Showing Posts For DavyMcB.1603:

BUG: Unresponsive Pets & Skill No. 3 [merged]

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

Nope.

It’s faster but it’s still delayed, like a second or a bit less.

:/

Massive FPS drop w/GTX 1080 since 8/9/17

in Account & Technical Support

Posted by: DavyMcB.1603

DavyMcB.1603

same problem, mine is GTX 1050 ti

Used to be able to run all ultra even amid Chak garent zerg with steady 60fps. Anet definitely borked something. I keep getting random 10-15 fps loss regardless of how much I tweak the setting.

It’s really annoying. Please fix thisss

BUG: Unresponsive Pets & Skill No. 3 [merged]

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

This used a be a thing for a long time for rangers until they fixed it a few year back.

Looks like the server outage opened up a wormhole.

Pips should be based on active gameplay

in WvW

Posted by: DavyMcB.1603

DavyMcB.1603

This is a bad idea for 2 reasons.

1. As stated above by a few people it promotes a karma train where you have zergs of people running around in circles capturing but not defending anything. This isn’t what WvW is supposed to be about, it’s supposed to be about capturing and holding.

2. There’s a lot of necessary tasks that are kind of dull but have a huge impact on the performance of a server, your “idea” would eliminate all reward from this. Having 5 people capture the camp south of hills/bay, stick packed dolyaks and give them swiftness, escort and defend the camp Vs roamers can give you a WP in those keeps pretty fast. That is a huge advantage without mentioning that if that is kept up the keep becomes incredibly difficult to take as it gets resupplied much quicker and so repaired fully after assaults.

sigh… it seems like people on here dont read. I literally put escorting dolyak as an example to give pips…

besides, you can prioritize number of pips to emphasize importance. Not everything has to give equal pips. You can make defending stuff reward more pips etc etc etc

Also, I would rather have a wvw with people running around doing things than afkers that just keep increasing and increasing… like that is anyway a better situation that doesnt need fixing.

Pips should be based on active gameplay

in WvW

Posted by: DavyMcB.1603

DavyMcB.1603

I’d be more in favor of PiP acquisition given participation level, as to thwart those hanging around at spawn picking their noses.

Your point OP partly address this. As long as players are out in WvW doing what it was designed to do, their participation will remain maxed and so will their PiP acquirement.

Those who choose to sit in spawn taking up space providing no help will get nothing. At least this is how I think it should work. Last night we lost a keep due to about 25 people sitting around in spawn doing nothing just leeching.

When there is literally no activity going on in WvW, then the following has happend:
- A server blobbed everything down, owns everything and now has squat to do, keeping their participation at 0 keeping their PiPs at 0. The players on the opposing server don’t want to deal with their blob so they vanish leaving nobody to fight. Then rightfully so, the blobbing server gets nothing.

It’s the perfect plan, tie the PiP acquirement strictly to the participation level. That way it will keep the spawn leechers away.

Edit – for those that say “what about scouts”? Answer – shared participation, problem solved. The real goal here is to keep the leechers off the map. I think some people seem to also be getting confused with “not being able to do anything” based on getting smashed by the other 2 servers. You still gain participation even if you actively try to fight and take stuff and continually get rolled over.

This. Totally. It seems like many people here don’t even know what gives credit in wvw besides tower capturing.

Pips should be based on active gameplay

in WvW

Posted by: DavyMcB.1603

DavyMcB.1603

No, this is a really bad idea. Because there’s only so much activity that can happen, you are basicly gonna lock points to the players that where lucky enough to be first. That’s not activity – that’s pure luck. If you cant cap a tower because the last enemy tower was just capped by a random group and the enemy goes “meh we aint gonna recap that for 10 minutes”, then what?

WvW is supposed to be about the gameplay mode. The war between 3 servers and how you strategically and tactically work your way around the battlefield, attacking and defending objectives so your server can win and fighting the enemies wherever they are.

This focus on pips is starting to get stupid.

You are contradicting yourself. How are tower capturing, camp flipping, dolyak killing etc etc not a game mode? Because those are literally the whole point of wvw. And in case you dont know, they contribute to wvw match score.

