Red Guard
Red Guard
I missed unlocking a mastery I had activated for training once it was ready and kept doing events/kills for some time.
Where does my XP go until I activate another mastery for training?
Edit: Clarification
Red Guard
(edited by Pannonica.5378)
So I ran into this problem today as well…
Dual monitor setup, both connected to a GTX 970.
Main monitor on the right, additional, taskbar free monitor on the left.
GW2 should run on the left monitor, but it defaults to the right (main) monitor when put to full screen or windowed full-screen at the left monitors resolution (please refrain from advising to use the left monitor as my main monitor, since this isn’t an option).
I’m of Augurs of Gas.2184s opinion as well… I am surprised GW2 doesn’t support what I consider a basic modern game functionality. I could even make Fallout 3 work in windowed full-screen on the left monitor per default and Fallout 3 is known to be a kitten about everything… and F3 is a game from 2008.
This is very disappointing and annoying and prevents me from streaming GW2 without jumping through hoops and further hassle.
Red Guard
I don’t see you mentioned what you use as nourishment, so: don’t underestimate the power of minus condition duration food against this type of opponent too.
Also consider shield and reflect his stuff when he bursts out of stealth.
Consider rifle as well, because he is vulnerable to cc.
I strongly second the hint to not fight this opponent in range of targets which give him the possibility to CnD off.
Use LoS.
Red Guard
Step 5: Use toss Elixir R when you fight a necro, it removes 2 conditions per second.
Did you verify this? The guild wars wiki states:
This skill removes 1 condition on the initial hit, the pulses do not remove conditions afterwards.
Red Guard
#rocketbootsstunbreak
As nice as rocket boots are, they eat up a whole slot for one (two, including toolbelt, which is a nice burn) ability (compared to EG it is a joke).
They could maybe spice up some lacklustre grandmaster trait with stability, to open up more build options. Stuff still has to compete with grenadier which is either too awesome or (almost) everything else is too weak.
Speaking of which, I’d like to see auto stability during all jumps.
Side note: rocket boots is not a stun breaker.
Red Guard
You will run into other issues with the above mentioned method of mouse focus though, since like so many things in this game, it is buggy and you will sometimes randomly select stuff that happens to be in your mouse focus which will screw your targeting in a busy fight. This happens with left and right click, during hold or upon click.
Red Guard
Yep I’m a thief. And this isn’t rock paper scissors, so one class shouldn’t be able to insta-kill another just because of class choice.
Yep I’m a thief… one class shouldn’t be able to insta-kill another
Just let that sit for a minute.
Post of the month… on second thought, maybe of the year.
Red Guard
Yes, you should look into Melandru runes, -stun duration or reduced damage when stunned food and check out Stabilized Armor and/or Protection Injection as an alternative to your build.
Be prepared to get stunlocked/immobilized and downed nonetheless though.
Try to prepare a trait allocation that allows you to swap traits to traits that make sense to you in a non 1vs1 setting against a warrior, without resetting traits (no sense in running all of the stun counters for the (avoidable) occasions you encounter a cheesy meta warrior with half a brain).
Red Guard
Just a small addition to the above: Ascended armor gives you roughly 5% higher defense rating over exotic armor which for the low base HP engineer profession is desirable in WvW.
I’d be interested in what happens after they replace +crit damage and sincerely hope they will up the stats of celestial prefix armor as they implied.
If I were to craft celestial exotic (or celestial ascended) armor now, I think I’d hold off on that until the patch hits. Chances are, you’d end up feeling very nerfed (net turret, poison grenade, conversion (nerf) of +crit damage).
On the other hand, it is only pixels and you’re free to enjoy the (potentially) last month of celestial stats as you like.
Red Guard
I feel get crazy aggro from enemy NPCs in WvW as well. I could be miles away from the tower/castle gate when our zerg attacks. Once I approach it, without having dealt a single damage point to any NPCs mind you, some AI marks me for target practice. Not 100% of the time, but noticeably often.
I have quite high +crit bonus and good toughness, but I’m not a tank.
On the other hand I’m not a zerker as the OP.
I remember reading about a programming mistake in a game once which basically lead to a very high aggro generation for one specific class and it took long to correct that mistake. Unfortunately I lost the link and can’t source it.
I wonder if this is one of the inherent engineers bugs or if it is just a subjective matter.
