Showing Posts For Carlos.4371:
It is hard to make a spartan armor with the current armorsets, I only liked this combo, what do you think?
Fear my powerful painting skills!!! haha
Bringing another browser in: I got the same issue on Opera. I also tried the stock Browser of my Note 3 and Opera Android, but it looks same.
You are definetely not the only one, they are all beautiful and just “Norn” in their design, love it!
I would especially like to have the Raven Shaman armor for my female Necromancer so badly that I would pay any amount of Gold or Gems for it!!
As a Norn also in real life, I feel home in the snowy Shiverpeak Mountains. If I had to choose a more specific place, then Mighty Hoelbrak of course!
I think it has nothing to do with the Raven spirit. The Havroun are powerful Norn shamans, able to pass through The Mists – and Havroun Weibe is an exceptional Necromancer amongst them.
To amplify his knowledge, he early began to dedicate himself to areas of unholy and profane magic which most Necromancers wouldn’t step a foot into. By now, he is one of the strongest Necromancers in Tyria.
It certainly is one of his preferences to summon Krait as minions from the Mists. It has nothing to do with the Raven – it must be Havroun Weibe’s personal fascination for the Krait. By the way, the Krait have a completely different “religion”, and the Krait see themselves above other races. There wouldn’t be any reason for them to get some connection to “lesser” Norn spirits. They might even see every other belief as false and impious.
Same goes for my Necromancer with the PvP version of “masquerade” armor. When I saw the concept art, I knew that I am going to make it my armor, I really love the voodoo look. Sadly, it is only available in PvP, but I want to be able to wear it in PvE too.
But no worries, ArenaNet said, that in some months they will include in a patch the possibility to wear your unlocked PvP armor in PvE – and I think as you get the possibility to finally get the PvP masquerade armor into PvE, they just have to add the PvE version of masquerade armor into PvP.
Since you have gone, not much has changed. The main issues with the Ranger are still present, but the Ranger will recieve a big overhaul in about 2-3 months. The full package may take longer, not sure.
Recently, a Collaborative Development Initiative ( CDI ) was started by ArenaNet, and the Ranger was chosen by the community to be the first profession which should be buffed. No other CDI-thread in the past recieved so many replies, I hope ArenaNet has seen that way, how much the community wants the overhaul for the Ranger which they waited so long for.
That is one main problem of Elementalists, their sustain damage is too low and their burst damage too high.
The key would be to reduce the skills with burst capabilites alot, while increasing the sustain DPS of other attacks. Also, some defensive and control abilities should be improved especially for the builds with most burst capabilites, which unfortunately is a bit complicated, as it depends alot on the weapon, which can be used very versatile depending on armor and trinkets.
And on top of that you have to keep an eye on tanky builds. The Ele is hard to balance
Pah! Those titchy, sulky, frowzy and smartypants of Asuras…
Room for speculation makes everything more interesting. In GW1 we knew even less about the history. In wide feature there can be new happenings, which reveal more and more about the roots.
I enjoy that. It is also good for ArenaNet leaving some things unanswered, they have more space to amplify the lore
A few questions can’t be answered, cause they involve theories. But the rest can be found in the lore
The GW2 official wiki answers many questions: http://wiki.guildwars2.com/wiki/Norn
The history, culture and religion parts give many informations.
Movement of the world: http://wiki.guildwars2.com/wiki/The_Movement_of_the_World#Norn
Some talk with Jeff Grubb about Norn:
http://www.killtenrats.com/2011/03/18/gw2-pax-chat-with-jeff-grubb/
Another nice interview with Jeff Grubb and the German Wartower community:
http://www.guildwarsinsider.com/towertalk-norn-interview-jeff-grubb-transcription/
There are also some videos on YouTube, where the Norn lore is topic, liked this one alot:
http://www.youtube.com/watch?v=wCoK5EUmXKM
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Hope I could help you a bit
It is important that you say that, because otherwise many people in the forum will react in such a way like Flissy.
