Showing Posts For Sledge Stone.9017:
For this leather farm to function good, it needs to have diminishing returns turned off and T5 leather drop rates increased. I’ve tried this farm 3 times now.. I’ve spent over an hour farming leather each time and after 20 minutes I stopped getting drops from over half the centaurs. This same thing happened during the halloween event. Anet eventually turned diminishing returns off for the labyrinth and everyone had a good time. Until DR is turned off for this leather farm, I can get leather from just about any event faster. I actually got more hardened leather sections from a 10 minute Tequatl fight last night than I did farming centaurs in the actual leather farm for an hour.
The prices of leather have all rebounded back to their pre leather farm prices because there is no way to successfully farm leather in Lake Doric with DR in place. Its more beneficial and productive to simply wait for Auric Basin meta to begin, do the meta for 10 minutes, get all the loot, sell the loot and then buy the leather. Even with leather prices the way they are now you will still get as much leather in 10 minutes by farming gold and buying it as you would by farming centaurs in Lake Doric for an hour.
If DR is not going to be changed for the leather farm, then I suggest the centaurs get a significant nerf so smaller groups can go around slaughtering them. It won’t have a significant impact on T6 leather prices considering they’ll all have DR kick in after 20 minutes anyway. In a zerg this it isn’t even challenging content, its just a matter of tagging an enemy before it dies just like in the mad king’s labyrinth.
Legendary Vinetooth and Nevermore Volume 1
in Guild Wars 2: Heart of Thorns
Posted by: Sledge Stone.9017
I already did get it.. last week. :p
If you feel like doing T4 VB with TTS, feel free to join us. We do it twice a week. The last time I joined in on it was last week and we had about 7 minutes left on the timer after hitting T4. Its pretty fun. Check the calendar for when it happens. All times are in UTC, but if you add the calendar to your google account it’ll automatically adjust the times to your time zone:
Legendary Vinetooth and Nevermore Volume 1
in Guild Wars 2: Heart of Thorns
Posted by: Sledge Stone.9017
Well I lucked out with a pug just a few minutes ago. A squad had just finished the AB meta and then did vinetooth after. It was listed in LFG and it took 34 of us to beat it. I would have taken a video but my capture software decided to not work. But I got a screenshot at the end. Breaking it’s breakbar is vital to defeating this boss. Once broken I was doing 150k damage hundred blades to it. I still think this boss should be scaled to be easier in smaller groups because getting a decent lfg group for this is not happening often. And honestly.. now that I’ve beaten it, like many others, I’ll probably never do this boss again. And now that these 33 others got it.. thats probably 33 more that will not be rushing out to lfg to do it again either.
Legendary Vinetooth and Nevermore Volume 1
in Guild Wars 2: Heart of Thorns
Posted by: Sledge Stone.9017
cough this is an event that requires attention to the mechanics. if half your players die to the jump attack, I’d suggest that you study the mechanics, then explain them to participants before the fight starts.
This is the approach used to get successful triple-worm kills, and is really the strategy to employ for anything that is, y’know, not just “run in, hit it some, win”.
And thats exactly what I did. But with a pug group everyone ignores the information presented to them and keeps tapping 1 with a ranged weapon expecting a win. -_- I’ll get this done I’m sure, probably with my guild next time they do AB at a time I can participate in.
I think the issue now is new players rushing in on the LFG trying to get a mastery point but still not knowing what a CC skill is or when to properly use it. Even if they know what it is they probably already smashed the button on cool down prior to the breakbar becoming available to break. When HoT was first launched I bet this boss was beaten all the time. But now a year+ later VP is generally ignored and doesn’t scale correctly for the size of groups that now attempt it.
Legendary Vinetooth and Nevermore Volume 1
in Guild Wars 2: Heart of Thorns
Posted by: Sledge Stone.9017
I just tried this event with a squad of 15.. This event has some of the worst scaling problems. I’ve seen the legendary giant in Dry Top get defeated easier. For some reason the chance at it’s break bar lasts a whole 2 seconds and only happens after it does a jump attack that wipes half the zerg and then jumps to the other end of the cave. It wouldn’t be to bad if there wasn’t a timer set on the event. It still had over 25% HP when the timer ran out. Not many people even want to do this event and it’s needed for legendary crafting. I’m glad newer legendary weapons don’t rely on events like this.
