Showing Posts For Moon Of Despair.3586:
In PvE, it is called “Sigil of Agility”. I think it can be crafted by the scribe discipline. They seem to be tradable as well, but only the minor version is currently available on the trading post.
However, with the workshop, the need of 10 watchwork portal devices seems excessive, unless new faucets have been added also.
Some people actually had 1 or 2 left from rewards from the Battle for LA last year but if that isnt the case, you need to craft them with 250 charged lodestones, which means 2500 for the upgrade.
While big guilds with hundreds of members might actually be able to afford that, small guilds will be locked out of unlocking the scribe profession for a very long time.
I was under the impression those need 250 watchwork sprockets and just 1 charged lodestone for 2 watchwork portal devices.
You can remove friends from your friend list by right clicking their name and selecting the “Remove Friend” option. There is currently no method to remove multiple friends at the same time. Therefore, you will have to repeat this for each friend you want to remove.
While I do recommend doing the guild wars 2 personal story when you have the time, I don’t think it will be necessary to complete it prior to HoT. Though you might not know some of the returning characters. However I do think it would be a good idea to to catch up on the content of season 1 and 2 of the living story, because those tell the story leading up to the content in HoT.
Season 1 is not available anymore in the game, but there is a small summary on the story if you talk to Magister Ela Makkay (http://wiki.guildwars2.com/wiki/Magister_Ela_Makkay). Season 2 can still be done, though you might have to buy the missions from the gemstore.
The damage from kits is already based on the rarity of the weapon you have equipped.
Source: “Player bundles (kits, conjured weapons, banners, etc.) will now scale damage based on the rarity of the player’s equipped weapon.”
http://wiki.guildwars2.com/wiki/Game_updates/2014-04-15#General_3
Furthermore, someone did a few tests after the patch to confirm whether it scaled correctly:
Kit damage automatically scales to your level, and to the highest rarity available for your actual character level, capping at exotic… I think. Your own weapon rarity has nothing to do with it, only the stats it gives you.
Even just tested this, swapped my dual ascended Rabid pistols for a couple of white zerkers from a weapon vendor. Damage went UP, because of the +power on those pistols, even though my ascended pistols have almost twice the base damage range of the vendor trash.
So no, having two weapons of different rarities won’t affect your kit damage, other than the fact that the higher rarity weapon would have a higher stat bonus than the other one.
That is a really poor method of testing.
What I did was test a white bersker rifle along with bomb kit. My white bomb hits where in the neighborhood of 600-700 damage.
I then tested bomb kit with an ascended weapon, using the same gear minus one ascended trinket to give me the exact same stats as having only a white bersker rifle. If your theory of weapon rarity not mattering is true, I should still see 600-700 damage. Instead I was getting around 1200-1400 white damage. This is consistent with the weapon damage increase of going from white to ascended, ie 2x more damage.
So in conclusion, weapon rarity matters when it comes to kits.
Here are some screenshots to prove my point.
(edited by Moon Of Despair.3586)
Dear Irenio, thank you for your time to write about some of the changes to Scrapper since BWE3.
- Function Gyro – The gyro should appear and begin stomping or reviving more quickly and no longer seek to attack anyone that strikes it, focusing instead solely upon its task of stomping or reviving. The cooldown on the gyro has been reduced to 20s from 30s and its duration has been reduced to 10s from 15s. This is intended to increase the frequency of availability while still giving it enough time to complete its purpose.
In the scrapper bug thread, I mentioned that the function gyro self destructed when an elementalist used vapor form ( downed skill #2). I assume the gyro is meant to follow the elementalist and begin stomping again when vapor form ends. However, will a 10 second duration allow the function gyro enough time to complete its second
attempt?
According to the wiki a players stomp animation takes 3.5 seconds and the duration of vapor form is 3 seconds. Provided the function gyro stomp will also take 3.5 seconds, 2 attempts to finish the elementalist + the 3 seconds of vapor form already amounts to 10 seconds. Which leaves me with the question, what will happen when vapor form is used just shortly before the first attempt ends ( for example 0.1 seconds).
- Will the function gyro be able to move to its new location and start the second attempt within this short time span?
- Does it take longer to move to the new location, but does it finish its attempt before self destructing?
- Does it self destruct during its stomp animation without finishing the downed elementalist?
When the function gyro is used to finish a downed elementalist, it will self destruct if the elementalist uses vapor form.
On-swap effects are triggered by changing kits (or stowing them). This will work for all sigils of that type, including sigil of doom. Furthermore, all sigils that are applied to your equipped weapon (rifle, pistol or shield) will function regardless if you are using your weapon or a kit during combat. For example sigil of air would activate when using flamethrower and sigil of bloodlust would give you a stack if you kill someone with grenade kit.