That’s why I asked you what you want to achive with a meatshield to see your thoughts, so I could explain what could be better.
You actually can play defensively if you want, but if you reach Lvl 80 and get exotic gear on a Warrior, even with a Full-Berserker setup you are capable to eat enough damage. The Warrior’s health pool is one of the highest, and as a heavy class you have quite high armor, even without any extra toughness.
After some time the PvE content will get so easy and predictable, everything is done most effectively with fierce damage. It is the way how ArenaNet made up the PvE – unfortunately it is more effective playing as a damager, because mobs will die faster than they have time to harm you. Defensive builds in comparison take so much time to kill things, that the mobs over time do more damage to you than they would have done with a damage build. It is a bad design. Only in some high LvL Fractals it can be good to play a bit more defensively, but even there nobody ever goes meatshield.
I also expected things to be much more intelligent in PvE, so that defensive builds could find their place, but they don’t.
The elimination of the trinity and the aggro system in GW2 also disfavour too defensive builds. You can play very tanky, but you will never be that kind of a tank you see in other MMOs. Also, playing very tanky, aggro gets influenced. Mobs may even avoid you, because there are many factors like health, armor, range and damage. My experience was, that if you do too less damage and have too much defense, they damage dealers are favoured targets. So you basically just stand there, eat no damage and do so low damage.
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What’s the purpose of playing some meatshield? What do you want to achieve?
Off-hand dagger and you love Evasive Arcana…then I would say any Dagger/Dagger build.
I personally run a 0/0/10/30/30 one. Earth 10 for +10% damage when your opponent is in a range of 600. The 30 water and arcane should be known.
Unlike many pure PTVs or Knights, I play it quite offensive with many parts on Berserker, combined with some parts on PTV.
I might be an exotic using Runes of Divinity and Runes of the Traveler, but for me it is just great for an Ele.
I run 4 Runes of Divinity and 2 Runes of the Traveler, which in total give you +50 on power, critical hit chance, vitality, toughness, healing, condition damage, +10% critical damage and +15% boon duration – I think it’s a great deal.
My favourite “noble” look is the one of my Guardian. Could work on the Warrior as well.
It is basically T3 breast and legs combined with Noblemans Helmet, Dark Armor shoulders, T2 shoes and Vigil armbraces.
I think the front view is really good, and the good thing having T3 breast and legs is the cape-like look from behind, which is very noble.
That’s some really fierce expression, like you shouldn’t ever bother her. The Charr environment fits good, 9/10
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This picture was taken on a jouney visiting old Kodan friends
Normally I am not a fan of threads like this where it is only a matter of taste, but I will give you my personal opinion.
Personally, I only enjoy bright colored looks for Guardians, I never liked Guardians with dark armor and Twilight, for me it doesn’t fit. But in your case, I think the Path of Night looks better, (comparing the 2 screenshots).
Anyways, did you consider to get Sunlight over Twilight maybe? I think it could look awesome combined with bright armor. I never really liked Twilight, because it has very few reflections and less bling-bling for my taste. Sunrise in comparison really shines like the sun, much more eye-catching.
A general problem with Scepter is, that it is more a secondary weapon on the Guardian. I know some Guardians adjusting their builds in that way, to make Scepter their primary weapon, but that is your choice. Or some don’t have a problem, to get a secondary weapon as legendary. However, a Greatsword is a weapon, which you regularly use for much longer periods, therefore I would always prefer to create the legendary, which I can use most on my class.
Personally I’m a fan of Norse names for Norn, but Zeann Deathblood sounds really nice – she will be a real beast when at Lvl 80 ^^
9/10
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I posted some names already, now my Rangers name:
Ylva Vidarsdóttir
The first name is a valid name which is still used and means “she-wolf” – the surname means “daughter of Vidar”, Vidar can be a regular name but it initially comes from Vidar, a son of Odin, which often was seen as personification of the forest and the forces of nature.