I’m on a tier 1 match and even if we’re roflstomping the other 2, there are still LOT of things to do. Say, if i reward 1 pip for each activity, fliiping a camp, kill yak, take sentry, kill player. That’s already 4 pips. And those are like SUPER abandant things you can do in Wvw. Also, defending tower? +pips. Trying to take tower? Also +pips (those things even count as events).

The only situation where you end up having “nothing to do” is if your setver capture every tower, every keep, every camp, every sentry and every merc base. Even then you can still run dolyak, kill players, defend things and what not.

Think about it. Don’t be biased and get triggered on anything having the word pip in it.

(edited by DavyMcB.1603)

Pips should be based on active gameplay

in WvW

Posted by: DavyMcB.1603

DavyMcB.1603

For ex, you flip a camp, you get a buff that gives you +1 pip for 5 mins, if 5 mins pass and you dont flip another camp, you lose that pip. say the same for +2 pips for tower, +3 for keep, +1 for killing player, +1 for killing yak, etc etc.

This way, it will force people to constantly do something instead of just flip 1 camp then afk. The outnumberd buff can be something like if you have 3 active buffs while being outnumbered, you gain +3 pips.

This way, it will make people play, and make the reward track( tickets) more achievable and less tedious if you are particularly active.

Lake Doric - Uphill leather farming guide

in Players Helping Players

Posted by: DavyMcB.1603

DavyMcB.1603

Hello everyone,

So, I guess you are having a problem with getting those t6 leathers? Well, this guide isn’t going to exactly fix that. But if you are looking for a decent source of leathers where you will get mostly t5 and t2,3,4 & 6 at less proportion, then this might actually be a good area. Yes, I’m talking about Watchtower Cliffs uphill farming.

Anecdote:
I was testing a farm run for about a bit over an hour (roughly 60-80 mins). I got about 320-350 warped hide (counting ones opened from champions’ bags). After assessing them at TP sell price, they all easily added up to roughly 10g worth of golds (could be a bit more since I also salvage non hide drops). So for the time invested, I think it was a decent farm run. Certainly not as good as 10g/hr at SW (which I can never reach that number but I’m probably doing something wrong). So how do I do it?

Preparation:
You need a squad. A group of at least 13-15 people with decent AoE dmg and pull. In order to get the hides fast enough, you need to spend roughly no more than 30 seconds at each kill spot (details later). Also, your squad should be mostly support spec’d so you can minimize rezzing/downing time. That is a minimal group requirement. As a player, you need AoE – wide range AoE. The best ones are the homing auto attacks (ranger axe#1, thief SB#1, etc.). These skills will help you tag mobs very easily. Other than that, GD staff 1 or 360radius AoE should suffice. Avoid single target or melee attacks, you wouldn’t be able to tag much. Try to add survival skills to your build, with a squad you can tone down dmg a bit so that you don’t get downed easily.

Tracks & kill spots:
Optimal tracks and kill spots are very vital in maximizing hide gain vs. time. I made a map (attached) which contains the route I used with my squad. Blue lines are the paths for running uphill. Blue dots are killing spots (mobs around the areas that are also on you terrain level). Orange tracks are downhill and red dots are killing spots. If you follow these paths, each cycle (up and down hill) should take roughly 10-15 minutes. Remember that you shouldn’t stay too long at any spots, killing 4-5 centaurs per spot should be enough in addition to anything running to you along the paths (except the running knocking centaurs, don’t waste your time with them). If you can complete the run with the time I suggest, you should end up with pretty decent hides for each cycle.

Notes:
1. Based on my strategy & time used for each cycle, centaur champions normally spawn every 2nd time you go uphill.
2. If the meta events starts, just complete your uphill before finishing it. If you are running downhill, taking a detour back should be ok too.
3. Loots: t6 drops pretty consistently at 10% rate from salvaging hides. t2,3 & 4 has a bit higher rate (I think around 20-30%). You will get a lot of t5 leathers.

Final comments:
I hope more people would want to try this out. I don’t think it is that bad of a farming spot. Pardon me for not getting exact numbers on stats as I didn’t expect that I would actually make decent money out of it. Hopefully, someone will come up with more accurate stats. Enjoy your horse killing!

