Showing Posts For Mogsterfortytwo.6712:
Weaver was fun in pve; a few niggles but we don’t know what’s getting changed yet. Didn’t notice any server issues and I suspect the other four/five people playing didn’t either! Loved the more interesting combat – especially the sandsharks leaping out of the ground underneath you letting you jump off and glide if you time it right! I did see a couple of flying hydra heads though…
Yes. I’ve heard this idea on multiple occasions now.
The “swap-to-same-attunement-without-cd” idea is definitely is a good one and needs to be implemented to have some basic reactive gameplay that vanilla ele always had.
“Swap to same attunement without cd” is going to make the already strong Elements of Rage ridiculous. Assuming full zerk gear only that’s 10% damage modifier at all times (already on par with Bolt to the Heart) plus 380 ferocity. If the conversion works on attributes gained from various buffs, this can easily get to 500 ferocity. It’s way to strong to have it up permanently.
A few core traits have been altered to not proc on double attunement. EoR could easily be changed to work like those.
Then how exactly will it work?
The existing ones only take note of the first time you enter an attunement; they just ignore the second time you attune (fully attune).
So how exactly does a trait which says “10% damage for 8 seconds when you fully attune” work?
Sorry, I think I must have misunderstood your question. I thought you were worried about proccing ‘on swap’ traits twice successively through not having cd on the element you last attuned to (such as how Cleansing Wave now works). Given that Elements of Rage has an 8 second duration, if you switch on the button every 4 seconds (or sooner with Arcane trait reduction), yeah this can be pretty much a permanent 10% damage boost. Even using it tactically you should still be able to blow your big damage skills in 8 seconds easy. Combine it with the otherwise lacklustre Unravel right before swapping to your last element in Weave Self and become awesome for 8 seconds, followed by ‘pretty nifty’ for another two until Perfect Weave runs out. Ah, there’s your burst damage. So, Feanor, I absolutely agree with the madness that change would bring. We have a button to do it once, but any ‘double tap to fully attune’ mechanism needs to accept that once you’re fully attuned, all elements need to go on a massive cool down to stop it happening again (bringing us back to where we are now, more or less), or alternatively give the trait an ICD to avoid abuse. Which would have been a better answer for you two questions ago. Kitten.
Yes. I’ve heard this idea on multiple occasions now.
The “swap-to-same-attunement-without-cd” idea is definitely is a good one and needs to be implemented to have some basic reactive gameplay that vanilla ele always had.
“Swap to same attunement without cd” is going to make the already strong Elements of Rage ridiculous. Assuming full zerk gear only that’s 10% damage modifier at all times (already on par with Bolt to the Heart) plus 380 ferocity. If the conversion works on attributes gained from various buffs, this can easily get to 500 ferocity. It’s way to strong to have it up permanently.
A few core traits have been altered to not proc on double attunement. EoR could easily be changed to work like those.
Then how exactly will it work?
The existing ones only take note of the first time you enter an attunement; they just ignore the second time you attune (fully attune).
A fix for all the issues with attunements and not being able to use the #3 skill when needed ect
- Instead of changing #3 when double attuned why not add a F5 skill ??
Sword needs a buff overall , would be cool being able to dual sword
I made the two sword argument earlier on the feedback-jumble thread – it would just be more in keeping with the whole duality theme of weaver. I’ve lunched since then and will offer my take on this – a movement skill and a condi clear / negation on every attunement, on shorter cool-downs than Anet like ele to have. I’ll stress this would be intended to work alongside a 4 second attunement cd; more in keeping with the original stated goal of ‘right element for the job at the time’ rather than ‘oh kitten, we gave them too many skills! Quick, give them all mega CD’s and balance around that’!
Fire 4
Ring of Fire
Weapon skills deal an additional stack of Burning (1 1/2 seconds) for 5 seconds, dodging left or right will slide you 500 in that direction, plus 50 for each unique boon on you. Leaves a fire wall along your path.
Fire 5
Fire Lash
Flourishing the sword creates an expanding spiral of fire, burning targets in its path. Each target loses a number of boons for each stack of burning on them (including those added by this skill); for each boon stripped, lose 1 condition.