We all want GvG, but that is off-topic here. There are enough threads for that.
Guardians (#1) and Engineers (#2) are by far the best bunkers.
Guardians shine with their survivability and amazing group support – those heals, condition cleanses, might stacks, blocks, tons of boons and knockbacks change the outcome of any group fight.
Engineers also shine with great survivability, but they have less support resources. But unlike the Guardian, there are tons of tools for stunning, knocking back etc, decapping points with ease, which is very important. On top of that, the Engineer does more damage, and all those knockbacks and stuns take out alot of power, especially in group encounters.
My engineer’s look.
That is some beautiful engineer
I posted here already, but all my characters are Norn ^^ I picked my warrior this time
The shining gloves don’t fit with darkish rest, but I won’t rate that
9/10 for the rest
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I love any voodoo-themed appearance, so I went like some sinister voodoo man
The first names are very nice, they also fit really good with the classes. The way how the surname Ernouf sounds is a matter of taste (like everything), but the meaning is very Norn, 10/10 !!
Apologies for the wall of text now, but I always like to describe how I came to the names:
Aegir Maelstrom - Elementalist
My first character since betas, back then I didn’t know that letters like ä ö ü Æ ó and more were possible to use in GW2…I might change it one day.
First name is called after Ægir, god of the seas in norse mythology. The surname is a tribute to GW1, water magic was my most used element and Maelstrom was my favourite skill – Maelstroms by norse folklore could be described as strong water vortexes devouring ships. I think first name and surname fit very well. That’s how Aegir Maelstrom was born.
He is my oldest character not only by creation date but also in looks (looks like a greybeard in Skyrim). He is the father of my Guardian and Warrior.
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Heimdall Ægirson - Guardian
It might be unoriginal to use a name of norse mythology again, but I haven’t seen any other Guardian named Heimdall so far, which is nice ^^
Heimdall, the all-hearing Guardian of the Bifrost and Asgard, could a name be more “Guardian”?
Heimdall is a young and gifted Guardian, even as kid salient to always protect others. He is the son of Aegir Maelstrom which explains the surname Ægirson.
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Jora Ægirsdóttir - Warrior
The first name is a tribute to one of my favourite characters of GW1. l always had Jora with me, Earthshaker rules
Her surname comes from being the daughter of Ægir. Unlike her brother, she always was a fierce fighter, always seeking some battle, never trying to solve conflicts by calm but by intimidation and force. In battle she may be a savage beast, but she fights for the right thing. Jora and Heimdall always got along with each other, despite their distinct personalities.
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- Placeholder for Ranger and Mesmer -
CAPES !!! CAPES !!! CAPES !!!
Anet could make some money and we cape-lovers could buy those capes without any regrets, win-win
The state of the Ranger is…problematic. ArenaNet sees the Ranger “in a good place”. They have made microscopic changes for good, but 99% of the issues are still there. This may sound exaggerated, but it is truth. I love the Ranger, was my 2nd most played and loved character in all game modes, but you kinda lose the fun if you see how better other classes can perform in the game. Now the Ranger fights for the second last position for me.
I still enjoy the Ranger in sPvP, but a big problem of GW2 balancing is, that they just don’t make real splits between PvP and PvE. PvE often suffers. In GW1 we had really good splits between both game modes, why don’t they implement this also for GW2?
Another thing is, ArenaNet should stop being week-kneed and have the courage to admit mistakes. They should rework whole traitlines, some weapon skills and utility skills. But I think they are really serious about the statement that the Ranger is all in all fine, so I fear this will never happen…
@OP
Make your weakness to a strentgh, direct damage is easier kite and eat than fighting sturdy condition spammers – take Eternal Renewal and some cleanse against conditions, pressure them too so they have to slow down their output.