Attachments:

1 year in Tyria =?

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

lol thx for the input. I guess I am hitting against the forth wall here. Although, in my opinion, they could just go with 1 year in tyria equals 4,380 days. Just says the planet spins faster or something. Or they can say 1 day in tyria takes 12 cycles. It would also be ok.

I mean we already have an imaginary world. That same world where 12 day/night cycles equating 1 day wouldnt be too far fetched.

Cultural Capes Armor Fix?

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

You know those big poofy skirts (or “butt capes”) on a lot of the armour that pretty much just stays in place no matter what you do? And the weird ribbons and flaps that stick out to the sides and stay rigidly in that positon at all times?

That is the cloth physics that would be used to create your cape. It would essentially be a sheet of card stuck to the back of your character, it might swing slightly from side to side but otherwise it’d stay exactly where they put it at all times, clipping through any two handed weapons, shoulders or any bit of your armour that pokes out behind.

I strongly suspect that if they ever did add capes a lot of the players who keep on (and on) requesting it would be extremely disappointed and rarely, if ever, use it.

If the buttcape syndrome still persists til this day, I dont think a little cape clipping issue is gonna be much further degradation to the game.

Although, on a more serious note, I dont think GW2 engine has proper collision detection teq to begin with. I feel like clothe clipping will stay no matter what, unless engine overhaul or GW3 all together.

1 year in Tyria =?

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

So, the day/night circle in game takes 2 hours of real time. That means for 1 day in real time, 12 days have passed in game time. The first story step took place in 1325 AE. Head of the Snake took place in 1330 AE. That means 5 years in game has passed, coinciding with the real time. Does that mean 1 year in GW2 equates 12*365 = 4,380 in game days?

That wiki says Mouvelian calender has only 365 days but that seems super off compared to what actually happens.

Any lore fan can confirm?

Kill Braham, Marjory off in story

in Living World

Posted by: DavyMcB.1603

DavyMcB.1603

Braham just tries too hard and it is annoying. Majory is alright although I wouldnt mind her dead.

Canach is the best one and he was written out, ggezwp.

But then why do you expect quality story writing from anet, let alone interesting characters. GW2 is never about those things.

Can we have expansion 2 soon

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

HoT isnt too good of a benchmark. It clearly wasnt properly planned in the pipeline back then. There was also a lot of confusion on what exactly anet was trying to prioritize as well as shifting content model – which means resources werent optimally placed.

With this expansion, they are clearly more prepared. Im expecting announcement to come with episode 6, which should be released around late july or august. Then they would have time to build hype for release round the end of year. seems all reasonable tome. unless, of course, something major happens.

Elemental Sword RNG

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

I really dont get this decision. I am not an oracle, but I am pretty sure that selling it at maybe 500gems would net them much more money.

Very weird decision to make it rng.

Story step to change order, please

in Living World

Posted by: DavyMcB.1603

DavyMcB.1603

Some minor story step before next expansion which allows you to switch order for a reconsideration. Wouldnt mess anything with the old completed story as it was in the past. I know it is not on priority list but I am tired of the order which my main chose [ignorantly] at the time.

[Request] Unconventional skins

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

Scythe greatsword

Armguard shield – just some metal plates wrapped around the arm, no actual shield

Crossbow rifle

Parrot shoulderguard – a shoulderguard, but a parrot with animation

Knuckle duster mace

Any more ideas? Something that wouldnt require reinventing animation since anet will definitely not do that. I would pay even if they are gemstore

[QoL request] Please kill the bird in LA

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

What bird?

Its sort of like a seagull… thing.. with very distinctive chirping noise. It is tied to environment volume.

[QoL request] Please kill the bird in LA

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

Seriously, that stupid one bird that screams REALLY LOUD no matter where you are in the map. And it does that every 10 seconds. I know its minor thing but it aggravates me SO MUCH every time i hear it. I have been trying to avoid LA at any cost but that is not always possible.

If its possible, please remove it from the sound file

Sincerely yours

Alternate revive animation for sales

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

Pleaseeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

We have finishers, gliders, even mails (who uses mail animation?). Why not revive? seems reasonable to do.

