Showing Posts For Gathbard.6904:

Ascended mats trade broker prices

in Guild Wars 2: Heart of Thorns

Posted by: Gathbard.6904

Gathbard.6904

It’s precursor crafting:

T1 Dusk needs 30 Deldrimor steel ingots plus 10 Elonian Leather Squares.
Tier 1…..of 3.

"Purchase funds" covers gem custom exchange

in Bugs: Game, Forum, Website

Posted by: Gathbard.6904

Gathbard.6904

As just posted here https://forum-en.gw2archive.eu/forum/support/support/Unable-to-custom-exchange-gems/first#post5422299

I think I found what’s causing it:

If you don’t have the minimum amount of gold to get 400 gems (currently 90 gold) the game prevents you from setting a custom value.

I had 50 gold and I was having the same issue. I sold some stuff on the TP and reached 92 gold. At that point I was able to change the value from 400 gems to anything I wanted, even 2 gems.
Then I bought a couple of exotics, which sent me back to 88 gold. I was unable to set a custom gem amount once again.

I’m not sure this is the definitive reason because I don’t know if only <90 gold owners are experiencing the problem, but that would explain why only a few people are having it.

Pretty sure it is a bug and not working as intended.

(edited by Gathbard.6904)

Unable to custom exchange gems

in Account & Technical Support

Posted by: Gathbard.6904

Gathbard.6904

I think I found what’s causing it:

If you don’t have the minimum amount of gold to get 400 gems (currently 90 gold) the game prevents you from setting a custom value.

I had 50 gold and I was having the same issue. I sold some stuff on the TP and reached 92 gold. At that point I was able to change the value from 400 gems to anything I wanted, even 2 gems.
Then I bought a couple of exotics, which sent me back to 88 gold. I was unable to set a custom gem amount once again.

I’m not sure this is the same for everyone, but that would explain why only few people are having this problem.

Pretty sure it is a bug and not working as intended.

POI Thoughs

in Revenant

Posted by: Gathbard.6904

Gathbard.6904

I can’t wait to test Glint out, but I’m still worried about Ventari.
My main issue with him is having to re-cast the tablet every time I swap back in it, not the lack of healing.

Also I would like to test out if Mallyx resistance negates the 25 stacks of vulnerability you get from losing your shield’s defiance bar :Q__

(edited by Gathbard.6904)

[Feedback] on Revenant Beta

in Revenant

Posted by: Gathbard.6904

Gathbard.6904

My impressions after the BWE:

Swords:
-Unrelenting assault needs one of three things: 1 evasion, 2 a damage increase, or 3, the possibility to cancel the skill by moving. Right now it’s just too risky to use for what you get in return.

-All around damage is too low. This was presented as the damage dealing set of a dps focused legend (Shiro). I expected this to be on par with other professions top dps builds. In fact, I thought Revenant’s damage should be even higher, considered that the whole profession gives up variety to fully specialize on the role.

Staff
-Still not enough perceived damage. Probably the weapon is too slow? Not sure.
-Activation times are too long and healing/buffing is too low and clunky (orbs) to be really useful as support.
-Surge of the Mists needs invulnerability
-Staff could’ve been amazing. The animations are beautiful, the skill concepts are good but the weapon is not there yet.

Shiro Legend/Devastation line
-Riposting Shadows costs too much energy
-Assassin’s Presence should give something to the Revenant as well.
-Impossible Odds is perfect and by that I mean it is too strong :P
It’s perfect because Revenant can’t pick his utilities, so the ones available to him should be exceptionally good and fit multiple builds. Impossible Odds does just that.

Ventari
-I can’t stress enough how important this is: Ventari needs the tablet to spawn on Legend activation.
-Having the tablet to automatically follow behind you would be good too, but that’s a quality of life issue more than a mandatory requirement.

Energy mechanic
-Still not the best. Weapon skills use too much of it, same with utilities.
-A cooldown for weapon skills is enough, no need for an energy cost on top of that.
-Give a way to increase energy regeneration speed/reduce energy costs through traits.

Traits/Skills
-The class needs more cheap and instant stun breakers (obviously on cd), or stun breaking passives.
I’m not saying that every Legend should have one, but being forced to take the Invocation line just to have it removes customization options. Also having to swap Legends to break stuns is not the best, in my opinion :P

Class as a whole
-Legends feel too…stand alone. We use 2 of them but it’s really hard to have them fit together.
-Still lacks damage
-Energy and Endurance regeneration options are severely lacking.
-If we can’t customize our utilities, every single one of them has to be good and adaptable to multiple builds, right now it is not the case.
-Revenant feels too squishy for a heavy armor profession, especially if you spec for damage. I created different beta professions to check this (same armor stats and runes, dps build and all) and Revenant felt less powerful and frail in comparison, even in the original GW2 zones.

