Showing Posts For Pluckerpluck.8692:
I’ll take 169 please.
Pluckerpluck
Agreed. If nothing is selected something new should be trained at random. It feels bad to have XP wasted for no reason other than you missed your “level up”.
Well, the Hylek sermons can’t make it more clear… they’re being sneaky. During the fire you do hear lines like “The eggs, are they hatching?” etc.
But it’s a bit much to ask for an event chain to tell you the beginning of the story no matter when you join.
What does happen is that when you are leading the big guy to get eggs he tells the entire story. He talks about exactly what the Hylek are doing in detail. So if you push through that single phase you get everything explained to you even if you weren’t there right at the start.
That being said, when you go to “defend the hunters” if you follow them from the start you walk past Hylek offering eggs. So you should be able to work it out from there.
The 10 means you require 10 mastery points. It does not reflect the time it takes to “train”.
Training the second mastery level takes about 4x as long as the first. I believe only the first one in each is “fast” to level but didn’t have time to get a second mastery in any tree so can’t test further.
Also, you will only level HoT masteries by playing HoT content. Similarly content in the base game will have masteries that can be unlocked by playing in the base game.
Logged in just to reply here.
The Zintl fanatics befriend the Itzel before sending the wyverns on them. They then preach how they will help defend against the wyverns in order to trick the Itzel into converting. I think the wyverns were potentially from the eggs the Zintl give as “offerings”
It’s all said in the event. And all in all, the Zintl are pretty evil about it all.
The internet is the limit here, not Anet. Anet can do nothing to help if the internet connection from Singapore to the server is too far/slow.
At minimum you’re looking at ~90ms from just the speed of light limit, let alone actual network limits.
So no, I don’t think you’ll be getting better ping unless you move.
Just use a hard CC to stop the ranged attack.
This isn’t really viable when solo, unless you have a crazy amount of hard CC. It would also fail on the elites (whereas chill and cripple still work on champion teragriffs).
Alternating melee and ranged sounds the best plan.
I never try to range those because the Tentacle attack only affects those who are ranged. If you’re in melee, all you have to worry about is when it does its PBAOE. So, since I never range them, I haven’t noticed any difference.
Oh, that’s nice to know. I might start dealing with them in melee range instead then. Limits where I can attack from, but at least I won’t be destroyed by them.
So I can’t work out if I’m going mad here or not, but I believe there has been a change (whether or not intentional) to the Mordrem Leeching Thrasher that makes fighting in the Silverwastes (SW) many times harder for squishy classes.
If you don’t know the Leeching Thrasher is the ranged variety. It causes vines to pop up beneath you and cause damage.
Now each monster in the SW has counterplay. Many can be kitted, the terragriffs can be crippled or chilled (except for the ranged ones, but if you’re quick you can jump their attacks).
The Leeching Thrashers counterplay used to be non-stop movement. If you were strafing or running forward the attacks wouldn’t hit you. The attacks are relentless, but you can avoid them.
With this small change that I can’t quite tell what it is, I can no longer do this. When running directly away from them I still get hit by each attack. They happen to regularly to dodge so there’s very little I can do to stay alive other than to just leave the area and let others deal with it.
Now I’m fairly certain I haven’t changed my build or playstyle. I haven’t changed my movement speed so I’m fairly certain this is an actual change. And it really annoys me.
This mob is now a real pain to deal with, especially when a champion comes along. I’m just trying to confirm if there was a change and if it was intentional because I really dislike it (and have no read about it in any patch notes)
So, our guild failed the final maze section of the Proxemics Lab Guild Puzzle.
We failed, because twice (and this probably happened to the group before who also failed), we found that one of the orbs had ended up on the wall.
The first case we weren’t sure how it got up there, but the second time I caught the culprit in the act.
He appeared to just go through walls at will (entering the maze through the ceiling) before grabbing an orb, teleporting to the top of the wall, and placing it there.
This caused us to be unable to complete the puzzle.
I have a screenshot of this occurring:
I’ve blanked out his name for the sake of avoiding a witch hunt, but I can pass on the details (and the full screenshot) to any mod as requested.
He literally jumped up from the left (pretty high) landed on the platform, dropped the orb, and then walked off the right edge.
It wasn’t too much of a problem because as a large guild we always stock multiple missions (so we did one afterwards). But this could have been really detrimental to smaller guilds (and it wasted our time).
Hope something can be done
(edited by Pluckerpluck.8692)
Unless there’s a pretty large rework with some of the older maps, I don’t see gliders being available in old zones.
