Showing Posts For Ebax.1320:
Ditch the battle bikini for the charr and asura and use the male model for ’em please.
Normally I’d be all for the asura and charr getting the female armor, but this specific set just looks downright bizarre on them. Even setting my distaste of battle bikini armor aside, it’s just not something that looks good on these two races who have little in the way of sexual dimorphism. I play those races in part so I can avoid the boobplate look, so getting it on a new set is a bit disheartening.
I’d give a heck yes to more ‘feminine’ clothing on asura and charr, but not like this.
Edit: alternatively, I’d love to have some option in the far-flung future where you could pick either gender’s skin but that is by no means a priority.
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I LOVE the wrist effect, it’s great flavor for the class, Revs are always channeling (apparently, the legends even chat to you out of combat) so it makes sense the effect is always there.
why not go for the middle-ground? it’s always on,but it is removed when using the reduced particle effects option?
I’d personally be very sad if it was removed.
I didn’t say remove it permanently anywhere? If you read the post, you’d see that it would be visible in the same conditions that the elementalist attunement wristlets are visible.
To clarify:
1. Invisible when weapons are stowed
2. Visible when weapons are drawn
And from a flavor perspective, constantly being on mistfire makes very little sense. When their power is really invoked and manifested, like when a person is about to fight or attacking, it makes perfect sense and is a flavor win for sure. Just standing around in a trading post it would get strange looks from bystanders. (at least until the world was acclimated to 1/9th of the population with their arms on green fire, which I guess could happen?)
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Here’s my thoughts after some experimentation.
The elite spec (while using a hammer) has some amazing synergies with other specs available to the engineer. I have a hard time picking which ones and which traits within the spec to pick because of all the neat interactions that can be made. Without the hammer and just running with a loadout of gyros, it gets a little awkward because gyros are… finicky.
Hammer is nifty! I like the playstyle of it with the exception of skill 3. Others within this thread have mentioned all of the reasons I’m iffy about it already. (Feels clunky and out of control. Strikes often miss or have my engie leaping away from her target. A couple ‘goodbye cruel world’ moments as she gets hurled off a cliff by the attack, etc.) Other than that, it feels decent to me. Could stand to be faster/deal more damage with the AA chain to keep up with other melee DPS types, but I think you were the one that said it can’t all be about damage all the time.
Gyros, as stated before, are finicky. While the little noises they make are adorable as heck and a nice touch, some of them are dumb as posts. The whirl finisher and explosive ones are fun, but I’m thinking that’s because they’ve got very minimal AI. All the others tend to have trouble keeping pace with you as you move, or decide to float off and handle other business while you’re getting creamed by a sniper. The stealth gyro in particular is bad at matching pace unless ‘stealth’ means being visible half of the time as you run, or stopping every two seconds to wait for the gyro to maybe catch up.
Their toolbelt skills though? Totally sweet. Some of them, like the whirl finisher one, are a bit weird because it seems to have a set-up time in addition to the casting time. I can only imagine that’s a balance thing or me just not being quite used to an aspect of the class yet as a long-time static discharge player.
Great work on the spec so far Irenio!
Why are the particle effects that indicate what legend we have up present at all times? Why can’t it be hidden out of combat or when weapons aren’t drawn?
Why aren’t they like an elementalist’s attunement where they only have a visual indicator while the character has weapons drawn or is in combat? Legends and attunements are similar in the sense that they give access to certain skills depending on what legend/attunement is available. I could understand the reasoning of ‘there needs to be a visual indication of what legend they’re on’ if elementalists could never hide their attunement wristlets, but that’s not the case for eles.
I know it seems petty that this is my major gripe with the profession, but it really is about the only major gripe I have. Just have the particle effect go away out of combat like with eles.
I’m really excited about the changes to the engineer as announced in the AMA. The grenade changes disappointed me until I saw the mortar kit in action. Now I’m quite okay with what’s going down in that department.
What I’m wondering at the moment is why Adrenal Implant was moved down to master from grandmaster. This puts it in contention with the Speedy Kits+Kit Refinement hybrid trait.
