kind of mob below the level of champion with D/P or S/P.
The reason why i see the point in using henchmen in the open world is that:
1.) it is not needed in the open world.
You can solo everything in the open world except group events which are designed for groups. Meaning groups of players.
2.) Balance Issues
Elementalists, Necros, Rangers, Warrior, and Thieves have a skill that summons NPC’s to help them in a fight. Putting in henchman summoning stone will create issues.
I agree wih this but only upto a certain point. That point being story mode dungeons.
IMO, lore should be enjoyed solo with the option to do it with a group. The incentive to play explorable mode is already good. What needs more attention is the story mode. The Destiny’s Edge members could be the default henchmen during story mode dungeons, scaling down in usefulness when more players are present.
As of now, I am under the impression that Anet is testing scaling in dungeons. Specifically, the Super Adventure Box.
That being said, this thread will probably be mo ed to the suggestion forums.
I agree with what is posted here.
Ascended gear are really optional. They don’t boost your performance in dungeons and, dare I say it, WvWvW, unless your the type who min-maxes your toon (in which case this shouldn’t be an issue).
You can run Fractals 1-10 w/o ascended gear and enjoy the content. Fractals 11+ are really just for people who want to challenge themselves, otherwise, your not missing out on content by not running fractals 11+
Concerning hunters, I don’t play a hunter but the things they say about hunters are almost the same with what they say about thieves in PvE, and I play a thief.
If you’re in a good guild and you are not interested in those 4 zerk war 1 zerk mes CoF P1 speed runs, then you can basically enjoy all the dungeons in the game with just exotics.
“If you keep getting hit, your playing the Thief wrong!”
This just became my new signature! Thanks!
It is also worth noting that the topic is about P/P in PVE.
Discussions about the viability of P/P in PvP is irrelevant to the topics starters inquiry.
I am also in the opinion that if your farming mobs outside dungeon instance or fractals, D/D would be faster. For dynamic events, an SB would be more effective. For soloing vets and champs, P/P would be better.
But for anything dungeon related, i prefer my P/P+SB combo.
I’ve been using P/P for quite sometime now. I’m using 20/30/0/20/0 with full valkyrie armor and trinkets with zerk weapons. My secondary is a shortbow.
I am enjoying the build immensely, particularly in higher level fractals. Yes, it does do inferior damage compared to using a melee weapon (this is also true for warrs and guards), but the advantage is being in ranged and away from most of the hard hitting skills that mobs dish out.
Mobs in higher level fractals can and will one shot you if you get to close, so even if you ARE hitting hard with a melee weapon, chances are you will either be downed most of the time or dodging out of melee range most of the time to deal significant damage.
In the long run, DPS while using D/D and DPS while using P/P, will even out.
P/P, in my opinion is a single target build, it is for this reason that my secondary is a shortbow. I use my SB when i’m faced with a lot of mobs and only switch to P/P on single target encounters.
The option of buying the legendary also went through my mind.
My suggestion:
Get enough gold or farm enough materials to get full exotics on your necro at level 80.
After that, forget that you have gold and just enjoy the content because all the dynamic events and dungeons give silver every time you complete them.
Sell all the crafting mats that you are able to get.
Again, FORGET THAT YOU HAVE GOLD, let it accumulate without your knowing and never ever open the TP again unless it’s to buy that Legendary.
https://www.guildwars2.com/en/news/brahams-story/
I enjoyed reading it, however…
-snip-… It makes little to no sense.
In my opinion, short stories like these, and of course novels of the game, actually benefit the game and the game’s lore. Let me try to explain:
Even if i were to ackwnowledge…
-snip-
…just the select few who read the post.
I will not disagree with you that this kind of approach, the scavenging hunt, is a good idea. I find it a pleasant surprise to find a piece of information about the lore, in-game as well.
What I AM trying to say is that there are aspects of the game lore that can only be best presented in a specific medium of story telling.
- Presenting the lore in-game via events like the living story.
- Short Stories
- In-game lore reference that you come across
- NPC text, and much more
These are the tools of the trade to present the lore of Guild Wars, and all of them should be utilized by the Dev team to bring more life to the world of Tyria and its denizens.
https://www.guildwars2.com/en/news/brahams-story/
I enjoyed reading it, however…
-snip-… It makes little to no sense.