[Elite spec. suggestion] Spellsinger

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Spellsinger

Mechanic:
Your shatter skills generate melodies that surround you in a 360 radius and buff allies. Each shatter skill creates melody with unique properties. Duration of the melodies depend on number of illusions shattered. Activation of new melodies will extend the duration of corresponding existing ones. Effects of melodies do not stack.

F1 – Song of Warcry (Mind Wrack) - Shattering illusions generates a melody that improves attack speed of allies by 15% and damage by 5%. 2 seconds per illusion.
F2 – Song of Melancholy (Cry of Frustration) - Shattering illusions generates a melody that reduces incoming condition and direct damage to allies by 10%. 3 seconds per illusion.
F3 – Song of Malevolence (Diversion) - Shattering illusions generates a melody that increases critical hit chance by 7% and critical damage by 7%. 3 seconds per illusion
F4 – Song of Benevolence (Distortion) - Shattering illusions generates a melody that increases endurance regeneration of allies by 20%. 3 seconds per illusion.

Warhorn:
#4 – Phantasmal Warcaller: Summon a phantasm that rallies allies with warhorn blow, granting protection, regeneration and vigor. In addition, the blow creates a sound wave that briefly repels projectiles in an area.
#5 – Sonic Defence 1: Create a sound barrier around you that absorbs projectiles.
Shockwave 2 : Release the barriers, causing massive sound explosion that dazes foes in an area around you.

Shouts:
“Victory is calling us!” (Healing) - generate pulsing sound wave, healing you and allies around you. Healing effectiveness increases per ally healed. Effectiveness per ally 20%.

“You have no power here!” - create a shattering sound wave that removes boons from your foes. Number of boons removed increases by number of affected foes. Boons removed 3. Boons removed per foe 1.

“Your mind belongs to me!” - create violent sound wave that damages foes and pulses confusion. 3 pulses. 3 confusion stacks per pulse.

“I hear your pain” - create a cleansing sound wave that remove conditions on you and your allies, granting resistance. Conditions cleansed 3.

“Silence!” - create explosive sound wave that deals damage and launch foes around you. Allies gain stability. Break stun.

“Rewind!” - reduce duration of all active cooldown on your and your allies skills. Reduction by 10 seconds. (Can not be affected by "Rewind!)

Traits:
Minors:
#1 – Spellsinger specialization - Grants access to warhorn.
#2 – Resonated Illusions - Using shatter skills reduces recharge of your clone skills by 1 seconds.
#3 – Melodic Invigoration - Using shatter skills refills your endurance. Amount 15.

Major Adept:
#1 – Conductor’s Alacrity - Gain swiftness every second while under the effect of melodies. 1 second swiftness. 1 second interval.
#2 – Invigorating Notes - You gain vigor every few seconds for every active melody. 5 points per melody. 1 second interval.
#3 – Aggressive Tempo - While melodies are active, you gain increased critical hit chance every few seconds. The meter resets when you do critical attack. Chance increased 5%. Interval 1 second.

Major Master:
#1 – Symphonic Empowerment - Your melodies grant boons to affected allies every few second for as long as they are active. F1> 3 stacks of might. F2> 2 seconds of vigor. F3> 2 seconds of fury. F4>1 second of protection. 3 second interval.
#2 – Inspiring Notes - Grants concentration to allies around you for every active melody. 75 points per melody.
#3 – Explosive Notes - Create explosive sound attack around you when you generate a new melody. Inflicts 5 stacks of vulnerability to affected foes.

Major Grand Master:
#1 – Virtuoso - While your melodies are active, their corresponding shatter skills recharge faster. 50% recharge speed. Melody lasts longer by 1 second per illusion.
#2 – Resonance - Melodies gain increase in effectiveness when more than one melodies are active at the same time. Effectiveness increase per additional melody 20%.
#3 – Cacophony - Each active melody pulses damage to enemies within the area. 1 second interval.

Can we have more "hardcore" pve zones?

in Living World

Posted by: DavyMcB.1603

DavyMcB.1603

Personally, I like it more when challenging contents are accessible on the go. It gives much better sense of the world and adventure as part of the game not separated feelings like instances.