Water 4
Rolling Wave
Ride forward on a wave, knocking back targets around your path and healing allies.
Water 5
Liquidate
Strip all boons on yourself; each boon stripped removes a condition. Boons lost in addition to conditions are converted into stacks of vigour (5 seconds)
Air 4
Acrobatic Strike
Ground/enemy targeted; flash to target, striking all in a small radius, flip skill return to original location. 1/2 second evade, 800 range.
Air 5
Split the Sky
Rapidly spin with swords outstretched, reflecting projectiles and applying Retaliation. Projectiles that hit their original shooter are stunned (1/4 second, once per target per skill use). Targets within the radius are launched away.
Earth 4
Blinding Sands
Flick sand and dust up with the end of your blade, blinding your target and sliding backwards.
Earth 5
Sandstorm
Hide in swirling sands (4 seconds), gaining Aegis and Protection.
Just my thoughts; longer attunement cd and shorter skill cd would have been how I balanced the class to begin with – take away the need to dance rather than require it.
Weaver
- Attunement cool-down is too long (although see below).
- Sword hits like wet tissue – I demand wet towel.
- I was hoping for (and now thinking it may help with the off-hand problems) off-hand sword with a decent evade/close skill & a condi-clear/negate skill on each element on shortish cd (not the usual balance, then add 5 seconds cos ele). This would help if the attunement cd was to remain, but also fills that ‘dual’ theme much better (one attunement per sword). Basically make it a blend of o/h dagger and focus, maybe even add the ability to equip into the minor GM trait.
Deadeye
AA does more damage than weaver chain and well placed will AA weaver to death before said weaver can close. If he’s been sloppy, Deadeye’s Mark + rifle 4 will do the trick by the time the weaver gets into sword range. As with any game (video or p+p) sniper characters expect to do one thing – and that thing is fun for precisely one person and misery for the rest so this is always going to be an issue; frankly it’s brave to add it to the game. Drawing aggro would help balance this in pve.
But it is fun to play, as is weaver; the problems on both can be solved with number tweaks at minimum. The Ele forum has (as I’d guess all profession forums do) way more in depth work-throughs of solutions (my favourite being the weapon switch one).
Meaningful feedback is impossible in 100 words.
Edit: Sword ideas here.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Feedback-thread-for-Weaver/page/4#post6715602
Also Devs: read profession threads.
(edited by Mogsterfortytwo.6712)
This looks like a familiar idea from about three other posts on the front page.
I would be okay with Unravel as a F5, but I’m more partial to the idea of allowing weapon swap (with the usual 10 second cd) to switch the two active attunements. As far as I can see, that would fix the problems with offhand skills without messing with the “weaving” concept at all.
Unless my maths is off, the ws cd could take its value straight from the last-switched-into element (now secondary). This will always be your longest cd and lets you use the mechanic without adding in an extra timer that functions differently to the other four you already have to keep an eye on.
Yes. I’ve heard this idea on multiple occasions now.
The “swap-to-same-attunement-without-cd” idea is definitely is a good one and needs to be implemented to have some basic reactive gameplay that vanilla ele always had.
“Swap to same attunement without cd” is going to make the already strong Elements of Rage ridiculous. Assuming full zerk gear only that’s 10% damage modifier at all times (already on par with Bolt to the Heart) plus 380 ferocity. If the conversion works on attributes gained from various buffs, this can easily get to 500 ferocity. It’s way to strong to have it up permanently.
A few core traits have been altered to not proc on double attunement. EoR could easily be changed to work like those.
Thats actually not true.If you use earthen elemental barrier plus the earth elemental attack and double dodge you get up to 8k barrier.
Right, the mighty 8k barrier that disappears after 3 seconds, leaving you with no defensive option left since you blew everything trying to create that barrier.
Any thief will just eat a weaver alive in 2 seconds.
Utter rubbish. I made it to eight.