I solo queue all the time with my necro. The only problem I have with 1 vs 1 is when I’m against a good thief. If you’re having difficulty staying alive, switch to a power build, except use scrapper rune and demolisher amulet for the extra toughness. Thats what I’ve been using this season and it works great for me. I’m only in silver tho but I did upload some of my clips to youtube if you feel like watching how I play:
https://www.youtube.com/user/Sledgstone
I use blood magic with the quickening thirst trait so I have 25% increased movement speed while wielding a dagger. It helps to get around faster or to disengage from fights.
I am very close to giving up on The Ascension because the matchs are just terrible…any tips? I’ve played over 200 match and about 50 them are wins….I also never played other classes much and I really annoyed with people calling me newb get good as advice to get better.
I recommend trying another build. Whenever I’m having a bad run of games I assume I’m the cause of the problem. I’ve gone through numerous builds from metabattle but most don’t work that great for me so I tweak some trait lines here and there and use a different off hand weapon. Work on your skill rotations on the practice NPCs in the pvp lobby. I’ve spent hours working on my burst timing on them when trying out new builds. If I can’t kill one of those npcs within 5-7 seconds that build will not work for me.
i can give you some tips as an ex-pvp veteran with 8500 pvp matches. first, if you don’t die that’s already good. second, never focus the pet, never. druids are most vulnerable after they leave celestial avatar, that’s when you want to burst/condi bomb them (they’re weak to condis). if they’re not on the point you don’t have to be either, use LoS to dodge the bristleback while trying to stick to the druid with sword. i’m neither familiar with dh, nor the build you play, but you should never slot more than your heal trap and the damage-passthrough whatever it’s called trap. if they’re in celestial avatar don’t get too close because of the root/slow, so range them with the lb you should have (i guess?). on berserker you shouldn’t have that many issues because you have stab in berserker form. kiting and regenerating hp is key on berserker. and about guardian, what i can tell you from past experiences, guards have a hard time against classes that can kite and outsustain them (for example, pre hot hammer or gs guard vs d/d ele). i’m not really familiar with the matchups atm, but if you feel like it’s not something you can win then try not to lose it.
Thanks for the feedback I appreciate it. You guessed most of my build correct. I only have those two traps and longbow. I always got out longbow’d by them which is why I kept swapping back to sword. I’ll try to focus more on bursting them right after they exit celestial avatar.
Hello notHelseth. I’m not a good pvper but I’m learning slowly. I just got into silver, I mainly play DH this season with a combo meditrapper/burn build, but I also enjoy my Reaper and Berserker. But with each class (mostly with my DH) I seem to have the most difficulty against Shoutbow and/or bunker druids.
Usually the scenario is I’ll come across one holding a point and I’ll 1 vs 1 them. They generally stay off the point and attack at range with longbow and bristleback. They always somehow get their bristleback to be on the opposite side of me and will strafe to ensure I stay in the middle of their attack so I can’t get the pet damaged in any aoe or cleaves while focusing on the druid. I get the druid down in hp, but then they toggle celestial avatar to proc stealth and condi cleanse and then heal while stealthed. The pet taunt annoys the hell out of me too because they must be reading my moves well and know when I’m about to burst. On my necro I can usually out sustain them and harass them with staff marks until they eventually go down. My warrior shield will reflect all that damage back to them as I close the distance to mace them so its not as much of an issue. But with my DH my bursts are often taunted by the pet (same with my berserker bursts). At that point the fight keeps going on until somebody +1s the fight because the druid keeps getting distance between us and I keep teleporting back to the pet with judge’s intervention or sword 2.
Question: Is there ever a time where its best to burst down the pet and focus solely on destroying it over the druid in a 1 vs 1 to take a chunk out of their dps? Sure they’ll swap to smokescale but the bristleback seems to be the more annoying pet to me because of it’s ranged attacks.
Thank you for leaving the achievements on for the foreseeable future. This is the most fun in PVP that I’ve had in over a year. I’m not great at PVP and I doubt I’ll ever leave bronze, but its incredibly fun this season. Season 1 was a disaster for me as I was farmed the entire time I was in amber by ruby and diamond players abusing the team queue system. I eventually made it into Sapphire but felt like I wasted so much time with 15 minute queues. Then 10 matches into season two and I quit. I haven’t touched pvp again until 2 weeks ago and its like a completely new experience for me. I still have some blow out matches for or against my team, but I’m averaging about a 50/50 win loss and only 1-2 minute queues. Much more enjoyable. Being able to finish up the ascension will be a great goal for me to go for into the next season.