Im not talking about harder pve maps in general, but like some very specific areas in normal maps that have higher difficulty on purpose, sort of like lairs in The Secret World. Its the kind of contents that you can attempt to overcome alone, wait for random passerby or the whole zergs, etc, making it much more lively and dynamic.

Fallen watchtower in lake doric is nice and I wish we could see more of this expanding in future contents. Maybe these hardcore zones will have their own better rewards, back story, etc.

Same thing also applies to “mini dungeons”. I wish we could see more of those. Some uncharted and detailed ruins with a lot to explore as part of the actual world of the game with particularly tougher environment.

Should foods be overhauled?

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

Thing is, foods, especially the ones that are practical, are generally expensive (in my opinions). Foods that are viable cost like 50 silvers to 1g for 30min buffs or even more. This makes it so [or so I think] that most people dont use them often enough.

I understand that foods supply need to retain drop chance to maintain selling value, but with current state, foods MOSTLY maintain value because of scarcity NOT because they are consumed. And in this process, their usefulness is underutilized. This is also because their usefulness is time-bound.

I think food supplies should be increased so that people have more access to them and use them more often and that value would be maintained MORE by frequency of consumption instead.

Of course, this is assuming that…
1) by increasing supply and lowering food price at the right level, people will use them more and the macro-economic value of foods will remain the same overall.
2) most players have a capped expectation of spending on foods and wont spend more than they are currently doing/willing [unproven but likely – you barely see people use foods most of the time in game]
3) Anet doesnt intend foods to be only for special situations

My point is to not make foods cheaper, but make them more utilized.
For illustration…
food A cost 1g and lasts 30 mins. Supposed that I only have a budget of 1g of foods per 1 hour of gameplay. The food utilization rate is 1g:30min. Now if I increase supply so that food A only costs 50 silvers. With the same budget, I can now buy 2 of them and the rate is now 1g:60mins. At the same time, sellers will be able to make 2 food A while still using the same amount of time/investment due to increased supply. In the end, seller still makes the same money, buyer still spends the same but food A is now fully utilized over an hour.

Also, Im not talking in the perspective of rich players with 50g ready to waste daily. Im talking about average players who rather not bother spending money on foods for general contents of the game because the price is not worth 30min buff

In conclusion, I think [good] foods can extend and add more flavor to gameplay/builds but with scarcity, their utilization is limited.

[elite spec suggestion] The Gambler

in Thief

Posted by: DavyMcB.1603

DavyMcB.1603

Concept
Nothing is certain, so is your chance of victory (and loss) in the battlefield. Throw your sense of calculation off the table and fly into the fights as a real risk taker!

Class mechanic
Change functionality of steal. Steal becomes “Dice”. Rolling your dice will give you a certain outcome which may (or may not) change your fate in battle. All previous steal-triggered traits become “on next attack”. Traits that allows double uses of stolen items doubles your dice rolls (next 2 attacks)

Dice rolls – all outcomes have equal chances of turning up. Once you roll the dice, the effect will last for 4 seconds so think quickly!
Roll#1 – Your next attack deals 30% more damage
Roll#2 – Your next attack heals you for high amount
Roll#3 – Your next attack prevents enemy from getting boons for the next 5 seconds
Roll#4 – Your next attack causes an explosion that launches your enemy
Roll#5 – Your next attack removes reveal and grants you stealth for 3 seconds
Roll#6 – Your next attack inflicts all conditions on enemy

Weapon – Rifle
#1 Debilitating shot - Auto attack, 50/50 chances of inflicting vulnerability or weakness
#1 Disorienting shot (Stealth attack) - 33% chances to inflict 1 second of fear, daze or stun
#2 Impairing shot - 33% chances to inflict 1 second, 2 seconds or 3 seconds of immobilize
#3 Concussive shot - deals medium damage with 33% chances to inflict 5, 10 or 20 stacks of vulnerability
#4 Barrel attack - swing your rifle’s barrel and knock back enemies around you
#5 Mysterious shot - 60% chances to inflict X damage, 30% to inflict 2X damage and 10% to inflict 3X damage