No, I can’t say that it ruins a build or “the spirit” of a build, but it’s a trait I used in conjunction with speedy kits and static discharge to create a glassy burst damage engineer that could stay mobile and hopefully survive until cooldowns allowed the next burst. Having to pick either reliable swiftness or increased dodging capabilities makes that whole “hopefully survive” thing much more difficult.
If the reasoning for lowering it to master was because it wasn’t impactful, perhaps combining it with the existing “Enduring Damage” minor trait would give it the value worthy of a grandmaster trait. From what we’ve been shown, it seems like there aren’t any interactions between the traits it shares it’s slot with and other traits that could create possibly overpowered synergies (even as the train currently exists in-game). It just seems a little baffling why it got lowered.
I’m mostly curious since this change kinda puts a wrench in the build I’ve been running for a while so I’m a bit sentimental about it. If there’s some balance reason it was lowered or whatever else, I’m hoping someone from ANet can chime in and provide some insight.
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Thank you! Tarnished Coast is now open for anyone who sees this.
Tarnished Coast is open
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I’m on a low-pop server that never seems to bother with anything in Malchor’s Leap, so the temple of Lyssa has always been contested.
Is there any server that has it open now so I can drop in and purchase the armor?
Regardless of how I try to enter the Cursed Shore, I get a disconnect after a few minutes. Relogging puts me in a loop between wherever I was when trying to enter the Cursed shore and the Cursed Shore itself. Guesting to another server allowed me to get into the area, though.
Also posted on the GW2 subreddit, and a few others were having a problem. The did not reply and give server names or any other pertinent information.
Error code shown is 7:11:3:189:101, Log file attached after running -repair and -log, but it doesn’t look like there’s anything useful in it.
Attachments:
Agreed.
Seeing your score really low compared to the other servers is disheartening and just makes me ignore WvW.
If we have to keep bonuses, make them based on the structure, with each point giving a different bonus, and increasing depending on how much time the server holds that point (so a recently capture gives +1%, but something kept the whole day gives 10% or more).
I was just about to say this. Coming from one of the upper Wv3 servers, I do find it incredibly discouraging to see that Henge is whipping everyone AGAIN. Double disheartening to see that we’re hopelessly behind on the scoresheet. A territorial control pie-chart would probably send all the message you’d need.
Yes. The overpopulated worlds with oceanic and insomniac players would still stomp everyone at night, but the signs of that would be less present by midday. It wouldn’t set the mood for an entire week of combat, where a touch of nightcapping and orb-nabbing on day one basically assures victory for the rest of the week. If anything, the scores could just be “hidden” and only used by ANet for ranking and matchmaking.
I do like the bonuses, and they don’t hurt anyone at all because they’re implemented in PvE amongst all players in the world. A method like the guy I’m quoting would still preserve the sense of reward players get from capping and keeping buildings, just without the points.
This isn’t a bug, and probably wouldn’t be implemented because it would cause people to spend less money, (both real and in-game currencies) but having armor dyes being account-wide and not character based would be rather nice, considering that I did put forward some real-world dinero to get them.
Heyo Forum!
After playing around with elementalists in the betas, I decided that I’m going to pick one up for SPvP play as an alt. Oddly enough, I don’t see a whole lot of them in comparison to warriors, mesmers, and theives. Probably just luck of the draw there, but I digress.
While doing a bit of theorycrafting and generally playing with skills, I discovered that I really like how daggerx2 ele plays, and I REALLY like the arcane skills. (Shield, burst, etc) When I looked at the trait list, I realized that there’s a movement buff in the Arcana trait line for dagger wielders.
SO I guess I need suggestions for filling out the rest of the build. I’m primarially focusing on the arcana-based utility skills, mobility, and (of course) damage.
So far, I have 20/15/5/0/30 for traits, taking V&VII in fire, IV for air, and III, IX, XI for arcana, but that seems like a rather scattered build, so I was wondering what people here thought, in addition to suggestions for runes and sigils.
Thanks in advance!
I’m working as a CD asura engie, so I have the benefit of using the radiation field to combo off of. That said, I typically use dual pistol with grenades, flamethrower, and the wrench kit.
Grenades have poison on 5, and flamethrower has burning on 4. Using some quick manuvering, you can pull an enemy in, give them bleed+vulnerability, knock them back, create a fire field, lock with pistol 5, and so on.