Showing Posts For RedGlow.2715:

API connectivity problem?

in API Development

Posted by: RedGlow.2715

RedGlow.2715

It may have been a local problem – but I also tried from a server in another network, handled by a different company than ours, and it had the same problems.

Good thing: now everything works correctly again. ;-)

API connectivity problem?

in API Development

Posted by: RedGlow.2715

RedGlow.2715

I’m having problems getting items endpoint answers. Something like https://api.guildwars2.com/v2/items/74378 gets stuck after making the connection to the server until it times out. Is it the problem on my side, or on the API side?

New endpoints: minis and account/minis

in API Development

Posted by: RedGlow.2715

RedGlow.2715

This is beautiful! Thanks :-)

About items that are not in the API

in API Development

Posted by: RedGlow.2715

RedGlow.2715

Am I right to say that the solution has already been deployed? I now see lots of items that were not in the API before.

Exposing custom headers for CORS

in API Development

Posted by: RedGlow.2715

RedGlow.2715

Lately I’ve tried using the Authorization header instead of the query parameter in order to send an authorized request to some API endpoints – tokeninfo in this specific instance.

Due to the way our backend works, we don’t support OPTIONS requests at all.

As a workaround, you should pass the API key via the ?access_token query parameter, e.g.

GET /v2/tokeninfo?access_token=$APIKEY

(Making better documentation is on my todo list ;_;)

Oh, very well! I just thought the Authorization header seemed like a cleaner way to proceed, but I’ll just keep on using the access_token query parameter then :-)

In the meanwhile, I’ve added a paragraph in the API key page explaining the two possible alternatives and the problem here stated: http://wiki.guildwars2.com/wiki/API:API_key. (I hope the wiki masters won’t punish me because I’ve put the information in the wrong place, or with the wrong formatting, or anything else of the like ;-D)

Exposing custom headers for CORS

in API Development

Posted by: RedGlow.2715

RedGlow.2715

Hello!

I’m also working with the APIs and Angular.

Lately I’ve tried using the Authorization header instead of the query parameter in order to send an authorized request to some API endpoints – tokeninfo in this specific instance.

It seems to me that the situation is not really working yet: when the browser launches an OPTIONS request (apparently the presence of the Authorization header prompts the library/browser to preflight the request, and I don’t know enough of CORS to say if this is correct or not), the tokeninfo endpoint replies with a 404 (?).

May it help if I open a ticket on GitHub?

About items that are not in the API

in API Development

Posted by: RedGlow.2715

RedGlow.2715

Okay, so I think the approach that we’re gonna take for the missing items is — whenever an item is returned from /v2/account/bank or /v2/characters, it’ll be added to the items whitelist. I think this is a fairly safe approach — if you’ve got it in your inventory then there’s no benefit to hiding it (since … you already have access to it).

This change won’t go live until the patch after next, unfortunately, so you’ll just have to bear with us until then

Well, this is very good news anyway. It seems a sound approach to get all the items – sooner or later :-)

Thanks for the good work!

Get the recipe unlock item

in API Development

Posted by: RedGlow.2715

RedGlow.2715

Caching, pain and delight!

But, yeah, I’ve relied to a similar solution. Now I’ll look if I can propose this kind of reverse-API access.

Thanks for the confirmations!

Get the recipe unlock item

in API Development

Posted by: RedGlow.2715

RedGlow.2715

Well, both items you linked (yours, and mine) contain the details field, actually. But that’s not my problem: I need to get the ids of these items, and not informations about them, starting from the recipe id.

So, to pick a practical example: starting from the item id 19621 (gift of metal), I can obtain its recipe id through https://api.guildwars2.com/v2/recipes/search?output=19621 (recipe: gift of metal) and get 6074, from there get recipe through https://api.guildwars2.com/v2/recipes/6074 , and get that it has the flag LearnedFromItem… but then the APIs can’t help me any longer, because I don’t know which item(s) unlock the recipes 6074.

Sadly, in the project where I need this functionality, I have no support database in the backend that can scratch the whole items database continuously, and can only rely to direct calls to the APIs. So, right now, I’ll have to hardcode the recipe ids for the items I need.