I’m a member in one of the many TTS guilds and we run Triple Trouble multiple times a week. Teamspeak isn’t needed but it does make it easier and gives you a better chance at getting in the correct map. When we do Triple Trouble we all go to bloodtide coast 15 minutes or so before the escort event starts. If you see us in the map, don’t assume you’re all set and go afk. We get there early and wait for the map to fill up and eventually a fresh map is created. We have a few squad leaders get into that new map, we then join that squad and right click to join them in bloodtide coast. If you are ever on the map and then see all the TTS members disappear this is what is happening. If you are on our teamspeak, you’ll hear what user to join on to get into the right map. Teamspeak makes everything easier for a flawless run so the people in the guild and teamspeak get priority. After that we split up into 3 groups, 1 for each wurm. After that if we still need more players for a specific wurm (this happens often), the squad leader goes on LFG and advertises the squad and what wurm head it’s for. Everyone is free to join in and most directions are all explained in map chat. I did Triple Trouble twice last week and both times about half the map was randoms that probably did TT for the first time with us. We always want to do the event in a fresh map to get the most people interested in doing the event into that map. If you don’t want to use teamspeak, don’t want to get their early, etc. thats fine. Look for the TTS Triple Trouble runs in LFG around 10:45pm EST (maybe sooner or later than that) during the days on this calander:
http://ttsgamers.com/event-calendar/
(look for PAC Triple Trouble on the calendar for the 10:45 pm est time slot.)
If you get in the map and have questions, ask in map chat. And good luck getting a Pile of Regurgitated Armor, I’ve done TT many times over the past couple years and never got a single one to drop for me. -_-
(edited by Sledge Stone.9017)
Why not add new recipes for existing items that use mats that are over-valued in price? Like make a new recipe for scholar runes that doesn’t need a charged lodestone?
How about adding items that are no longer obtainable in game to a world boss reward’s drop table? Like the Assault Knight Power Cores? You could even add these to BLT chests for all I care, at least then the prices will drop on something that hasn’t been available in game outside of the Trading Post in almost 2 1/2 years.
One of the best quality of life changes for me would be the removal of the steam pipe sounds on the Captain’s Airship so it can be just like the airship in Bloodstone Fen (it has leaky pipes too, but no annoying hisssssssssssssssssssssss).
Post referencing this issue with video comparing airships:
https://forum-en.gw2archive.eu/forum/game/gw2/Captain-s-Airship-Feedback/first#post6347818
Hello,
Thanks for the feedback everyone, we will definitely look at this. It is quite often a hard balance between what we think an area would sound like if it was real and what we “want” it to sound like. But you are right, areas that we spend a lot of time in need extra care to make sure the sounds don’t make you want to leave:). Thanks.
Hi, its been six months since this topic was last talked about and I want to point out the inconsistency of the airships in the game. Bloodstone Fen’s airship has the EXACT SAME leaking steam pipe issue as the Captain’s Airship, but there is no endless hissing sounds on that airship. I made a video to compare the two:
Everyone that has the captain’s airship pass should watch the video and then imagine if the crafting stations were on the bloodstone fen airship instead. Imagine how nice and quiet that would be.
It would be a quality of life upgrade to remove the sounds of these pipes from the Captain’s Airship. I have to mute the game on a daily basis to craft in this area. The Bloodstone Fen airship doesn’t have this audio, why should the Captain’s Airship?
The pact airship in Bloodstone Fen has the exact same pipe issue as the Captain’s Airship but it’s missing the audio as heard in this video:
Please add this missing steam pipe audio to this airship and all airships in the future. It’s annoying that people who don’t spend gems on a Captain’s Airship pass don’t have the luxury of the same audio effects.
Its been 6 months since an anet dev commented on the Captain’s Airship Pass audio:
https://forum-en.gw2archive.eu/forum/game/gw2/Captain-s-Airship-Feedback/first#post6036535
Seeing as bloodstone fen’s airship is the exact same as the Captain’s Airship I’m going to assume the lack of audio in this airship is a bug and not a design choice or the same audio would have been applied to the Captain’s Airship. All airships not being the same is breaking my sense of immersion.