TL;DR: +1 on the aggro magnet notion
Red Guard
Getting the massive fps drops as well when zoomed into grenade explosions or any smoke effect for that matter, but I don’t expect this to be fixed at all.
Red Guard
Please delete. Problem solved.
Red Guard
Every time an amazing update is promised, a Quaggan gets its wings.
Red Guard
You might check that you’re not spamming buttons like mad. A common mistake.
It messes up your already timing sensitive rotations by queuing presses.
Red Guard
Bump for good justice (and Strackers color scheme!).
Red Guard
Some things come to mind.
1. Second sigil (if compared to rifle)
2. Very nice to blast thieves out of their refuge and watch them stand around dumbfounded with the revealed debuff
3. Another blast source for healing and buffing
4. Nice stun of ability 5 while not thrown
5. Denial of enemy staking friends with ability 4
6. Blasting people off of cliffs
7. Watching ranged classes nuke themselves when you time ability 4 right
Not saying it is ‘better’ than two pistols.
Just some food for thought. There is much thief annoyance in there!
Whatever floats your boat!
Red Guard
BB you crack me up. =)
3:30 a.m. cest… big BB blob having fun alone with 10+ golems and paper doors in eb?So… if another guilds/servers do PvDoor while we sleep/study/work and nobody is in the maps, it’s fine.
But we can’t do it. Can you explain why?
I neither said you couldn’t nor did I say it would be fine when others would do it.
Red Guard
BB you crack me up. =)
3:30 a.m. cest… big BB blob having fun alone with 10+ golems and paper doors in eb?
Red Guard
Hello friends, it’s about time
I think i need to give you some honest informations, like i always try to do. I think the situation is totally new. Let’s analyze the situation:
1) After the last giga call to arms, a lot of people from PvE world came in WvW to farm WXP/Karma, and vanished when Elona came in force
2) This moment made some VS guilds stop or move (i talked about it on previous post)
3) our old Elona friends trained a LOT and, once again, surprised the Vizunians i think
4) instead of training commanders and stay focused, a lot of people changed their mind and became arrogant (really arrogant, not what you said here)I saw some disgusting sh** like a player saying to a beginner girl: “get out of this serv, you noob, you suck”
and from an other guy, racists sh**: “Get out of Vizunah, you are not french, kitten noob, useless bas***”
This is Vizunah, this? Nah. This is not the serv we made, and the valors and virtue we put in the past.
5) I stopped the game exactly 1 month ago, just after being sure the server was secured. I had to work all days to refrain dramas, solves problems and play a moderator role. Now, a lot of internal dramas come back again, without a “peacekeeper” and it’s growing each day… and this is what makes me the most sad.
6) 90% of our old commanders stopped the game or moved
7) Elona has been underestimate by some of our people, even few GC members. This slap is a return to reality. You changed in well mate.
8) there is still a resistance from dedicated great playersTo finish, if we have to loose or fall versus Elona, i will never be sad on this. They NEVER trolled us by the past, never insulted us, always respect. They never cryed, focused on their serv, played the points like us. I would say they are our german version.
If we have to loose, it will be an honor to loose to you, Elona.
The Vizunah you know doesn’t exist anymore. Maybe another new page of the story will open up, one day.
Red Guard
Is it working as intented that Traps can be placed while in stealth, without breaking stealth?
And what about placing a trap and then blinking/shadowstepping away, which results in you finishing the trap from a distance?
What about both of those together?
Remote stealth trap placement underneath a zerg?What about the massive advantage Thieves have in placing traps and using them as an effective tool in WvW compared to other professions because they can place traps in an enemy zerg?
Hi again everyone,
I will say we want there to be play with the traps, but placing the traps while in stealth has very little counter to it, so we will be evaluating whether we would like to change this implementation. Thanks to everyone for you feedback and concerns.
Hugh
Seems a little OP if traps could be placed while in stealth.
could?
Also..this is what i was afraid of,I knew it….Anet why the hell are you doing this crap
This design was set so players wouldn’t put traps (especially the supply trap) on supply holds. Image if your zerg/small party didn’t have supply and went to restock at supply hold that had a few supply remove traps. As soon as the team has supply BOOM “Trapified” your supply is gone.
Which is exactly what is happening in the video.
Red Guard
The tool kit really screws with a thief, you can block his burst than prybar him in the face (or vice versa). Don’t bother using magnet though, they will go into stealth before you can channel it.