Legendary gift recipes: a split situation

in API Development

Posted by: RedGlow.2715

RedGlow.2715

While writing code, I noticed that the majority of the recipe items used for crafting legendary weapons are accepted by the “items” API endpoint, namely:

  • 9615: recipe: gift of metal
  • 9617: recipe: gift of wood
  • 9618: recipe: gift of energy
  • 9621: recipe: gift of nature
  • 9625: recipe: gift of darkness
  • 9626: recipe: gift of light
  • 9627: recipe: vial of quicksilver
  • 9628: recipe: gift of entertainment
  • 9629: recipe: gift of stealth
  • 9631: recipe: liquid flame
  • 9633: recipe: gift of lightning
  • 9636: recipe: eel statue
  • 9637: recipe: gift of water

But others are not, and they are:

  • 9616: recipe: gift of ice
  • 9622: recipe: unicorn statue
  • 9623: recipe: gift of history
  • 9624: recipe: gift of music
  • 9630: recipe: gift of weather
  • 9632: recipe: gift of color
  • 9634: recipe: wolf statue
  • 9635: recipe: shark statue

I know that many items are not in the items API, but this fractured situation seemed weird to me. I don’t know the reason of this, and I thought about pointing it out here, because maybe it could mean something to the developers.

Get the recipe unlock item

in API Development

Posted by: RedGlow.2715

RedGlow.2715

Hello,
maybe I’m just missing something, but it seems to me it is not possible right now to obtain which item(s) can be consumed in order to obtain a specific recipe.

To make it more clear:

The data is there, because if I look at a recipe item (e.g.: https://api.guildwars2.com/v2/items/9615 ), I can get on the “details” field that it is a recipe unlock, and which recipe it unlocks. What I would need is a reverse search on that field (analogous to the endpoint /recipes/search, which is a reverse search on the recipes).

Am I missing something or is this feature currently not implemented?

The Legendary Quest - legendaries and APIs!

in Community Creations

Posted by: RedGlow.2715

RedGlow.2715

The Legendary Quest - legendaries and APIs!

in Community Creations

Posted by: RedGlow.2715

RedGlow.2715

What is it?

The Legendary Quest is a simple website to track your road to build a legendary weapon, with automatic integration to the trading post costs of the elements and to the contents of your bank and material storage.


How does it work?

It’s quite simple: on the first selector you pick the legendary you’re interested in, on the second selector you choose whether you want the costs to be computed by a buy-immediately or buy-order strategy, and on the third you give the api key and click on the button in order to give access to your bank and material storage.

You can produce API keys on your account, and this program needs “inventories” access.


It’s not complete

This is just the beginning of the work. There are just a couple of legendaries, there are surely tons of bugs, and a couple of evident UI deficiencies, but since in the next few days I won’t be able to work on it, I thought of publishing as soon as I could to let you play with it.


I need your feedback!

Obviously you can comment here, but bug reports or even pull requests on the GitHub project would be more than appreciated!

Created a json file for Mystic Forge recipes

in API Development

Posted by: RedGlow.2715

RedGlow.2715

This is a really, really nice work! Thank you a lot for your effort! :-)

Pirate weapons and API

in API Development

Posted by: RedGlow.2715

RedGlow.2715

Apparently the “items” API cannot retrieve the Pirate weapons (the ones sold by First Mate Shane at the end of the end of Weyandt Revenge, to be clear).

To make an example, I’m taking Pirate Crescent, which has an id of 47163 from what I read in the wiki. But the relative API call returns no results.

Am I doing something wrong? Or is the data on the wiki wrong?

Launcher Issues [merged]

in Account & Technical Support

Posted by: RedGlow.2715

RedGlow.2715

Since the very last patch (the feature pack and the first patch to the feature pack didn’t have any repercussion, except that it kept forgetting my password even though I checked the checkbox) the launcher is stuck for me too.

Tried de-installing and re-installing the game again to no use.

This is what it shows right now for me: http://imgur.com/GBv49mO

As it starts, the cursor is busy spinning over it; after a few seconds come back to the normal cursor, but the launcher does not respond.

Feel free to ask for any more details that could help the debug of the problem.

Social Play Improvements - guild chat

in Guild Wars 2 Discussion

Posted by: RedGlow.2715

RedGlow.2715

I absolutely second this proposal.