You said “even with diamond skin”….just don’t use it ^^ The problem with it is, that you will get under 90% in a second and that trait will get totally useless. Earth is quite problematic if you spend too much points there. Instead, spend those points on different traitlines, for some damage, Arcane or on Water for cleanse.
After some time with the Elementalist it should generally not be hard to get along with condition spammers, just a normal fight like any other.
I admire your huge effort you put into this, it got so long that I honestly didn’t read every skill yet, but I wanted to give you a positive feedback with a small critique right now.
Your concept of the Ritualist would fit very well to Guild Wars 2, I never understood many people here arguing about how a Ritualist would not fit into GW2 because the game already had of some kind of “summoned” things like Guardian’s ghost weapons, Ranger’s spirits, Engineer’s turrets or Necromancer’s minions. In GW1 we also had many summonings, still allowing the existance of a Ritualist. The Ritualist’s spirits are very special in their way, and they provide totally different mechanics.
If Ritualists ever come to the game, only in a Cantha expansion for sure. Lore-wise I don’t see any problem at all, they would fit perfectly and be a great addition to the game.
Now talking about your suggestions: I can tell you that it got a well thought, very elaborated and cool design, the best Ritualist suggestion here so far! Love the effort and how awesome the concept got. That’s almost exactly how I imagined a Ritualist to work in Guild Wars 2. Kinda makes me want to play it already!
I only see one thing to be critized, the “Mana” mechanic. Mana was banned very early in the development of GW2, and the no mana mechanic with skills having cooldowns only is a very strong character of the game which ArenaNet would never change in the sense of adding some kind of “mana” source, doesn’t matter if invisible or not, they would never have “Mana” as a word in the game. Reworking that would make this suggestion perfect in my opinion.
Cheers!
Edit: I read every skill now. I only see some balance issues on some skills but who cares, hand this to ArenaNet and let them have this to work on, for real!! We want Cantha as an expansion in about a year, with a Ritualist as new playable profession.
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Instead of marking the party leader they should finally find a solution for that stupid group kick if the leader leaves. I will never understand why it works the way it does. More than a year has passed now, and they didn’t do anything.
Another issue about this is, when the group leader has a disconnect and can’t get into the game anymore – if you need that 5th man you just can’t kick and get a new one. This happned on places like CoF a couple of times where you needed the 5th man for the flames part, but as the leader had disconnect you couldn’t kick him without kicking the whole group too…what happens? Start all over again…
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Post got too long, so I had to seperate.
A little note for the end: All of this doesn’t come from a Dervish fanboy, I had one but didn’t play him that much. But I always enjoyed the mystic Eremite theme – I never played with the transformations, for me the Dervish without that linking was the real Dervish.
I will try to make a constructive view about the lore, the class itself and the possible impact. Please read this TL:DR comment by full length before you start hating like Orpheal here (I know older posts from him). Then you can, but please constructively.
All the people saying the linking to the human Gods is a problem, then the Guardian profession should partly also be a problem for you – I will quote the interview of Jeff Grubb and Eric Flanumm of massively, where they were talking about the Guardian’s lore. Believe it or not, the Paragons had a big influence on the evolution of the Guardian. A small lore quote from Guild Wars 1 of Paragons before I will quote the interview: “Paragons are touched by the gods, chosen by them to serve as emissaries among mortals”. They were even more linked to the gods than a Dervish. Times have changed people, so the beliefs. Profession change and develop.
Now the quote from massively:
Question: “Is there a story behind the Guardian on the lore end of things? Do you have any thoughts on how it came to be?”
Jeff Grubb: “With the turmoil in Elona and the spread of the Order of Whispers into other lands, more Paragon teaching showed elsewhere in Tyria. These teachings melded with other traditions, and over time, the Guardians and their abilities can be found throughout the world and among all the races. They are not tied to a particular race, philosophy, or group of gods but rather to a larger concept of proactive defense, of taking the fight to a foe and protecting those you fight alongside while appealing equally to humanity’s defensive nature and the Charr’s desire to rule the battlefield”.