Unless you time it right. You can rip them right out of their shadow refuge and send them scrambling around. It can also be useful for interrupting their heal.
But yeah, you can’t do that on reaction due to the wind up. You’d have to make a good read in order to do that with magnet.
Otherwise, it’s still useful as a pry bar setup. Even after the confusion nerf, it will still wear away at glass canon thieves fairly significantly.
If you start the channel before the thief stealths, you still pull him although he is invisible.
Once the magnet channel ends, hit the air before you with prybar or anything really.
Of course this assumes magnet works correctly and doesn’t rubberband the enemy around or launches him into the air or whatever magic usually happens after magneting the enemy.
Attacking air… ANets idea of fun since release.
Red Guard
Red Guard
Fight them without white or yellow mobs around.
(Good) Thieves use their environment to get stealths off of it or rally.
When you’re taking on thieves you want a clean environment, initiative drain them and cc.
Red Guard
Just look below the video…
Red Guard
(edited by Pannonica.5378)
Pro tip for engineers…. magnet escaping thief and prybar the air in front of you if he stealths during the magnet channel.
Of course this implies magnet working correctly and not rubberbanding the enemy up into the air/back to his initial position/back to his initial position and back to you and back to his initial position etc pp.
Attacking air… ANets idea of fun since release.
Edit: lol at Atherakhia’s request because stealth should also grant stability.
Red Guard
(edited by Pannonica.5378)
Thanks for confirming, Kimbald.
Red Guard
Problem solved.
Red Guard
Thanks for clearing that up.
Was the transfer part of my post (first paragraph) correct though?
Or is a transfer considered a conversion?
Red Guard
So if I take Bhawbs and Ryms posts and understand correctly, then if a condition which has an increased duration already (for the sake of simplicity lets take a 4 seconds bleed prolonged by 100%, i.e. an 8 second bleed) gets transferred over to the opponent, the necros condition duration bonus is added to that, so that, theoretically, the opponent could end up with a 16 second bleed if the necro runs 100% condition duration, but at the necros condition damage multiplier?
That is pretty impressive.
How does the transform of boons to conditions work?
Obviously there is no condition damage multiplier involved than the necros own one, and also I don’t think 15 stacks of might transform into 15 stacks of weakness, or do they?
How about the duration of the resulting condition? Is the boon duration already present on the opponent used to calculate the resulting condition duration or is it discarded to use only the necros condition duration, or is it a combination of the remaining boon duration plus the necros condition duration bonus?
Thanks for bearing with me.
Red Guard
Which condition duration is applied when you transfer conditions (Deathly Swarm, Putrid Mark) to your enemy and which condition damage is the baseline for the calculation of damage being done by the transfered conditions, the condition duration and condition damage stat of the target or that of the necro?
I’d also like to know which condition duration is applied when transforming boons into conditions (Corrupt Boon) on your enemies, the original boon duration or the necros condition duration stat?
Red Guard
Browse the Engineer Bug Compilation thread.
If your intention is to create a new and reliable Engineer Bug List to be a sticky on this forum (which would be great), you can copy the whole, take the list from the Enginee Bug Compilation Sticky thread.
Or better yet: contact the original poster, gkaare.8576, who generously offered to send over his list via email, so you can maintain it without editing hassle.
Refer to the original owners post here.
Everything after this post you would have to add/delete from the original list.
Red Guard
Fix engi bugs pl0x before cosmetics. ty
You say that as if the team working on cosmetics would affect the bug squashing team in the slightest.
Chapeau…. a team of two splits fairly good in half for one guy cosmetics and one bugs.
So, we can expect cosmetics as well as bug fixes, yay.
Red Guard
Fix engi bugs pl0x before cosmetics. ty
Red Guard
Using “Detonate Healing Turret” in the waterfield of an overcharged Healing Turret while standing outside of the waterfield doesn’t trigger the Area Healing.
Red Guard
“Shake it off!”
Red Guard
Of course the automatic Elixir S at 25% is kind of broken now, due to still being able to die to conditions and not being able to counter that (if you didn’t drop bandages/antidote beforehand).
Red Guard
Drop bandages before Elixir S, still heal up while tiny and profit.
Red Guard
Diminishing returns after x confusion stacks and x retaliation sources on you.
Most elegant solution in my opinion, but I heard through the grapevine that they are inept to implement diminishing returns.