The whole concept of multiple guild representation in gw2 is really good: it allows a person to belong to a small, RL friend guild; to a big, cross-server guild dedicated to massive events; to an average, server-based guild for guild events and local events; and so on. BUT the current system, as it is, allows no easy way to socially and actively participate in all these guilds. This really is a bummer, and greatly nullifies the potentials of the multi-guild system. Communication is the key for the guild, and the current chat system is a stop to the potentials of the system.

Axe+Focus & Staff Pve/Dungeon Build Help

in Necromancer

Posted by: RedGlow.2715

RedGlow.2715

I agree with Phenn, although probably for a DS build Curses V is more useful than Curses VI.

Well, I defended these new events at first..

in The Origins of Madness

Posted by: RedGlow.2715

RedGlow.2715

I agree. This is the weakest part of the design. If I could go back in time I’d make sure our brilliant designers and content people had the time to make it so after you break a regulator you can /cheer to res the nearest downed player.

I would have laughed so hard at this – using emotes to produce effects would really be great ;-)

Well, I defended these new events at first..

in The Origins of Madness

Posted by: RedGlow.2715

RedGlow.2715

I suppose what it boils down to with me is a question of why the content needs to be an elite level challenge in the first place. Would it really be all that bad if an average group of players could win?

Not at all. The Marionette was not designed to be beaten only by “elite” players. We have an idea of where the average player is skill-wise, and placed the bar where we hoped would just a tad above that, in the hopes that they would have to stretch a bit.

[…]

Because the player base is a diverse lot, ANY amount of tension will frustrate SOME amount, causing them to be turned off.

The problem is that here you don’t get just the new/unexperienced player frustrated, but also the old/competent one. I can be as good as I want, help with my boons and debuffs my whole platform, ress the other players in difficulty at the right moment, be happy of the team work we had… then I turn around, and just stay to watch the last platform fail their encounter. I can’t do anything about it. Five players, or even worse, just a couple of them, will nullify all my efforts, and I have no way of improving the situation. Arguably, this is not the best design for an encounter where you have no control over the people participating.

Tequatl is quite better in this regard, in contrast. A cannon defense is weak? I can move there to help by jumping through platforms (here I can’t). The only place inexperienced players could be and ruin the game for the others, was at turrets, and even there it was pretty difficult (two lines of explanation, and you know how to use them). Here every single inexperienced player can bring failure.

I’m all for pushing players toward improving themselves. But not to frustrate good players and make them impotent toward failure. Ask good players the impossible, rather than making them stuck watching.

(apart from this my critique, you have my compliments for the mechanics and visuals of the fight: both are very well done)

Do we need a Clean Orr map?

in Guild Wars 2 Discussion

Posted by: RedGlow.2715

RedGlow.2715

Under a lore viewpoint: as Kaos.9162 pointed out, a simple way to solve the problem is to think that the Orr we visit is the one before the killing Zhaithan. Or as others posted out, the fact that the place is “slowly healing” it means that will require decades, and you have finished your Personal Story at most since an year, so you should hardly see any difference (actually there’s been a patch making Risens less packed in Orr, so they have actually diminished in time ;-D). I know that’s weird to visit zones in a time before or after the events of your Personal Story, but from what I’ve understood it’s something that worked like that also in the first Guild Wars, and it’s what happens when you (re)play dungeons. I think actually ArenaNet understood this problem, and that’s why the Living Story events are completely disconnected from the Personal Story ones: so that irregardless of the moment you are playing in your Personal Story, you can follow the Living one without inconsistencies.

Under a gameplay viewpoint: adding maps means splitting the player base. Orr has already had its problems of staying alive (…), but now – at least on high population servers – the temples are regularly cleansed, and people do the occasional events and farm resource nodes. If ArenaNet were to split Orr, it would once again rot in a state of half-dead map (…).