In my opinion, short stories like these, and of course novels of the game, actually benefit the game and the game’s lore. Let me try to explain:
1. The book is always better than the movie.
Of the movies that were made that was based on book, 99% of the time the book was better. Take Game of Thrones for example, the movie series was awesome but the book contained so much more details. The way the characters think, and their emotions are more “bare” to the readers.
This is also true for MMORPG lore, you can empathize more with a character through reading about them in a book/short story.
2. Gaming constraints – resources.
Creating a whole backstory via cut-scenes and/events about a character in-game will take up a huge chunk of Anet Dev resources better spent on other things to improve the game. Paying an author to write a book costs less than paying the same author to write the story and actually creating the content in-game.
Specially so when a story has it’s slow-paced moments.
3. Elements of the Story.
We don’t want slow paced moments in-game when the character is just standing there speaking out his thought for a good 15 mins. What we want in-game are the fast-paced moments, the one where we are breathless after all the fighting was over.
But both slow-paced and fast-paced moments are required to tell a good story and give it more depth. So elements that are more exciting should be in-game and elements that are more character building should be in text format.
4. Profit for the Company
Let’s not deny it. All companies are made to generate profit.
If a well written book is published and becomes a bestseller, the publishers gets more profit. The more the publisher earns, the more Anet earns from royalities and the more they can invest on Guild Wars 2, both the game AND the games lore.
I for one love these short stories and novels. It gives more depth to the game’s lore. Anet should also invest in good authors and good screenplay writers to elevate the games lore into a higher level.
I have just finished the braham story quest.
From the looks of it, it may continue the pattern from the previous installments of flame & frost, i.e., new updates every few days/weeks.
For thise who have not followed the F&F storyline. The 1st intallment had refugees coming in and every few days the refugee camp would get bigger. The 2nd installment had you hunting stuff, and the amount of stuff you hunted increased over the weeks as refugees continue to pour in.
Now it seems like braham and rox will have more missions as they gain new infromation about the enemy or something comes up that requires their attention in the comin weeks.
My point exactly! The game is already casual, yet people are screaming at anet for making it too “grindy”.
Now imagine, if you put in content that is more “grindy” or “hardcore” than what is i the game now.
I admit i love progression, i love gearing my toon with the best gear. But that is already satisfied by ascended gear and testing myself in higher level fractals.
Like i said, i like the tempo of the game right now. I will can even go so far as to say that anet managed to strike a balance between “hardcore” content and “casual” content.
And if Anet manages to maintain this balance in the years to come, then i can truely say that they lived up to their manifesto.
If i am not mistaken.
The majority of the complaint threads in the general discussions forum is concerned with how “grindy” or how “hardcore” this game is.
Compared to the amount of people who post those kind of threads to people who post that this game lacks “hardcore” content. The “need more hardcore thingy” threads are abyssmaly low.
The fact that pvp may be suffering or not has no relation to the “hardcore-ness” of this game, because casual players still pvp.
The tempo of GW2 right now is ok for me. Anet did advertise this game as being casual friendly, so it is only right that they should try to stick to that.
I said “try” because of the apparent issue that surfaced regarding ascended gear.
Overall, the casual-ness of this game is the one major thing that makes me playing it. I would really hate to see this game become like other games in terms of “hardcore” content.
GW2 is GW2, and GW2 is a “casual game”. There is no appeal in making it the same as other “hardcore” games.
I love how they use cut-scenes now in living story compared to the close up dialogue screen-thingy that was used in our personal story.
The personal story cut-scenes presented the story in a more “flat” (for a lack of a better world) manner.
The living story cut-scenes give more life to the dialogues because you can see characters interact with the environment. They can make the NPC’s break a chair or table to show that they are angry instead of just telling us that they are angry.
I hope Anet will continue to use this style of presenting the story and improve it in their future living story releases.
Kudos to the dev team for this!
In view of Anet’s plan to make people go out into the world and populate low level areas, i have this suggestion to offer:
Allow the quality of loot to scale with your characters level.
I know that loot in some dynamic events already scales with level. What i am proposing is to apply this on all mobs and events starting on maps lvl 20+.
For example: If a level 80 wants to farm T5-T6 mats, he is able to do it in a level 20 zone since the mobs there will no longer drop T1-T4 crafting mats. The same can also be applied to equipment drops.
The reason why i am suggesting this, is that currently, the only way to farm higher tier items is in the level 75-80 zones. Making it so that higher level players are stuck in those zones and are not interested to go back to lower level zones, making those zones barren.