The global ICD on attunment swap makes arcane mandatory and still locks you out of the much needed 3, 4, and 5 skills which hurts survivability more than the defensive weaver traits help it. The barriers weaver gives are a complete joke. Adding a weapon swap button that instead swapped the positions of the active attunements would help things. So if you are air/water (air 1,2 mixed 3, water 4,5) weapon swap would switch you to water/air (water 1,2, mixed 3, air 4, 5).
This. Also:
- some attunement cd on Weaver’s Prowess
- Stance cd on Bolstered Elements
- some way to cleanse on non super-speed builds
Glider Suggestions? Share Them Here!
in Guild Wars 2: Heart of Thorns
Posted by: Mogsterfortytwo.6712
I’d like to see a Norn themed glider like a Batman cape/cowl. But a Dolyak instead, made up of a hood and back-piece. This is totally a nudge for capes to return. Artwork when I get time.
Racial mounts for all the Races we can play
+1 i would like something like this:
Charr – bike – mechanical stuff
Human – horses
Asura – golems
Sylvari – fern hound
Norn – bear
Human – Moa
Norn – Dolyak
Also, class mounts.
I find running general equipment and switching weapons based on the content works best for PvE. Anything really will work, but swapping to appropriate weapons for the situation will give you an easier time / make you more helpful.
A minor annoyance – the wind blows the sand one way, but the flags wave another and smoke on campfires a third.
I didn’t notice but now I will forever see
No doubt it will annoy me as much as the stern flags on ships blowing backwards while the sails fill with wind pressing the ship forward …
Then you’ll love the fact walking raptors only leave left foot prints.
Question… if you’re a Weaver, do you get bracelets of both elements you’re in? Like fire on one wrist and earth on the other?
I hadn’t thought about that, but the weaver art does and I understand we’ll get gloves/gauntlets as an armour skin so…..maybe?
Warrior. The steamroller class.
Last time I checked, zerkers were squishy (relatively). If you can’t dodge with a thief, you certainly can’t with zerk warrrior.
Um I have 65 left over with nothing to spend them on and haven’t begun to do completion of hero points on HoT maps. Given most of those seem to be worth 10, I don’t have a problem with doing those events/communes/fights. Unless you don’t want to do fights. I’m one of those players who ‘does combat’ from time to time.
Having said that the mount masteries look to be more story driven and given we know there will be lore to support the new elite specs we may yet see something more organic.
i have arachnophobia my self, when playing skyrim i avoid spiders like the plague.
however, GW2 spiders are hardly scary, more likely cute.
I have a Skyrim mod to make them all look like goats. I recommend it, though it may make you scared of goats! Something similar could work; make them giant beetles (no new model needed).
I think the gist behind what they were saying on the post-show was more that while the existing spiders are ‘fantasy spiders’ the mount was a lot more realistic, including movement (which sets of my arachnophobia) – the movement animations we saw on the raptor were pretty detailed so assuming a similar level of work on the spider might have put it over the edge.
FFXIV forces you to get off your mount and you can’t get on your mount in certain areas they know lots of people will be. I could imagine the same thing with GW2. You can’t get on your mount and you would be automatically dismounted should you enter Lion’s Arch or any racial city.
Should you be allowed to have mounts in Core Tyria or HoT maps. They haven’t said you can, which may mean they haven’t decided yet.
If you had watched the following show with Wooden Potato, you wouldn’t have made that misinformed reply, here’s the bottom line, mounts can go all over Tyria, just as gliding is, speaking of gliding it can also be used in the desert. Mounts have only one spell once used it dismount you so you can fight or rez then you are free to get back on
or proceed on foot.
Except WP ran past a massive ‘no riding’ sign with a picture of a raptor on it on the way into town. I think a forced dismount wall there is more likely than a hopeful suggestion from the devs.
Two possibilities;
1 – The devs looked to the forum for ideas.
2 – The leaks are fake. By someone who looked to the forum for ideas.Nice that they kept the name though, as a nod to the original inspiration. This also makes it more likely to be option 1.
You realise this would lead them open to being sued by the OP though, unless they specifically got a release from him/her.