(edited by Gathbard.6904)

BWE1 Revenant Feedback

in Revenant

Posted by: Gathbard.6904

Gathbard.6904

-Ventari
Having to summon the tablet every time I switch to Ventari is really annoying.
I like the mechanic, I like the idea behind the Tablet and the “management” aspect, but I really feel it should spawn automatically on legend swap.

How to Improve Revenants ideas

in Revenant

Posted by: Gathbard.6904

Gathbard.6904

I feel that there should be a clear statement on the idea behind revenant’s weapon system, because right now it feels conflicting:

On one hand we’re free to pick the weapon we like and use it on every legend, on the other hand some weapons are “less damaging” because of…reasons? (coff…coff…Ventari and staff).

Now, I’m not saying this is a bad concept, but I think it needs consistency:

If the concept behind Revenant is to have weapons tied to a legend, then fully make them part of that legend:
-swapping legends also swap weapons
-prevent players from using other weapons other than the ones actually tied to the legend they’re channeling.
-Add weapon traits on that legend’s mastery tree.

If the concept is to let us mix and match weapons and legends at will without gimping our character:
-Every weapon has to be viable from a damage standpoint. Main culprit here is still poor Staff: being weak on damage because it’s tied to Ventari directly conflicts with the concept.
-Allow the player to swap weapons or add more utility skills to each legend.
Mainly soft cc, pull/push, gap closers/escape mechanics in general.

(edited by Gathbard.6904)

My [big] Revenant Rework

in Revenant

Posted by: Gathbard.6904

Gathbard.6904

I would like to add a thing about swiftness and mobility in general on revenant:

Right now there are few ways, that I know of, to get a self reliable swiftness on Revenant and they all require Jalis with Inspiring Reinforcements, which I’ll rename Brick Road for the time being :P and a specific weapon:

Brick road + Mace 3 / Hammer 3 or Hammer 5

This restrict your mobility choices quite a bit, especially in the current state of the game where basically everyone has access to either permanent swiftness or increased speed options.

Also, it might sound silly, but having a Ventari legend with no swiftness options other than a traited staff and no built in 25% movement increase feels a bit off, “I can outrun a centaur” and all.

My [big] Revenant Rework

in Revenant

Posted by: Gathbard.6904

Gathbard.6904

Pretty good points all around.
I would just like to add that while Vengeful Hammers feels weird in a ranged setting, it is pretty good for melee situations, both aoe and single target, especially when coupled with Reflexive Summon procs that give you a total of 3 hammers, each one with a chance to proc Sigil of fire or whatever.

They hit everything inside that small radius, hit fast and crit often when using zerk gear.
You don’t have to actually hit the target with the summoned hammer, just keep them inside the radius (not sure if working as intended but it feels right).

I also liked coupling the Equilibrium trait with Diabolic Inferno for a small spike damage, if you could call it that.
Damage felt too low in general and switching to a properly specialized damage dealing character was a bit traumatic after trying the Revenant for the first time.

weapon swap- why?

in Revenant

Posted by: Gathbard.6904

Gathbard.6904

I think it should be noted though that other professions can customize their utilities, while the Revenant is only able to swap between 2 legends and use those set in stone 10 skills.
One heal, 3 utilities and 1 elite. Every legend has those and they can’t be changed.
You can swap legend but you’re forced to use the entire packet that comes with it, while others can mix and match.

Engineer and elementalist too, can’t weapon swap, but both of them gain access to multiple sets of 1/5 skills, either from their main mechanic (attunements), or from their utilities (kits).
They also have access to ranged and melee options during combat (tool kit, weapon summons) and can customize their healing skill.

I would be cool without weapon swap if utilities offered a mix of ranged and melee options or a set to pick from, but that doesn’t seem to be the case at the moment.

Free Trial account eh?

in Account & Technical Support

Posted by: Gathbard.6904

Gathbard.6904

Yup, same here. Can’t get back in game either.

Missing Guild

in Bugs: Game, Forum, Website

Posted by: Gathbard.6904

Gathbard.6904

Same here:
EU player on NA server (SoR).
Can’t see my guilds nor join groupmates in dungeons.

Cannot see other party members

in Bugs: Game, Forum, Website

Posted by: Gathbard.6904

Gathbard.6904

Same issue here as well.
Usually reforming a group fixes the “can’t see group members” issue, but last night I couldn’t even join the same group instance in SAB.
I’m an EU resident and I’ve been playing on a NA server since beta.
Group mates were all NA and we played togheter regularly for months.

Mesmer speed vs +25% passive signet classes

in Mesmer

Posted by: Gathbard.6904

Gathbard.6904

I finally found a perma-swiftness build without giving up all my dps (still took a big hit).
It’s fine for pve/dungeon running, haven’t checked it in high lvl fractals or WvW tho’.
Damage in pvp is gonna be meh…we’ll see with some armor variations.

4 Rune of altruism + 2 runes of water + 30 points in the Chaos line + 20 in Inspiration (warden’s feedback) nets me a 20 seconds swiftness on a 20 seconds cd.