They can further tweak this by adding an option to turn off the said scaling mechanic if players want to farm lower tier items on their higher level toons.
Comments to this suggestion is welcome! 
You can already do this in-game. But not like you think.
You min-max stats, not per armor piece, but on you character as a whole by equiping diff items with diff stat combo.
-snip-
-snip-
Your current options are
Apothecary (Healing as major, plus toughness & condition dmg) (items & jewels)
Shaman (Vitality as major, plus healing & condition dmg) (items only – the relevant jewels have different stats)
I remember try to make a full condi build with my thief and i came across a stat combo: Condi, Precision, Tough
It’s called RABID gear i think. I didn’t make a thorough search but i think you can get them for karma from uncontested temple vendors.
GIVER weapons give: Condi, Presicion, Vit.
Feel free to correct me if i’m wrong. 
You can already do this in-game. But not like you think.
You min-max stats, not per armor piece, but on you character as a whole by equiping diff items with diff stat combo.
For example, since i wanted to get 50% crit chance on my warrior. I only equip items that will give me 1,872 precision including traits. And since i want crit damage, that would mean i will only want zeker gear.
But since going full zerk will give me more than 50% crit rate, i switch out some zerk gear for valkyrie or cavalier items for armor and/or HP.
http://gw2buildcraft.com/ – a very helpful sight to min-max your stats, you should heck it out. 
I really REALLY hope they don’t add those random drops to dungeons. If I wanted to play WoW, I’d play it. That’s the kind of…
-snip-
I find it sad.
This.
I know where the OP is coming from and God knows that was how i felt when i first reached level 80. I also agree that GW2 can still improve.
That being said, Anet should REFRAIN from adding content that is very similar to WoW. This is Gw2 and the features that are currently in place are unique to it and i love GW2 because of it.
If you left WoW or any other game for GW2, why then do you want to change it into the game you just left?
I know how you feel OP, I played the other game for nearly 5 years and i can tell you, I have not had so much freedom in any other game than in GW2.
Advice: Make you own end game! 
Edit: Grammar.
(edited by Baeyne.9584)
Personally, i would rather have the living world event as dynamic events with NPC chatter in the background, much like the dynamic events today.
Living world events COULD culminate in a story mode dungeon if applicable though.
edit: Or some parts of the living world events can utilize the personal story method when it also call for it. Like when an NPC may call on you to do an infiltration mission together. This would only require one player as opposed to a DE that can reach upto 20+
(edited by Baeyne.9584)
I really like this idea!
But instead of a ballot why not:
1. Make dynamic events for each “choice”.
In your example, there could be a dynamic event chain for saving the town from invaders that triggers every other hour (for example).
Another dynamic event could also trigger in another area of the map relating to the invaders. This time, show casing their side of the conflict.
These two event could merge at some point and players can be tagged for PVP.
You could also add ANOTHER dynamic event chain that will address the “neutral” position between the two factions.
2. Players that participated in either of the three DE chains are locked out of the other two for the rest of the day. They can still play the chosen DE chain until it resets. And can choose another action on the next day if they want but will again be locked out from the other two.
3. Tally all the players that participate on said events per day and average all three choices at the end of, let’s say, three month period to choose the permanent world chaning that wil happen. This can include map changes or NPC locations.
4. Open up another dynamic event chain for each choice when the average tally for each choice reaches a certain level to make it more engaging, i.e. invaders will now also attack the next town OR the villagers will now go on the offensive from being scared and helpless.
A daily chest can also be rewarded if you complete an event for the first time.
After the three month period, the outcome of the conflict we permanently affect the world on that server.
With guesting, you can visit other servers who had a different outcome to the same event.
So, what do you think?
I’m curious if there has been any attempt to compile the Lore of Guild Wars into a single website?
If so, can someone post a link in this thread? Thanks! 
Boo! (That’s 3… Just because) 
In my opinion. It’s an either-or.
You either have a trinity in GW2 or you don’t. Because even if you put a psuedo trinity in game you will STILL need a taunt mechanic and an aggro table. And eventually, this will evolve into an actual trinity game (which we do not want).
As for your suggestion that all professions should be able to do all three roles. It’s already in the game right now. All you have to do is to make a build that is centered around that role. Although you may have problems holding aggro due to how it’s handled in this game. It’s random and varies on different mobs.