Your tense would suggest it (sword elite called Weaver that blends elements) might not happen. It has. They either did get permission, or just hired them.
Looks like one of the utilities lets you attune as normal, so that’ll be the button to press if you need super-quick access to 4 & 5 skills.
Two possibilities;
1 – The devs looked to the forum for ideas.
2 – The leaks are fake. By someone who looked to the forum for ideas.Nice that they kept the name though, as a nod to the original inspiration. This also makes it more likely to be option 1.
Well it’s very much looking like option 1 now lol.
Yeah, I’ll cautiously agree with you on that one.
Glider Suggestions? Share Them Here!
in Guild Wars 2: Heart of Thorns
Posted by: Mogsterfortytwo.6712
Spinal gliders would be awesome. I spotted the jet-pack backpack would be another that would need very little work to gliderise.
Two possibilities;
1 – The devs looked to the forum for ideas.
2 – The leaks are fake. By someone who looked to the forum for ideas.
Nice that they kept the name though, as a nod to the original inspiration. This also makes it more likely to be option 1.
They’ve disappeared from the UK too, as far as I can tell. The £10 ones shortly after Christmas as far as I remember, with the £20 versions in the last couple of months.
Huh, Google ‘GW2 Weaver’ and this is the top result.
I just got around to starting Rev this week – it just doesn’t fit well with the NPE set-up.
Of all the features you list as being unavailable in the vanilla game (as it was at launch), gliding is the only one you are correct on. What game were you playing?
Sorry for the bump. This is a very old topic.
Yes I’m new and enjoying the game and obviously unlocked the weapon swop but why can’t you change weapons and stuff during combat? What would the reason be.
Coming from a game where you can switch to any sets while in pvp combat and switching any weapons for situational uses. I get this game is either PVE open world or single PVP or PVP WvW and you must build before you enter whatever you want to do but an example.
I run and explore maps with a warhorn for speed but then I get attacked by tons of mobs and would prefer to switch to double axes instead but I cant. I could use the 3 skills from Axe which feel so boring with a useless warhorn and then switch to my GS or double axe on my swop. BUT I often find using all 5 axe skills and all 5 GS skills in combination much more fun. Now with the warhorn for speed I miss on the nice aoe spin.
This also applies in PVP. You need warhorn for speed (for allies) or GS for speed (5th skill charge) then need a shield for defense then you get kited by ranged players or vanishing mesmers and you realise you cant switch to a Bow. You can use speed buff to chase them but never helps me or GS to charge them but then they just move away again. I need hammer or mace to knock them also. But I’m stuck with what I entered combat with.
In WvW this also applies. I’m soloing not sure wtf to do yet so I try use a single player build. Suddenly I find a havoc / zerg ( i read it up so hope I use the correct terms). Then since, I’m still new and weak in pvp, I want to at least assist my allies with banners but I’m on signets but the opponents attack me and I can’t swop. So I have to wait outside combat, changing my build, while my allies die. Then after a few seconds I jump in?
I’m so used to changing skills according to the battle or situation I’m in. Now if I do get kited all I do is die and comeback with a bow or ranged? lol.
Obviously it wont change but what reason would there be for this? There are no Masteries in the future to remove this weapon lock in combat?
Also don’t think I complain about the game. It’s awesome. I read comparisons between games and had to ask myself what do I dislike about GW2
So, I think you’re asking “why can’t I use all of the skills available to my class all of the time”? GW has always focused on having builds within each class suited to different roles – exemplified by the addition of Elite Specs, this means that you can have two characters of the same class who will be playing very differently; you can never say “oh, that’s a XXX, they will use XXX skills”. It sounds like you are probably playing Warrior, so you have a weapon swap to be able to switch between melee/ranged/whatever; you just have to prioritise which you think are most useful for your play style. I think you just have hangover expectations from a game will less personalised game-play but if you think you have it hard, go play GW1 where you can only change your skill load-out in the safe-zone outposts!
• No Instant Repair Canisters, Bank Access Express, Trading Post Express, Merchant Express, Revive Orb. Please just use these.