So, sorry for puns, and even if I really think the current situation is sub-optimal under a storytelling point of view, for me it’s a nay,

[iR] Living, Breathing World

in Suggestions

Posted by: RedGlow.2715

RedGlow.2715

I speak as a Minecraft player, and I can tell you that any environmental effect that hinders your sight of the ambient is horribly annoying. Even more so when it’s accompanied by sounds. When I play in multiplayer minecraft, whenever it starts to rain, there’s always somebody who yells how annoying is the rain. That’s the reason why, I think, the night is just slightly darker than the day, and the few rain effects are also extremely light.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: RedGlow.2715

RedGlow.2715

But, honestly, if you’re a condition build (getting condition cap in 0.1 seconds), or, for what is worth, a full berserker’s (precision and critical damage are useless against tequatl), why don’t you just defend (or use) the turrets? I think that we’ve chosen the worst example to take for showing off the ineffectiveness of condition builds (which IS there), because there is a role you can play, one that, by the way, is often neglected :-/.

Thoughts and Ideas on Rune Design

in Suggestions

Posted by: RedGlow.2715

RedGlow.2715

First of all, great post idea and good reasoning behind the addition of such runes. Some notes that I would like to add.

  • There could be technical limitations to the implementation of these runes. The first example that comes to my mind is the Rune of the Hero: it would require messing around the aggro table for mobs, and who knows if and how this is possible right now.
  • Rune of the Healer: the concept of using the overhealing is interesting, but the shield-thing would probably require to add a completely new status. Why not reusing something that already exists? One could give Aegis or Frost Armor, and the limiting factor could be the usual “can only trigger once every X seconds”. Moreover, one should also think that there are three different environments to balance. E.g., I see healing as already very useful in WvW with some classes (perma-regen rangers, engineers and their healing turret + multiple combo finisher on it, eles), and buffing it even more could unbalance the situation, and degenerate fights in a perma-healing challenge :-).
  • Being somebody very interesting in the design of Magic cards, something I learned is about that cards (runes) should be easy to understand. The easier they are, the more used they will be. Something like “Your finishers will prioritize fields of x type” would probably not be understandable by a great majority of the players.

That said, once again, there are very good ideas in here! The addition of Perplexity Runes displayed how a mechanic (in that case, confusion), which was mostly abandoned, would suddenly come back as a very strong one, so this could make some mechanics and techniques again very useful.

Skipping Stones Jumping Puzzle

in Suggestions

Posted by: RedGlow.2715

RedGlow.2715

It’s not unrealistic. It’s hard, sure, but not unrealistic.

"Mailbox is full" hint not appearing

in Bugs: Game, Forum, Website

Posted by: RedGlow.2715

RedGlow.2715

You are right, the NPC mails were somehow of interference. Deleted them all (some of them, btw, appear with the usual mail icon, so one should take care to go through all of them) and now I got it. Very bugged, anyway :-/

"Mailbox is full" hint not appearing

in Bugs: Game, Forum, Website

Posted by: RedGlow.2715

RedGlow.2715

I was trying to get the Hint Completion achievement, and the last I’m missing is “Mailbox is full”.

Well, my mailbox is full, and there are even mails in queue waiting to be delivered (I know that for sure). Nonetheless, it doesn’t show as full. Tried switching toons, switching zones, logging in and out: nothing. No alert is displayed, and obviously the hint isn’t unlocked.

(and, apart from the bug, what kind of achievement is this? really…)

Skill Changes

in Suggestions

Posted by: RedGlow.2715

RedGlow.2715

I strongly doubt they will take this into consideration for changes that will come in 5 days :-)
Anyway, tons of people have already asked this, if it can be of any consolation.
(personally, I believe skills should be kept as similar between the environments as possible, but that’s not a popular opinion, I know)

Actually Arena Net has already confirmed that they will be splitting skill balance between PvE and PvP, and perhaps even WvW, as needed in the future. They mentioned it on Guild Cast weeks ago. It’s old news at this point.

Sure, and even more than that: they already did it for some things (at least PvE / PvP). I suppose the OP asked them to split even more of them. And in this context, I see it quite futile to ask for such a thing about a patch coming in 5 (well, now, even less) days.

Skill Changes

in Suggestions

Posted by: RedGlow.2715

RedGlow.2715

I strongly doubt they will take this into consideration for changes that will come in 5 days :-)
Anyway, tons of people have already asked this, if it can be of any consolation.
(personally, I believe skills should be kept as similar between the environments as possible, but that’s not a popular opinion, I know)

Let's talk about the state of PvE.

in Suggestions

Posted by: RedGlow.2715

RedGlow.2715

You’re just presenting complaints that have been addressed time and time again on the forums, reddit, and elsewhere. Although I think most of these have a ground, I will play the devil’s advocate now, and give you the reasons why (some of) your points could be contested:

- “Split PvE and PvP mechanics. […] why can’t it be implemented for other skills, items, stats, boons/conditions, etc.?”
- Because the more you split the two environments, the more you require players to learn the same thing twice, or to put it in other words, to confuse the memory training one puts into learning the optimal moment of a fight when to use a certain skill or combination thereof.