Utilities – Cards - Triggering card skills is instant. Drawn skills will persist for 15 seconds before card skills go on CD. CD depens on card skills not drawn skills. Traits that effect CD of drawn skills are neglected.
#1 “The Priest” (Healing) - Draw a card and randomly obtain a healing skill from your core class. Increase healing effectiveness by 30% while the card is drawn. 25 seconds CD.
#2 “The Illusionist” - Draw a card and randomly select a skill from deception category utilities. 30 seconds CD. Grants 2 seconds of stealth.
#3 “The Inscription” - Draw a card and randomly select a skill from signet category utilities. 25 seconds CD. Breaks stun and grants 10 stacks of might.
#4 “The Trickster” - Draw a card and randomly select a skill from trick category utilities. 25 seconds CD. Gain 3 initiatives.
#5 “The Alchemist” - Draw a card and randomly select a skill from venom category utilities. 20 seconds CD. Your next 5 attacks siphon health.
#6 “The Deckmaster” (Elite) - Draw a card and randomly select an elite skill from core class. 60 seconds CD.

Traits
Minor #1 – The Gambler - Enable dice mechanic in place of steal. Gain access to rifle.
Minor #2 – Risky Returns - For every 5 initiatives spent, you have 20% chance to recover 1 back
Minor #3 – Opportunistic Incision - Attacking disabled enemy inflicts 5 stacks of vulnerability

Adept #1 – Lucky strike - You have 15% to deal 10% more damage on every attack
Adept #2 – Miss by a Hair - You have 20% chance to avoid incoming attack every few seconds. 10 seconds CD.
Adept #3 – Master Shuffler - Card skills recharge 20% faster and reduce Dice CD by 1 second

Master #1 – Hedged Investment - Gain a buff that ensures your next critical attack every few seconds. 25 seconds CD.
Master #2 – Hidden Stamina - 20% chance to regain 50 endurance whenever your dodge.
Master #3 – Swift Hands - Gain 1 second of quickness when using a card skill

Grandmaster #1 – Divine Intervention - When attacking from stealth, you have 5% chance to instantly down your enemy player or deal 50% extra damage to NPCs. 30 seconds CD.
Grandmaster #2 – The One That Got Away - When you take fatal strike, you have 20% chance to regenerate back to full health. 60 seconds CD.
Grandmaster #3 – All hands On Deck - Gain 2 stacks of might for 5 seconds every 1 second for each of the cards that is being drawn.

Pre Cursor crafting is a joke!

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

Precursor CRAFTING is for you to farm the mats (at least partially) and CRAFT them. That way you can use that 40 copper mithril instead of selling it at -15% tax to buy the pre off TP.

CRAFTING does NOT equate selling mats and buy pre off TP.
CRAFTING does NOT equate selling mats and buy pre off TP.
CRAFTING does NOT equate selling mats and buy pre off TP.
CRAFTING does NOT equate selling mats and buy pre off TP.
CRAFTING does NOT equate selling mats and buy pre off TP.
CRAFTING does NOT equate selling mats and buy pre off TP.

Concent./expertise excluded from "all stats"

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

No. Celestials, Rune of the Traveler and that kind of things you means can be adquiere for anyone in the game, Expertise and Concentration stats are gated for HoT owners.
What if I just want Celestial stats or any of those items but not the other 2 stats because it think those make my build weak? What if you are owner of HoT but you don’t want the other 2 in your Traveler’s? How the Rune can choose if activate the new stats for you or should not?
Every “all stat” item should be split in 3 way:
For those who just want original Celestial.
For those who want to add the new stats to theirs.
For those who are not HoT owners.
Imo too much work for a not that amazing result.
Have fun.

Con/Exp are NOT HOT exclusive. Where did people get this assumption? Its a revamp of boon/condition duration to be derived attributes just like when CRITICAL DAMAGE was changed to ferocity. They count as normal stats. and thus should be updated. Another example is GIVER stat which used to give +%boon duration and it came WAYYYYY before HoT.

Celestial armor probably can get away with it because, well, its just Celestial (even though in its original design, its meant to include all stats).

(edited by DavyMcB.1603)

Concent./expertise excluded from "all stats"

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

Since they are now official attributes to the game, shouldnt things like traveler rune which adds “all stats” also include these two? I understand that adjustment to the points may be needed.