This is a significant bug to me that needs to be fixed. My healing signet is busted. Just tried the new build and its still not fixed.
Is the airship going to be turned into an instance? I’d actually prefer that as long as we get to exit back to our previous location, like how we leave the WvW borderlands.
Or maybe also give the airship an exit from the instance to the deck of the airship so we could glide off. If not, I’d still prefer an instanced version of it over what it is now. I don’t go there to hang out with people. I just want to do some quick crafting, access the tp and leave to get away from all the endless hissing noise.
Thanks for your response on the subject. I forgot to ask, could we get a dungeon vendor NPC on that airship? Theres only one dungeon vendor in the entire game and hes hidden away in lions arch.
With the amount of gems recently spent on the Airship pass, the crew of that airship should be able to easily afford to fix those busted pipes. I have to mute the entire game whenever I’m in there. I like the convenience of the airship, but with the loud endless noise and no “return to previous location” option like the easy access to the WvW borderland crafting tables, this is hardly the “ultimate convenience”.
Assuming that the previous location cannot be saved from one PvE map to another and we have to waypoint back to wherever we were previously, my suggestion to make the airship pass and royal terrace the “ultimate convenience” would be to eliminate all waypoint costs while in those two locations. Instead of just talking to the helmsman to go to a major city, or go through and asuran gate in the royal terrace, we should be able to open our map and waypoint to any location without incurring waypoint fees. With my guild buff, I’m barely paying any waypoint fees as it is so its not that significant of a change to me, but it would be nice. To justify the cost of these passes, it would be a great feature to sell as the “ultimate convenience”. Also, please fix those pipes in the airship. I cannot tolerate all that noise without shutting off my speakers.
Personally my experience with this season in its first week has been terrible! It feels like its taking away from other aspects of this game that id like to dedicate time to, but i’m wasting 4-8 hours each day for 1-2 wins. Even after meeting my dailys for some form of advancement through year of the ascension tier 3 which i have no idea how i’ll get through tier 4. I’ve looked at what it’ll take to earn the elite set of wings plus 5 certificates and i need 55 to complete. Basically to break it down i need to get to sapphire this season, sapphire next season and ruby for last season or in any order to finish for the legendary back piece.
You came to the same conclusion I did and I’m sure plenty of other PVE players have as well. I mentioned this in another topic the other day: Unless alot of PVE players make significant progress in this season, the wings will become mostly unobtainable for us and the final two seasons will be pointless for us to participate in if the legendary wings were are only goal. However some PVE players are really good at PVP and will get the wings within season 2 and then quit PVP for the remainder of the league system for the year. Season 3 and season 4 will be even tougher for the few PVE players continuing to attempt this goal since the population of similar players with MMR will have already quit for the duration of this year’s leagues.
As it is now, PVE players attempting to play PVP for these wings are only being farmed by the regular PVPers.
For me, I have made 2 legendaries. My first goal was to make Frostfang. I had a blast doing it. I enjoyed the game, played every aspect of it, farmed Honor of Waves dungeon for the tokens I needed. The biggest issue was grinding out the gold for the precursor at the time. Since then HoT came out and I started the Dusk collection. After a while, I finished Twilight. I loved the experience. When I look at my two legendaries I remember all the fun I had.
I say that, because this legendary experience is completely different for me. I’m not a hard core PVPer. I made it to sapphire last season after the MMR fix, because for the first month whever I attempted to make progress as a soloq’r I was farmed by every full guild team imaginable with an amber on their team. So far into season 2, I’m farmed once again until everyone moves out of the division I’m in. If I was to actually change my mind and continue this road to a legendary and eventually get those wings, every time I look at them I wont remember anything enjoyable about the experience. Before I get to the point that I resent the game, I’ll bow out. PVPers, have this back piece. I’m fine with that. Its mostly tainted goods for me now since whenever I see it on other players it’ll only invoke memories of all those teams farming amber soloqrs for it. Well done. Enjoy that back piece. lol.
I really wish we had more alternatives in the year of ascension achievement lines for those non pvpers to utilized for dedicating so much effort into pvp. I’m not asking for a hand out(or gimmies), just compensation fort time and effort.