- “I’m gonna be brutally honest here: The vast majority of the Living Story content so far has been very boring and contrived.”
- To you. Not to many other people. And yes, we always hear many people complaining: it’s the problem of vocal minorities. The constant overflows in LA or Southsun during the events, people running around litting effigies or killing holographic mobs and so on I think speaks for itself. All in all, I’m sure ANet keeps a close eye on the thing. If they were bringing people away from events rather than draw them to the game, I’m pretty sure they would have shut down the living story project already.

- “Add some incentive for end-game open world play.”
- I agree with that, but I just want to point out that, from what I hear, this is a typical problem of every MMO. Personally, I would really love to see the precursor hunt involve some kind of varied and active partecipation in the meta chains, for example, but that’s just me.

In general, I would also point out that some problems (conditions, dungeon reworking, class balancing) are surely there, but are not as horrible as we usually portray them. E.g.: playing a condition build, IF you are in a party where AT LEAST another person has a condition build on the SAME condition(s), makes you lose a little percentual of your DPS. Yes, it’s true. It’s also not such a common situation, and it doesn’t ruin the experience: you will have just a little bit longer run. Luckily we are not in WOW, with enrage mechanics, optimized build, and a “get the noobs out” mindset. The only part of PvE where I really see optimal builds and maximized DPS having an important role is high-level fractals.

I want to say it again: I’m playing the devil’s advocate here. I think it could be interesting for the discussion.

(omnomberry) compote healing amount?

in Players Helping Players

Posted by: RedGlow.2715

RedGlow.2715

I don’t know if this is the right forum section to post the question, anyway: how much do the various compote heal on kill, and the omnomberry compote in the specifics? Does it scale with healing power? Is it fixed?

Thanks!

New matchup system (official info)

in WvW

Posted by: RedGlow.2715

RedGlow.2715

I have a couple of serious questions.
1. Did the person that came up with the math for this graduate from high school.
2. To prove it, please upload a copy of your high school diploma.

How about just a copy of their resume. I don’t see his high school experience on there. Hopefully the other stuff can count as relevant experience for your assessment.

http://www.glicko.net/cv.html

The only thing that can describe this: http://i2.kym-cdn.com/entries/icons/original/000/011/848/cold.jpg

Building Wonderful World Bosses

in Dynamic Events

Posted by: RedGlow.2715

RedGlow.2715

I just wanted to say that the amount of effort you put in this post, and the quality of the ideas in there, are really worthy of all my praise. Excellent work! Since we know that the developers actively read topics, I am sure they will find quite a lot of interesting material in here!

thank you, thank you, thank you :-)

Our lovely Doc Howler

in Personal Story

Posted by: RedGlow.2715

RedGlow.2715

I completely forgot about the “cure one condition” part of Shadow Return! I will try it this this evening.

The dialogue... oh lord, the dialogue...

in Personal Story

Posted by: RedGlow.2715

RedGlow.2715

I believe the issue is with the genre of higher fantasy that you have the expectations of epicness.

The Norn are all stoic hunters, the humans all heroic, the Charr all powerful, Asura are all genius inventors, etc.

However by constantly applying this same trope to every set of dialogue, you create a feeling of staleness.

Completely agree with your points, you pointed out the problem perfectly. Moreover, this “always good and heroic” attitude is also reflected in your character. There’s no way you could make your character be even a little bit bad or moral ambiguous in this game. You’re gonna be a great hero, point, end of the story.

I don’t if I notice this because, after a long time passion for fantasy, I expect an evolution of the contents, or because GW2 is so good in some aspects that suddenly being average on another aspect strikes me as odd…

Our lovely Doc Howler

in Personal Story

Posted by: RedGlow.2715

RedGlow.2715

I’m playing a human thief, decided to abandon Quinn (I know, I’m cruel!) and now I have to face Doc Howler. Alone. Quinn not there, Logan is hiding, waiting for Pete to appear (oh, Logan retreating, does it sound somehow familiar?)