It’s currently very possible to climb out of the map in several locations FROM THE GROUND. ANet try to stop this when possible.
Now, given that we can get to a high place and glide, it means we can access areas that weren’t available before. This means areas that ANet hasn’t prepared for public use.
There’s a lot of special techniques that go into speeding up the render time of a game. So some textures are designed to only be viewed from one side. Others are so far away that they’re literally 2D sprites.
I think it would be possible to integrate them into old zones, but there’d need to be a substantial amount of work to ensure map breaking doesn’t become trivial.
It all depends on your drop rate with the gilder though.
Good evening, everyone. Angry Bearded Hobo here, and i just wanted to come with an extra announcement for the event. At 12 PM CEST i will be livestreaming the Lottery reward, the ingame lottery reward, the art contest lottery and the last hour of this event. If you cannot come in, or just want to see some of the event, join us for the last hour at: www.twitch.tv/omgitburns
If you’re streaming the last hour of the event then I’m guessing you’re announcing them at 12AM (midnight), not 12PM (noon).
437 for Pluckerpluck.8692 (Character: Pluckerpluck)
I use it for PvE (I’ve rarely done and PvP yet. I actually only did it in the beta).
I don’t know why but I like those defensive abilities that I don’t have playing D/D. They just seem to have come in quite useful at points when I’m playing and I’m pretty sure I otherwise would have died. I especially like the 2 earth abilities that come with the focus. But then there’s times I’m sure if I’d just killed something faster I’d have been better off….
Whether or not you’re meant to be able to stomp in mistform there may still be a bug.
Don’t you think you should be able to initiate the stomp while in mistform?
My son once asked my why my character wouldn’t use his hand to climb up there…. This question haunts me everytime I get into a jumping puzzle.
Yes…. it’s like when a jump is JUST that bit too high (you’re not supposed to make it) and I feel that if he’d just flop his body down or use his arms he could just lift himself up.
It’s a tricky glyph, but works wonders when you know how to use it. You can only rez downed players in combat. If you are out of combat you can revive defeated players. I’ve only been able to revive defeated players in Earth attunement (which is great since 3 revives from defeated is amazing.) When I tried last night it would not go through walls, but you can rez from different heights.
Doesn’t change the fact that it’ll rez and AI ally over a human one. Not too bad if you use earth, but if you want them at full health (for whatever reason) and it misses it’s an annoyingly long cooldown.
But knowing that you revive defeated players when out of combat really clears up that point for me. When you’re against some of the bosses you can walk away (out of combat) but still feel like you’re in combat. It explains how I was able to rez some people from defeated then. Thnx.
For 1 you can still direct your auto running character with the A and D keys I believe.
The second is valid though.
They have to reduce movement speed to stop you being able to kite monsters forever. Either that or make every single monster in the game move faster than you.
But jumping puzzles are annoying with it.
That wouldn’t always fix the issue. If you move out of range (remember it’s around the caster) who will it pick? Please not an AI if there’s other people there too.
Also, I read people saying it doesn’t work on defeated players, but I’m sure I’ve had it work.
What I am sad about is that nothings asks you to travel a long way away (ignoring personal story). WoW did lead you around, but it gave you a reason to travel to places. GW2 lets you be free but it makes me feel like I’m someone without any real purpose in life. I randomly wonder the world and solve peoples problems.
I’m not sure about you but I rarely randomly travel somewhere I haven’t been in real life unless I know it may be interesting for some reason. In this I follow the shinnies.
I have a Glyph of Renewal on my elementalist. It does exactly what I want it to do (revive a person) except for this minor problem.
It’s effect in completely random in a 900 radius. Normally this wouldn’t be too much of a problem as long as I’m reviving someone. But when there’s a stupid AI character that gets revived before the human player I get REALLY annoyed.
I know that AI character will die almost instantly, and I have to leave the player dead on the ground.
I know revival needs limitations, but PLEASE make it prefer humans over the AI.
(edited by Pluckerpluck.8692)
I think the main problem I WILL have is when i want to explore (or meet up with people) in a lvl 1-15 zone i haven’t been in.
Suddenly waypoints will cost loads compared what I’m earning there (which is nothing in comparison).
I have yet to find a problem with waypoint costs as long as I remain in the level zones that I’m expected to be in though.
I hope you’ve reporting the events are broken when you come across them. Otherwise there’s very little they can do to fix it. Just a quick pointer there.