As you can see, the Guardian was influenced alot by the Paragons. I might say without the Paragons teachings and their power the Guardians wouldn’t have existed. Of course the Guardian has other influences as well, but most comes from them. Times have changed. The 6 Gods left Tyria. Now new spiritual truths are seeked. It is logical that this kind of evolution of the Paragons happened to the Dervish as well.
You don’t have to link the Dervish with any god. Dervishes are mystics. Mystics believe in something special but it has not to be anything in from of a god. It can be a spiritual truth or ultimate reality as well. Even the dervishes in real-life have different orders and they differentiate in their beliefs. And this a game, we have even more free room here.
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Considering all this, the Dervish made an evolution like the Paragon, he would be quite different from the Dervish we used to know in GW1 – no transformations, no linking to the gods anymore. They are now real wandering mystics or “Eremites”, seeking for a new truth. These seekers can be found in any race of Tyria. How could a dervish look in Guild Wars 2 now? Wouldn’t he be just another version of the Guardian? This is a personal view:
The Elona spirit is too strong on the Dervish, a Dervish should only come with some Elona expansion in the future. The “Eremite” theme is just 1000% Elona. He could be the missing 3rd heavy armor class, introducing a new style of heavy armor which combines a hooded robe with metal plates over some parts of it, like the Monument armor in GW1 or even now in GW2 the Draconic armor, which follows this concept combining a robe with metal plates over it. Armor design is a general problem for new classes, ArenaNet really should introduce class specific armor, for new classes to be unique.
As the Dervish is a magic touched class (even in GW1 you could play them with Staff and Scepter/Focus as heal), they can use Staff, Scepter, Focus, Torch, and Daggers and Swords are the melee weapons.
Of course he wouldn’t get a second Guardian, all his skillpool and traits would be much more offensive than the Guardian but still more defensive compared with other classes. The Dervish feels a bit slow, in attack speed as it was in GW1, but to compensate that he has many AoE attacks and also unique magical skills to stand out. He has good movement and plenty of control effects. If you remember the skills in GW1, especially in Earth and Wind Prayers, many of them would fit perfectly into GW2 and don’t forget the new tools here.
All the Vows, Auras, Cloaks and Mystic skills could be made very interesting in GW2. The flash “enchantments” (I know you don’t want to hear the word), could be unique F1-F4 skills to the Dervish, allowing special effects on activation and deactivation.
Imagine some of the old skills in GW2 now: Mystic Vigor, Vow of Silence, Dust Cloak, Shield of Force, Veil of Thorns, Mystic Twister, Vow of Strentgh, Aura Slicer, Eremites Attack, Vow of Silence, Rending Touch, Zealous Renewal, Whirling Charge, Conviction, Eremites Zeal, Heart of Fury, Harriers Haste, Featherfoot Grace – it would be awesome.
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The reason is making money. As the armor looks very nice for most, I see thousands of Norn, Sylvari and Asura buying it. They don’t care about the original armor and the cost imbalance.
Take existing armors, put flames on, demand 10 bucks for it…the Gem Store design gets shameless.
I play various setups to not get bored (Berserk, Hybrids, Support/Heals, Funbuilds) and I can tell you that the aggro is quite random. There are various factors determining the aggro, depending on how close you are, how much damage is dealt, HP and armor values…depending on the group composition and their actions, the aggro unlikely will be same every time.
So I wouldn’t say that for example Berserk gets more aggro than a full-supporter. One can tend to get more aggro than the other depending on the mentioned aggro-factors, but as compositions and actions aren’t the same on every group, it generally gets random.
Maybe we made different experiences on this subject, but I’m sure most see it same.