Now, what are your suggestions to beat her? The raw damage is no problem at all; the real problem are the conditions. I can remove the poison with Hide in Shadows, sure, problem is, i will get it reapplied in the next 3 seconds, even dodging and using the rest of the evades of thief, and before the cooldown of my healing is out, i will be long dead.

This is by far the most difficult boss I’ve met until now, and I’ve already completed a whole storyline with a Ranger Sylvari and almost completed one with a Guardian Norn. The only time I had a similar difficulty (yet I succeeded in soloing it) was with “Striking Off the Chains”. Oh, they patched it, you say? Too bad -_-

So, either I’m missing some very simple way of avoiding the tons of condition damage, or there’s something wrong with this boss. Suggestions?

A warning should pop up during Norn creation

in Norn

Posted by: RedGlow.2715

RedGlow.2715

I remember a developer declaring that the camera management was changed when the JPs were already designed, and they realized only after that these changes could bring big problems to the bigger races (norn, charr).

That’s also the reason why in the upcoming “mother of all jumping puzzles” these differences will be somehow eliminated (it’s not been explicitely declared how).

Game is only using 25%-30%- CPU.

in Account & Technical Support

Posted by: RedGlow.2715

RedGlow.2715

Just a possibility: if you have more cores in your CPU (like, 4), you must consider that not all the programs/operations can use more than one CPU at the same time: sometimes because it’s impossible to do with certain algorithms, sometimes because of bad programming. If this is the case, you cannot expect such programs to use more than a certain percentual of your total processing power.

I’m not saying this is the case of GW2, it’s just a possibility, as I said.

Network Lag [Merged]

in Account & Technical Support

Posted by: RedGlow.2715

RedGlow.2715

Same lag problems here too. Telekom.de user, from Frankfurt. Last time I had similar problems was the day nobody could log in because of the (supposedly) Level3 fail, and the problems were similar. Perhaps related, perhaps not.

What's your favourite Jumping Puzzle?

in Guild Wars 2 Discussion

Posted by: RedGlow.2715

RedGlow.2715

If they are OPTIONAL, then remove them from wvw as they have no part in it, block real wvw players from getting in and are the cause of a lot of friction between JP2 fans and wvw players.

I’m not super familiar with how the JP in WvW interacts with the rest of the map, so I can’t really speak to that. I am not an expert on all things GW2 or even JP. I’m speaking from my understanding of the subjects. I would be interested in hearing more about this dynamic though.

If I had to pick up a problem in the WvW JP, it wouldn’t surely be the queuing – but that’s because I’m watching it from the perspective of a non-PvP player. From what I know, WvW is intended as a kind of blend between PvP and PvE. Problem is, as a lover of the PvE environment, I also love JPs, which are a tipical PvE content. Yet, in the WvW JPs I must constantly think about the menace of other players coming in and killing me. The JP becomes a stressful experience, not an enjoyable one.

(not THAT true: JPs are the part of the game I love the most AND, at the same time, that frustrates me the most ;-D)

This, by the way, is also my strongest argument about map completion in WvW: PvE players do not like this at all, I guarantee you, and yet map completion is what I would qualify as a tipical PvE achievement.

Power/Prec/Toughness build: traits?

in Ranger

Posted by: RedGlow.2715

RedGlow.2715

Indeed, I forgot to say that I’m mostly concentrated on PvE right at the moment, just starting a bit of dungeons right now.

And I agree that every fight should be fought with the appropriate weapons – well, we could extend that to armors and pets in GW2 (ever thought how weird it is that a piece of armor makes you more precise or strong? probably everything can be justified with magic)

But, having very diverse fighting style options, very diverse builds and, with rangers, also very diverse pets, requires lots of time a) to acquire all the “materials” you need, in terms of money/tokens/etc…, and b) to learn to use these techniques properly. It’s surely the most effective way of playing, but also the most time-consuming. So, since I want to enjoy the game with a smaller investiment of time, I thought of picking a configuration flexible enough (that’s why it’s no glass cannon and no pure tank, and so on) and decided to concentrate on that strategy. It will surely be optimal in some cases, suboptimal in others. But, well, I’m here to enjoy the game, not to be The Best :-)

Power/Prec/Toughness build: traits?

in Ranger

Posted by: RedGlow.2715

RedGlow.2715

I’m currently specced out in nearly full Knight’s gear (Toughness/Prec/Pow) with some Cleric’s and I’ve run with a few different trait distributions. I used to run 30/0/0/10/30 which gave me a good mix of raw power, quite solid regen (when coupled with Peach or Mango Pie foods) and a beast of a pet on top of having a second source of stability in Signet of the Wild and 6 second of invuln in Signet of Stone.