Red Guard
I’m not impressed with the 4 people from SVSL guild who magically appeared inside StoneMist Inner without a broken gate or wall in sight…. No mesmer either…. All reported…. But I would suggest an officer of SVSL investigate as it seems you have a bad egg or 2 in the basket.
I’m not impressed with the 4 people from SVSL guild who magically appeared inside StoneMist Inner without a broken gate or wall in sight…. No mesmer either…. All reported…. But I would suggest an officer of SVSL investigate as it seems you have a bad egg or 2 in the basket.
Any screenshots? Names of Players? Hard to investigate without evidence. Seems like alot of accusations get thrown around but without proof hard to guard against. I am not saying you didn’t see what you saw but you should be careful laying blame without something to back it up.
Got a quick shot of them
So first we smack superior cata’s into the wall, while we had a gimpy golem hitting your gate. Cata’s hit from wall -> gate. We get in, cap. Kiss and ECL showup in force and recap it and we hide with 2 thieves/heal guardian/ele on a ledge, the 2 thieves dropping stealth constantly while yall did not even check, other then 1 guy from iCU who kept missing us every time we stealthed. We dropped down after your guys cleared out, tried doing a 4 man on the lord, with your AG guy’s repeatitly coming in, did the best we could. Little did you know, we still had 2 superior cata’s sat slamming into the wall on the side.
a few guys from WvW & MM showup, who can vouge because the MM guys where on teamspeak joking about how they ‘saved us’ that also came through the wall while our thief was still able to keep alive inside stealthing and trolling.
Oh but we hacked in, right? Stop making stupid accusations when we had over 15 people on the teamspeak who can vouge what we where doing in SM at the time listening to us try an fight the lord + your guys + when we died going back to the cata’s yall ignorantly didn’t destroy and left behind.
Excellent example of why there’s no option for reporting players for hacking.
Red Guard
It is worth noting that we’re still able to pick up dropped bandages while being Elixir S’d.
Red Guard
I like how they gave Engineer bunkers the “to the ground” treatment (via Elixir S nerf) because Elementalist bunkers were overpowered.
If they touch the “King of Versatility” (“We see the elementalist as the king of versatility.” ANet, Dec 2012), they need to touch the Jester of Versatility as well.
Red Guard
as per title
i thought Anet was working on it already? when will it be implemented?
Implemented as of right now.
Red Guard
+1
but I don’t expect anything being done about it anytime soon.
Red Guard
I see you didn’t read the (probable) patch notes, or rather what has been said in sotg, in its whole glory and the patch notes before that and before that, etc pp.
Also I was replying to the original post(er) and asked nothing of you.
Still, I feel that I have to apologise, because I didn’t realise how weak the mesmer is and how much weaker the mesmer will be after the patch. My bad.
You could always reroll engi by the way.
Moving on.
Red Guard
Mesmer complaining about confusion nerf?
Now imagine being an engi.
I’d be fine with a nerf to how much stacks you could potentially dish out… but cutting the damage it does in half is the most lazy and unelegant solution to this, honestly.
How about diminishing returns after x stacks? And while you are at it you could give retaliation diminishing returns after x retaliation sources also.
Tweak until you are satisfied.. done.
Super elegant.
Red Guard
lunyboy, are you able to repair non supply crate turrets with throw wrench?
Red Guard
Just jackaces. ._.
Red Guard
^
Pretty much spot on explanation of why I insinuated brains off mode.
Same holds true for poison dart volley… What good is it if the range of PDV is increased just to spread the single darts even more resulting in them hitting the target even less at 1050 range?
Haybarn gate target at 900 distance: PDV 100% misses every single shot
Haybarn gate target at 1050 distance: PDV spreads even more hence misses every single shot, like a 150% miss chance?
But hey… you can at least blow your cooldown and think “Awww I missed the enemy haybarn gate even though I traited my pistol range, but heck, better luck next time.”
Seriously, somebody didn’t think this through.
Red Guard
(edited by Pannonica.5378)
Only the rifle #1 and #2 skills are changed as well. I only take rifled barrels to make my pistol #2 slightly more accurate.
No actually, all of the rifle skills are increased as are the pistol skills (except blow torch)
http://wiki.guildwars2.com/wiki/Rifled_BarrelsIt’s really stupid how it increases the range for Blunderbuss…
They probably switched off some brains during upgrade brainstorm.
Red Guard