The problem is your equipment, having almost no critical hit chance and low ciritcal damage, damage just gets veeery low. Like in any other game, critical hits naturally give a huge damage bonus on a hit. Now with extra ciritcal damage it gets even higher, you easily compensate that extra armor and health your had before by doing damage that much that things will die way faster than they had time to harm you.
I still prefer the old fashioned Valor and Honor traitlines (because of strong traits and great synergies) combined with almost all equipment parts on Berserker.
All of the damage comes from your Berserker setup, while Valor synergizes perfectly giving 300 extra armor and that extra 30% critical damage, with very powerful traits. Then there is Honor giving you amazing traits and that extra HP and heal you loose on a Berserker setup. It is well balanced at being able to do amazing damage and having good survivability.
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It really depends on your prefence. I’m one of those who only takes skins which fit perfectly on the class. Twilight drops out here.
For me, Twilight just doesn’t fit in any way to the Guardian, it looks way too malign and evil. Don’t get me wrong, I think it is a spectacular greatsword, but it is something for a demon lord or so, which uses that blade of darkness to absorb life force. Nothing for a Guardian!
Again, it depends on preferences. There are people who just like the skins the way they are and don’t care if they fit on the class or not, they even might be convinced that it fits perfectly on their class. If you are one of those, go for it.
And then there is the type who just wants to look evil. In our guild I’m like the only Guardian with a bright colored armour and bright skins like Sunrise and Genesis, they call me “white kitty”. The majority has black colored spiky armors, most of them with Twilight and stuff, to look as malign as possible. If you are one of those too, go for it ^^ I’m already used to be the white kitty
Guardian – I think in a typical guardian suit
Ranger – tried to make a valkyrie appearance
Elementalist – some mix experiment with cloth and metal parts for battlemage-look
I can agree that the Hammer needs some love on its trait, but first we need to talk about the main problem of the Hammer, which is its slow “attackflow”. If played on Crit, the Hammer actually can do good damage, but the DPS is determined alot by Symbol of Protection and it can only reach its potential if enemies stay inside for the full duration….something you can only enjoy in PvE. And even there, the generally slow speed is an issue.
- The 3rd autoattack hit should take 1,00 second instead of 1,25. It may look insignificant for some, but it would increase the overall hitting “flow”. Hitting will get more fluid, the faster loops will also notably increase the DPS.
- Zealot’s Embrace should take 0,75 or even 0,5 seconds to be cast instead of 1,00. The Warrior’s Hammer Shock can cripple targets for 7 seconds, while having only a 0,5 second activation time and a 3 second shorter recharge time. Yes, immobilize may be stronger, but the overall “speedperformance” the Warrior’s Hammer outperfroms the Guardian’s Hammer . A faster activation time would do alot.
- Banish is a special thing. I don’t want to talk about the general concept, just buffing speed/damage. My suggestion: Either a faster activation time or a significant damage increase, or even both. The current performance isn’t good, we need more outcome here.
- Ring of Warding needs to be castable while moving. It would be an important change, locking you down destroys alot of movement (movement that is low anyways). Staff’s Line of Warding got that important change too, the Hammer needs it as well.
I think these changes would increase Hammer performance quite much. I left out Mighty Blow, it is great the way it is.
Another important point now is Traits. I will repeat myself of my post before, while also agreeing with you guys: Glacial Heart may be a fun concept, but with that recharge time it is a quite useless trait. All of the Guardians offensive weapons (excluding staff) have a trait to increase damage, I think the Hammer needs a trait going that direction as well. What I have in mind are various concepts. Glacial Heart gets renamed “Zealot’s Heart” and gets a new effect.
Version 1: A percentual chance to get a short fury duration on critical hammer hits
Version 2: +5% damage increase with +10% boon duration (Mace of Justice concept)
Version 3: 10% higher critical hit chance on Hammer
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Watching that video I laughed hard and felt pain at the same time – absolutely brilliant whoever made it. One of the best uses of that video ever.