Trenchcoat wars 2

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

+1

I really hate trenchcoats at this point.

Just STOP it anet.

S.T.O.P.!!!

"...the attention of the harbinger"

in Living World

Posted by: DavyMcB.1603

DavyMcB.1603

“We’ve attracted the attention of the harbinger” This was mentioned in the patch note but i dont really find any clues in ep3. Is this a reference to Malyck. Any thoughts?

Official Feedback Thread: Episode 3 -- A Crack in the Ice

in Living World

Posted by: DavyMcB.1603

DavyMcB.1603

The new map was refreshing. I was afraid it would be bland like the vanilla norn maps but it’s much better.

BUT there are currently so many subplots going on at the same time it’s getting all over the place. It makes the story flow super incoherent and jumpy. White mantle, priomordus, taimi study, jormag awakening, aurene thingy, morjory up to god-knows-what, and now braham going bananas….. PLEASE PICK A PLOTLINE

memory leak problem? 100% cpu usage

in Account & Technical Support

Posted by: DavyMcB.1603

DavyMcB.1603

My gw2.exe constantly spikes 100% CPU usage every now and then. been like this since 1-2 patches ago. Thought it was some other program but it seems some of the people in game I asked are also experiencing this.

Anyone having similar problem?

Ever had a main class you stopped enjoying?

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

Mesmer.

Then I realised that i can grab thief and does 15k damage without 1000 steps of setup. But I’m always switching classes in pvp. Now i’m enjoying druid. Nature warrior/mage is awesome :P

Healer Druid quick build question.

in Fractals, Dungeons & Raids

Posted by: DavyMcB.1603

DavyMcB.1603

Magi sucks.

Go half cleric , half berserker and stack healing effectiveness. You will have enough healing to be a healer while still doing consistent high damage.

Pets QoL requests

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

Can we have…

1. Boons/conditions status bar for pets? Maybe on top of the pet’s command bar?

2. Hovering icon over pets’ heads telling where they are. Because pets always get lost in clustered environment. Maybe once pets get further away by certain distance, they will have glowing outline that’s on top of other visuals?

4 necro 1 druid?

in Fractals, Dungeons & Raids

Posted by: DavyMcB.1603

DavyMcB.1603

The best syngergy coming out of 4 nec 1 druid is that the druid can recharge its celestial form almost instantly by healing minions and in turns necros will ramp up toughness TREMENDOUSLY with their minions constantly being healed and grow in number. Plus an army of 50+ minions will act as a very good meat shield.

It’s the safest while also highly effective and synergetic comb

(edited by DavyMcB.1603)

A GG button please

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

It’s dilemma. If they open that option, there will surely certainly absolutely those noobs who will keep forfeting until they find that team that carry them.

It’s not there because anet wants you to try your hardest even though you are alrrady losing. Also, being behind 100 points doesnt mean you already lose. So many matches where that point gap can turn around.

buff elementalist's pls

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

That is the most convincing premise for an argument I have ever heard

/15 keks

Harpies shoot through reflect

in Bugs: Game, Forum, Website

Posted by: DavyMcB.1603

DavyMcB.1603

Tried 79 fotm yesterday and the harpies’ arrows were bypassing all projectile defence. Not sure if it’s just that run or because of poision trail. Plz check.

About Scarlet

in Living World

Posted by: DavyMcB.1603

DavyMcB.1603

We are now 2 episodes into season 3 and then I realised that we still have no clue why scarlet did what she did. Was she trying to fight FOR or AGAINST the dragons? (Probably the latter). It’s never been cleared up.

I hope this detail hasnt already fallen through the crack.

Poison trail is way over the top(?)

in Fractals, Dungeons & Raids

Posted by: DavyMcB.1603

DavyMcB.1603

Also you forget that we still have social awkwardness at 90+, which makes the corridor in the arm seal section of cliffside a death trap. You don’t HAVE anywhere to go to avoid the issue; the whole fractal is about limiting your available area. Thaumnova and molten furnace aren’t. There is a reason everyone always did 82, not 94, for the T4 Cliffside when it was up.

My team got fed up with 82 so we did 94 instead and it was super smooth. Social awkwardness isn’t bad when you don’t literally stand on top of one another.