How about you add a check and if the account has , say a permanent Bank Access or other permanent, it quits dropping them and drops something useful or make them so you can sell them for something instead of just flushing them to make room.
Tomes of knowledge and Black lion Chests please
Cannot agree with this enough. With shared inventory slots I feel winning the basic version when I own a permanent contract feels a lot like getting cheated.
Now for the constructive part!
How about instead of just checking, it distributes the odds of the disposable version between the others. Example – I have the Permanent BL access and Permanent Merchant (lucky me!); it would be nice if single use versions of those just gave me Bank Access ones instead. If you have all three, just remove them from the table all together or (ideally) replace the chance of them appearing with other common items (such as transmutation charges or dyes) that do not become wasted space at any point.
Another saving would be collection items (items that only have value as part of a collection). These shouldn’t go into material storage; they should be stored directly in collections (rather than filling inventory space) as they have no other point other than to tick a box on an achievement’s progression.
(edited by Mogsterfortytwo.6712)
Just had this problem, logged it. Booted up GW1 and immediately fixed after talking to Kimmes in the first game (I had already pestered him in 2 before checking 1).
Is there a difference why some had this one on Friday and others today? I’m on EU servers both.
(edited by Mogsterfortytwo.6712)
It’s worth noting that whatever is causing this, it’s not “universal” to gw2 — I have never hit the problem, or anything like it.
I’d strongly encourage you to try and figure out the exact sequence of operations that trigger the minimize, and tell us what it is — maybe someone can guess what is causing it from that?
I know that’s not encouraging, and I don’t disbelieve you that it’s a problem, we (and anet) just need more information on how to make it happen to be able to figure out how to fix it!
Oh, I know it isn’t a universal problem. I’m sure this thread would have a lot more attention if it was. The problem with your statement is that today’s particular episodes haven’t had a sequence of operations per se; they have taken place while I was not touching the keyboard (and twice while I wasn’t even in the room). I had not been doing anything unusual in the game or outside of it and would like to repeat that this is a new issue today for me. So there isn’t really more information I can give – though I’m sure the in-game bug report log will hopefully be more illuminating (hopefully!).
..And now I’m getting the original auto-minimise problem, three time now when not touching the keyboard (the second time when not even in the room). I agree an ‘always on top’ option may be a good solution.
Sounds like your mouse buttons might be set to do some other thing by default.
Not that I know of; this is unique to GW2 since the last patch. No mouse settings have changed. I’ve added a second monitor recently, but the cursor is locking to the screen (by luck (or more recent patch) if the older posts are to be believed) so given the issue occurs when the cursor is in the centre of the screen it must be a new bug. Occuring at the same time as that posted above by akm, but different. I’d love a dev to wade in and take a look; the two may be related enough to shed light on each other.
(edited by Mogsterfortytwo.6712)
I’m also getting this; I can however perform the trick on command. I’m using the Steelseries GW2 mouse and always get the problem when pressing mouse 4 or mouse 5 (bound to jump & utility 1 respectively). Obviously not good and stops play much beyond logging in for daily rewards. Also copied to the in-game bug report (under ‘beta’ – as there is actually no way to label as a control issue)
As far as I can tell, Fire Overload doesn’t register Glyph of Elemental Power as a skill either.
Not even downed? Wait, was this only tested with Warrior and Guardian again? I play a pretty defence heavy Elementalist, and downing is common. No wonder I didn’t get this class biased achievement!
It’s pretty simple really;
Queen Jennah never left Caudecaus’ Manor alive. We all rescued a Charr replacement, so that they could gain access / control of the Ebonhawke Asura gate. As the Black Citadel is a colossal iron sphere, they will magnetise it to create a large gravity well (why they built it that shape), and connecting the black Citadel and Ebonhawke gates with that in the middle will sent anything travelling between the two gates back in time, a la the Stargate SG-1 episode 1969 (further reinforcing the Asura/Star gate reference). They will then use this to send back the construct to try and murder Gwen’s mum, and when they realise it didn’t work, again to send a second to assasinate Gwen. Simple.
I write this, and now kind of hope I’m right…