Currently, I swapped over some points so I’m currently 30/20/15/0/5 which boosted my personal damage up a bit and let me utilize my “on-crit” sigils a bit more. I may have lost Natural Healing but I now run Sigil of Blood on my Greatsword which procs enough that I can tell its actually aids my survivability. For me, this works a bit better as a roamer in WvW as it lets me use my LB from a long way out and gives me 1.4k crits on glass cannons with my auto attack with a 50% base crit rate (+Maintenance oil and Fury gets me over 75% when its up) and the occasional Sigil of Air bonus.

I’m not saying that my builds are ideal or that they’re min/maxed, but they do work for me.

I didn’t think of Sigil of Blood, but it could be a good idea too. Which weapons and pets do you use?

Power/Prec/Toughness build: traits?

in Ranger

Posted by: RedGlow.2715

RedGlow.2715

Hello everybody,
I am working on a build for my ranger focused on the attributes in the topic. The idea is then to focus on abilities / sigils that trigger on critical hits, or that improve them in some way. I have already enough ideas about sigils and runes to use, but can you give me some input for the trait points distribution and the major traits to choose?

So much ranger hate?

in Ranger

Posted by: RedGlow.2715

RedGlow.2715

ridiculous amount of mobility i have

- Get to level 80
- Play other classes to level 80
- Realize how worthless the class is in PvE (Dungeons) and WvW

I did. And the answer is: no. You’re as good as much you’ve learned to use your ranger (keep – that – ****ing – pet – alive!) and make the right build for the environment you want to mostly play in.

Honestly, yes, there are power differences between the classes, but it’s mostly about finding the class that fits your combat style better. With my ranger, in WvW, I see commanders die while i’m still up and ress them, whereas i suck big time with the elementalist. There are people working better with rangers, people working better with guardians, and so on and so on.

Less hate, more ranger love <3

Interracial love?

in Sylvari

Posted by: RedGlow.2715

RedGlow.2715

Well, I mean, one of those two sylvari under the bridge in LA had a sense of lust for a norn male:
“did you see what she was wearing?”
“i was to busy looking at, him”

I was quite impressed by the conversation too, found it really funny. Also because the norn was… well, VERY norn. big, bulky, bearded. he would break that little sylvari O_O

Origin of the Sylvari

in Sylvari

Posted by: RedGlow.2715

RedGlow.2715

Honestly, I’d prefer it if the sylvari were the planet’s immune system. This would imply a rather fatalistic ending where the sylvari would die out after the last elder dragon is defeated which sounds more interesting than having a reversal where all the sylvari are really defected bad guys.

Personally, I would prefer the bad-silvary-reverted-by-Ventari’s-tablet much more original and intriguing. It would be an interesting twist which honestly, before reading this thread, I even didn’t think about, and if the Ventari’s Tablet broke… well…

The righteous, self-sacrificing kind of Sylvari brings to characters like Threarne, who, I think, we all know how annoying can be, isn’t it?
(although I’m prone to give part of the guilt for his irritating character to the voice actor)

Account/characters API

in Ranger

Posted by: RedGlow.2715

RedGlow.2715

Is there any kind of API at the moment which allows external programs to access account/characters data? Like inventory, levels, crafting, etc…? If not, has any developer ever talked about it, and if not, where/how could I ask in a more direct way?

Remove Invisible Walls!

in Suggestions

Posted by: RedGlow.2715

RedGlow.2715

I’m at my third zone 100% explored, doing the fourth, and have yet to find even a single invisible wall.
Well, I’m sure there are some, but I suspect you’ve just been quite unlucky up to now.
And we can all bear with some technical limitations here and there :-)