Anet nerfed dungeons to the point that I can’t find decent pugs at the time I normally play anymore to do PVE content. So I have to farm pvp dailys to get the tokens I need for my next PVE legendary weapon because the PVP reward track is a more reliable way to progress my PVE goals. The Ascension however is the first PVP only item in a long time. Anet has given us no PVE style reward track to make progress for it, thus luring in all the PVE players into the giant farm fest of PVP. HoT legendaries aren’t available to PVP only players just like the ascension wont be a viable legendary to obtain for pve players.
In my opinion, let it go. Make another legendary instead. It’ll be easier in the long term and more enjoyable. Besides, there will be a new PVP legendary back piece every year now. They’ll eventually all become as common as the black wings, except in the pvp lobby.
My guess is the “cross 10 league division thresholds” requirement over the course of all 4 ascension achievements to get the back piece is what will kill off alot of the population starting in league season 3. For any casual PVE players like myself who don’t make noticeable progress in crossing league divisions this season, there will be no incentive for a large chunk of players to continue participating since the back piece will then become mostly unobtainable. I’ve always played small amounts of pvp, mostly for dailys and I got to sapphire last season, but I’m quickly losing interest in this league system. The experience I’ve had from last season and the beginning of this one is not enjoyable. So much anger in chat, I’ve had to block so many people.. And the matches are time consuming with queues, at least last season. Last season I had to wait an average of 7 minutes inbetween every match and with a minimum of three matches per day to continue the meta, it took up a good chunk of time sitting around in HoTM with nothing to do.
I figure with the amount of time it’ll take me to make it into ruby this season and get my ascension part 2 achievements done, I can make another legendary weapon instead. I started bolt 2 weeks ago and already have the first part of the precursor done. Instead of spending my time in endless lopsided matches, I think I’ll complete another legendary item instead.
As for a legendary back piece, I already crafted Unbound. I’ll be content with Ad Infinitum once it finally becomes available.
(edited by Sledge Stone.9017)
Look in lfg for a volcanic shard farm, join and pop a bunch of magic find boosters. Easiest way to get a spoon. I got 2 broken spoons within an hour a few weeks ago. I already got the fractal spoon before so all I get are broken ones now.
Today’s update didn’t fix Unbound, but it did add more bugs to it.
Instead of unbound floating around like it should, it is now broken into a left and right piece that wobble independently when rotating and float into my character’s body when walking backwards. This precursor is so messed up right now. Can this please be looked into and fixed so this back piece can live up to it’s name and actually be unbound / floating from my character’s body when moving?
I added two pics to this post. One is standing still and the other shows how much of the back piece floats into the body when walking backwards.
I love gliding as a tree but the glider does seem oddly out of place and scales in size odd with the different trees. Try gliding with skritt burglar tonic on and the glider wings deploy vertically and inside the skritt, splicing him in half. But the candy corn elemental and snowball tonics don’t have any gliders displayed at all. Seems weird that gliders aren’t deployed the same across all tonics.
I’ve experienced the same thing. I thought I must have been seeing things and I had lag. But I’ve had 2 different DH hit me with traps from range, and then use another skill to teleport to my location to continue the attack. Both times I had just finished capping a point (the traps obviously weren’t there while I was standing in the circle for 20 seconds) and the traps activated/appeared with me dead center of them indicating they were snapped to target right on me while the DH was around the 600 range. I’ll have to test this with my own DH, maybe its a combo of the action cam and snap to ground target creating this bug.
I’ve been able to reproduce this bug numerous times now in LA by going to any waypoint in LA, using a transformation tonic, go to different waypoint, then exit transformation. At least 50% of the time my unbound becomes fluid to anyone that can see me except for myself. On my alternate account I can noticeably see unbound floating around like it should, but on my main account’s screen it is still stiff as cardboard.
Please fix this skin so Unbound can float all the time.
Unbound has the same cardboard effects that the black and white wings had when they were first released:
That was fixed and they’re much more fluid now and has physics.
Unbound does not. Except I’ve seen unbound moving for some people like in the video the OP linked to which means that this is a bug and not intended behavior for the item.
Please fix this issue. Unbound is so stiff that it clips about half the back piece into the ground when I mine any node and it dips down like bull horns whenever I jump because of where it is stapled to my character’s neck as a pivot point.
https://forum-en.gw2archive.eu/forum/support/bugs/Issue-with-Rallying-on-Friendly-Deaths
They’re working on a fix for it.