(edited by Gathbard.6904)

So signet of locust, air and the hunt are....

in Mesmer

Posted by: Gathbard.6904

Gathbard.6904

Signet of Inspiration: Increased swiftness duration from five to ten seconds. This passive effect now works outside of combat.

Temporal Curtain: Increased swiftness duration to 12 seconds.

There ya go!

yeah…too bad that Signet of Inspiration doesn’t seem to be working like that.
I don’t know if with “This passive effect now works outside of combat” they meant swiftness only. Sadly they just changed the entire signet passive to work out of combat.

It could take entire minutes before the random boon you get every 10 seconds rolls out as swiftness. I hope it is a bug, because it isn’t reliable at all.

The closest I can get to perma-swiftness is with full chaos trait line (+30% boon duration) + signet of midnight (passive +10% boon duration) and 20 points in the Inspiration line to reduce Temporal Curtain’s cd to 20 seconds.
And even that nets me 16 3/4 seconds of swiftness every 20 (plus forcing me to use a Focus off-hand).

That’s a lot of effort compared to “take one signet as utility skill”, even if we consider that swiftness is a 33% increase vs the 25% from signets, and does not leave much space for customization (20 points)

sad quaggan

(edited by Gathbard.6904)

Signet of the Locust runspeed buff

in Necromancer

Posted by: Gathbard.6904

Gathbard.6904

Speaking as a mesmer: I’m happy that those signets are getting buffed but I’m a little bit worried for my own mobility. I was lagging behind everyone already (even when using Focus 4 with cd reduction from the inspiration trait line). Can we have some swiftness passive added to one of our skills as well (mantra/signet)?

Mantra Build

in Mesmer

Posted by: Gathbard.6904

Gathbard.6904

I’ll try slotting the exact same mantras on my underwater skill bar then, I don’t know why I never thought of that ._.

Mantra Build

in Mesmer

Posted by: Gathbard.6904

Gathbard.6904

It can be useful in dungeons, but I think that the 4 seconds casting times on each mantra,plus the fact that you have to recast ALL of them if you go underwater make them a pain to use in pvp.

I had some fun running dungeons with this build (didn’t fill everything, just traits and runes to give an idea):

intothemists.com/calc/?build=-NFk3G;0ZUF41M7cV-71;9;5TEO;223A2;039;26-V0S;1nBnBnBnBK

with 6 runes of Dwayna and some +heal exotics I heal myself and the group for 2600/2800 every time I charge a mantra.
I swap MoR for Mantra of concentration from time to time to better land the Prestige blast finisher with stability if I face lots of knockbacks (readied mantra casts and blink do not break its stealth)

Recharging MoP is the main group healing,skill, since it has a 1 second cd, while Recovery and Resolve take care of conditions/proc the runes (Recovery).
Sometimes I also take Mantra of distraction with Mantra Mastery instead of Mantra of Resolve…I’m still experimenting.
I try to always have at least 2 mantras readied for Empowering Mantras.
Mass Invi to raise groupmates/escape/recharge mantras.

It is fun in solo pve and dungeon support/healing, but as I said I don’t see it working in pvp where mantras would be easily interrupted.

Tip: as far as I know, Blink is the only meaningful action that doesn’t stop the channeling of your mantras, otherwise the only “safe” way to recast them is after Mass Invi, or decoy if you take it.

It could be way better if they:
-Fix the bug (?) of readied mantras “unreadying” themselves when you go underwater
-Reduce mantra’s casting times to 2.5/3 seconds (either by default or using traits)
-Give a short lived buff while recasting a certain mantra (like swiftness for 4 seconds on Recovery)
-Increase Mantra of Concentration stability’s duration to 3 seconds.
-Being able to channel mantras while dodging.

(edited by Gathbard.6904)

Personal Story Major Bug: Forging the pact

in Bugs: Game, Forum, Website

Posted by: Gathbard.6904

Gathbard.6904

Incurred in this bug yesterday on my mesmer. Would be nice to know if it’s being worked on.

On Botting and What We’re Doing About It

in Guild Wars 2 Discussion

Posted by: Gathbard.6904

Gathbard.6904

Adding a specific “report for gold selling” option to the in-game chat/mail report options would be nice too. I see a lot of people asking which is the right option to pick when reporting them. I usually pick spamming, but I feel that “gold selling” is quite worse than that, but I can’t accuse them of scamming since I can be 100% sure they’re actually scamming their “customers”

This option is actually on the report options now. It’s been there for a couple of days now.

Yeah, my bad. I Just noticed (and used it to report a mail spammer é_é) and it is awesome.

On Botting and What We’re Doing About It

in Guild Wars 2 Discussion

Posted by: Gathbard.6904

Gathbard.6904

Adding a specific “report for gold selling” option to the in-game chat/mail report options would be nice too. I see a lot of people asking which is the right option to pick when reporting them. I usually pick spamming, but I feel that “gold selling” is quite worse than that, but I can’t accuse them of scamming since I can be 100% sure they’re actually scamming their “customers”