Almost a year has passed after the video got uploaded and we still have the same issues with the Ranger…
What I miss is some little improvement for the Hammer. Don’t get me wrong, the Hammer does a great job in PvE/Dungeons, WvW and also on few sPvP maps, but there are some tweaks I really miss.
Buff 1: The autoattack loop should be faster, the 3rd attack should only take 1 second to hit instead of 1 1/4, so same speed like Mace.
Buff 2: All of the Guardians offensive weapons (excluding staff here) have some trait to increase damage. What the Hammer has is only Glacial Heart, which in my opinion is quite useless with that recharge.
Why not changing Glacial Heart out completely for something like “5% damage increase and 10% boon duration” or “5% damage increase and 10% more critical damage”?
The Mace also got some love with the Mace of Justice trait.
I can agree with that. After some time the music just gets repetitive and boring, I also don’t like some soundtracks in the game. We have too less options to replace them more specifically, just too less costumization. I really would welcome any kind of enhancement of the current playlist.
Map completion shouldn’t be a problem with any class. On top of that, the Ele has great survivability, don’t know what problem you see at Orr’s environment.
If you run the typical 30 water, 30 arcane D/D build with some or many Berserk parts, you should do enough damage to kill stuff quickly and also have enough heals and boons to sustain
Threads like this just make clearer that the game needs a real split between PvE and PvP. Stuff which results strong in PvP will stay the way it is regardless how it is in PvE…I don’t know why they don’t split like they did in GW1
So what you’re basically saying, is that if mounts were implemented like the way the Siege Devourer and the Junundu Wurm were in GW1, you’d be fine with it?
Not sure if you are a troll or if you can’t read. Maybe both.
Ehhh, GW1 did have mounts. Which game have you been playing? One of the most awesome mounts was the Siege Devourer. And of course the Junundu Wurm.
Yeah great, 2 gigantic things you could be inside not for long (Devourer only 1 person in group, Junundo only in a MISSION)…they don’t count as the typical mount in any way which you would see in other MMOs to travel faster…imagine people having those as permanent “mounts”, how stupid would that be?!
No to mounts. Mounts aren’t anything but just pure prestige objects to show off around. GW2 may have gotten a regular MMO quite much if you compare it with GW1, but it has kept some good things from there, like having no mounts.
If you have been a GW1 player, you got used to the world, to your character, to the setting etc, mounts just didn’t fit to the game in any aspect, and they still don’t fit to GW2 at all.
The whole game design avoids mounts as it did in GW1, you won’t see important persons riding mounts, the lore also avoids mounts in many ways. Instead, the game has waypoints at all places, you can reach everything very fast. There is no need for mounts if you just use the speed as argument.
Please get over it, this is not WoW or any other MMO with so much bling bling stuff. We have enough of those things in GW2, isn’t that enough?
I would love some sort of headband or circlet. Unfortunately, those will probably never be included under “heavy armor”.
One of the new Norn hairstyles includes a circlet, I think it comes quite close to what you are looking for
Screenshots of my Ranger with it:
Answer is simple, run sword/axe for the second set
That’s actually some good stuff you suggested, I kinda forgot that you could keep on both sets the same main-hand weapon, while only chaning out the offhand
On a further note, don’t use main hand axe in dungeons. The dps is exceptionally poor.
When using Sword as your main set, you don’t really have to change it. If things shortly get dangerous at melee, axe/axe on second set actually is a good option to move back a bit, throwing Path of Scars for burst and then using Whirling Defense for AoE damage, vulnerability stacks,projectile reflect and Whirl finisher. After that you switch to sword again…you don’t really use the main hand axe anyways.
And what use else on 2nd set? Longbow too sleepy, Shortbow not enough AoE, Greatsword not really a method to avoid melee as you just could stay at Sword. Now you can either choose offhand dagger, axe or torch together with axe. Most pick offhand-axe and you don’t have another choice as axe on main.