With Anet taking this long to finish up the recipes for gift of infinity and gift of fractal, I have mixed feelings about what they could be at this point. They could be obtained via a nice collection like unbound was.. but if they end up being some mystic forge recipe like:
100 pristine fractal relics, 250 ecto, 250 stabilizing matrixes and 50 balls of dark energy, Ad Infinitium could become the most expensive legendary in the game.
The pvp legendary backpiece is reasonably priced in terms of gold but the crossing league divisions achievement is the real time sink grind. But at least while working on that achievement you’re getting the tickets needed to buy the 4 wing back pieces that you forge into the precursor. So you’re killing two birds with one stone.
But with Ad Infinitium the same grind is there with doing all the fractals needed to make the capacitor, and all this is just to make the precursor Unbound. As much as I’d like the 2 new gifts to be a collection based thing.. I have a feeling that if they are, and they’re being released this late into the process, we’ll have to basically do everything we’ve already done to make unbound, except a second time because then it’ll count towards the new achievements.
I want Ad Infinitium pretty bad, but if the new gifts require us to do fractals 50-100 or needs balls of dark energy and endless fractal grinding and gold grinding to get more AR, I think I’ll pass on even trying to finish it at that point.
I really hope this is a bug and not an intentional change. That’ll be 90 clicks a day not counting the clicks to use the keys or to open the boxes.. Its like wintersday 2014 all over again. x_x
Thank you for acknowledging this. Its been an issue for a long time now and I saw it happen far to often when playing my necro.
What runes do you have that are worth the price of using upgrade extractors? Strength and Exuberance superior runes are only 8 gold a piece. The price of 6 upgrade extractors when buying with gold is roughly 240 gold. You could have bought a new set of 6 runes for 48 gold. Even buying gems with money, you’d have been better off converting it all to gold, buying new runes and still have an extra 120 gold leftover.
Upgrade extractors are the most overpriced item on the gem store. I’ve purchased plenty of things from the gem store, but I’ll never buy one of these.
I have this mini and I had no idea it is supposed to be singing. I looked up a video:
and on the wiki is states he is supposed to be singing:
https://wiki.guildwars2.com/wiki/Foostivoo_the_Merry
This mini is bugged, I’ve had it since the first week of this wintersday and it’s never sang one song. Please fix this mini.
These bugs have been annoying me ever since I got Frostfang. Since some other Legendary weapons have recently had their effects overhauled, I would love to point out this issues with Frostfang and hopefully encourage a dev to give Frostfang a much needed overhaul.
Here is a link showing examples of all the graphical issues with Frostfang:
1) Frostfang offhand transparency. Offhand is too transparent, it often looks like half of arm effect is missing. The transparency is extremely noticeable on offhand arm when viewed from above.
2) Frostfang drawn animation. The Frostfang draw animation is often too small to be noticed unless zoomed in.
3) Frostfang drawn animation 2. The Frostfang draw animation does not appear at all for offhand.
4) Frostfang arm effect does not scale. The Frostfang arm effect does not scale with gauntlets equipped. All non skin tight gauntlets are affected by this. Instead of encasing the gauntlet the Frostfang arm effect is a set size and often looks like small ice obtrusions due to clipping.
5) Frostfang arm effect does not scale for Charr. As a Charr, the Frostfang arm effect is still scaled to a human size. This affects all charr with or without gauntlets equipped.
6) Frostfang arm effect does not scale for Charr gauntlets. Since the arm effect is so minimal on charr, any gauntlet almost guarantees that the icy arm effect will not be visible.
7) Frostfang footsteps for Charr bug. Often a charr will run on all fours. With Frostfang you will often only see 3 footsteps when running on all fours with an occasional extra missing step knocking it down to 2 footfalls. This is more noticeable walking on two legs as a third step will often not produce a footfall and in some cases half the footfalls that should be produced when rapidly running back and forth simply do not appear.
I would also like to request that instead of just fixing these graphical issues, give Frostfang a complete overhaul. I love the footfalls as they are, but I’d love for them to be consistent and plentiful for my charr. I always felt that Frostfang doesn’t have as much visible appeal as the other legendary weapons. The draw animation is far too subtle. I honestly never noticed it for the first month I had Frostfang. The trails from the weapon itself are nice but are not that noticeable when compared to something like Australia. Also the weapon itself could benefit from a frosty aura like the Corrupted Skeggox has (aka old tooth of frostfang). A frosty version of the Predator’s aura for the character would be amazing too.