Lazarus's deception (spoilers)

in Living World

Posted by: DavyMcB.1603

DavyMcB.1603

The episode didn’t conclude why the barrier was broken. Do you think it was lazarus who framed the situation so he could gain the trust?

I mean, he’s most likely probably gonna turn bad in the end :P

Poison trail is way over the top(?)

in Fractals, Dungeons & Raids

Posted by: DavyMcB.1603

DavyMcB.1603

Long duration, multiple stacks, super long trail, no cooldown

Now plus Cliffside

Limited space, stay close -> agony , run away -> poison, random 2-shotting champs with nowhere to run

82 cliffeside is 100000000000000000x harder than lv100 Mai Trin lol

Was MFs green->rare upgrade chance lowered?

in Players Helping Players

Posted by: DavyMcB.1603

DavyMcB.1603

Ok, I might be entirely imagining things but for the past month (at least), after throwing hundreds and hundreds of greens into MF to turn them into rare, I notice that it was a LOT harder to get rare. Unfortunately, I didnt properly collect the stats but it certainly felt like I got MUCH LESS rares from doing that. Like, I can go on 20 attempts and get no single rare. Then the same thing happens the next days when i accumulated enough greens. it certainly didnt feel like 20% success.

Does anyone feel the same? I might start collecting stats after this.

Tremors are coming from the north

in Living World

Posted by: DavyMcB.1603

DavyMcB.1603

Would be quite odd if it then turned out to be Kralkatorrik or Bubbles..

It could possibly be signs of Jormag then they’ll name the next expansion Fire and Ice pertaining to Primordus and Jormag. Or Flame and Frost if they want to re-use the title.

This is also what I think. It starts to get boring to go by one dragon per expansion. Fire and ice would make a cool theme. then wHen we kill jormag and prim, glint’s egg wil have enough magic to hatch and be a proper dragon. Maybe kralk will get desparate and finally awake the sea dragon. It would probably fit in 1 or 2 more expansion (excluding the one currently in development) and conclude the whole story before we can move on to gw3!

Tremors are coming from the north

in Living World

Posted by: DavyMcB.1603

DavyMcB.1603

Thats what it says in the patch note. Gonna make a wild assumption that this is story related. But what is it implying?

Considering its tremors, I would assume its dragon related. But Prima shouldnt be in the north(?)

Is Jormag active too?

Lost all bottom-right chests

in Bugs: Game, Forum, Website

Posted by: DavyMcB.1603

DavyMcB.1603

Chests in a queue are automatically opened when changing maps/logging out/etc. Check your characters’ inventories.

Good luck.

I never knew that. Skeptical as I didnt pay attention to the items but thanks for the answer!

Lost all bottom-right chests

in Bugs: Game, Forum, Website

Posted by: DavyMcB.1603

DavyMcB.1603

I have been playing pvp a lot duing past week. but because i was trying my new ele which doesnt have many inven slots, I didnt open all the chests I got. This is also because chests usually dont disappear. However, I tried opening them today and I only got 3 chests, the rest (which are like 20 chests from reward tracks & daily) are all GONE.

Im not holding my breath on getting them back but I supposed this should be FIXED!!??

Team vs. Team UI is extremely annoying

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

It serves no other purposes than an already existing UI, which doesnt annoyingly sticks to the screen. And it gives no other information besides the flashy avatars. It really disrupts the moods especially when youre still engaging in last seconds combat. Nobody likes getting killed because of obstructed screen despite the match being over.

Consolidate it with the existing one and/or give us the option to turn it off.

Add 1 sec cd stealth on mesmers too

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Lol

/15skritts

Do thieves still hardcounter mesmers?

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Condi mes would still have some chance but power mes would suffer a lot in a head on fight. a fully amped backstab, if it crits, is guaranteed to take 80-90% of your hp on first hit. Then when the executioner trait kicks in, you’re seeing 7-8k heart seeker. It’s tough to win.

Why is it ok for eles to be unkillable?

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

They are more than killable. It’s called Signet Necro.

This op is the perfect example of why anet will never officially support dueling. Because there will be people who think they can hope on one class with one specific build and win all.