The same thing is happening to Charr. I’m not having this issue at all with my human or norn characters.
The following “fix” is what removed poly colors from tonic transformations:
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-November-17-2015
- Fixed a bug that caused some equipment upgrade bonuses to continue functioning while in adventures.
I know the refractors apply an upgrade bonus that is associated with the color effect. If this cannot be reverted back, can you please update the poly refractors so they apply the color effect separate from the upgrade bonus? If anything, remove the equipment upgrade bonus and make them apply their bonus stats directly like any other gem that is put on a trinket?
All the hylek potions still work fine with tonic transformations so I know this fix is what changed the poly refractor’s feature. Please update the poly refractors so they apply the color effect in the same way as the hylek potions.
Since the Tuesday patch, Poly-luminescent Undulating Refractors no longer have an affect on tonic transformations. Please change this back. I love using my refractors while in tonic form. Who doesn’t love a neon green Gift Dolyak? I mostly bought the refractors just for use in conjunction with my endless tonics.
Everybody keeps comparing staff to axe, but staff should be compared to axe/offhand. I’ve been using GS Axe/Warhorn in pvp with my reaper and I’ve had some great matches with Axe/Warhorn with my power build. The LF generation I get from warhorn 5 and Axe 2 is easily on par with what I’d expect to get from staff in pvp.
Also, since Anet recently added the new option “Allow Skill Retargeting”, Axe 2 works much better in pvp. I have “Next Enemy” keybound to V which is vital for me in pvp with changing my target when I’ve been taunted. With that option ticked and me quickly tapping V after someone dodges out of my Axe 2 skill, I normally land a decent burst on somebody and get almost guaranteed LF generation as long as the skill isn’t outright interrupted.
Also Axe 3 is amazing when its timed right. I love it when I see a thief coming at me and then go stealth. I know the distance it takes for shadowstep, and as long as I time Unholy Feast right, that back stab burst basically kills the thief while I hit Warhorn 5 uninterrupted to almost finish them off with. And the boon stripping along with well of power is too good to pass up. I get retaliation with stability and then swap to GS for gravedigger or go reaper shroud. I can rip so many boons from almost everybody near me while I defend a point and then when someone tries to get out of range I swap back to axe and burst them with skill 2.
But thats in pvp. In PvE axe feels extremely weak compared to the utility that staff brings. When I can AoE numerous mobs for loot compared to axe only hitting a single enemy its not efficient.
I’ve mentioned this before in another necro axe topic, the axe trait needs to be changed to make axe usable in pve:
Unholy Fervor is currently:
Reduce recharge of axe skills. Axe skills deal increased damage to vulnerable foes.
Damage Increase: 10%
Recharge Reduced: 20%
I’d like to see it changed to:
Reduce recharge of axe skills. Rending Claws is now an AoE skill (Radius: 240 from target)
Number of Targets: 5 (or 3 if this seems to strong)
Recharge Reduced: 20%
And even then Axe 1 would need to get a damage increase separate from the trait. Axe 1 is almost pointless in pvp anyway but if it had AoE it’d be much better. In PvE, Axe 1 having AoE would be good for tagging mobs, but without increased damage staff would still be better since the AA does more damage and hits multiple enemies.
Axe in pve is only good for world bosses and specific solo target enemies.
The NPCs that are supposed to be at the order of whispers crash site, spawn inside the inquest facility. Since they are already inside the event cannot be triggered.
I did luck out and got on a map that spawned successfully but then bugged out in the final chamber and never proceeded to complete the event.
Since this is needed for the Twilight precursor collection I often see a bunch of people like myself wondering if we’ll ever get this event to succeed or even begin.
Please increase the fractal tonic drop rate or give us an option to buy it from the vendor for pristine fractal relics. Since HoT has released with the new fractal rewards I haven’t seen anyone gloat about getting the tonic, or updated the wiki with it as a reward from any of the new fractal daily chests, so I doubt its dropping at all or the rate is so abysmal that I have a better chance at winning the lottery than getting this tonic.
I’ve been playing the core game on my laptop with extremely low graphic settings over the last year with about 20-28 fps. Fully playable for me and if I want a better experience I switch over to my PC. But HoT maps are almost unplayable on my laptop. Even with all graphics settings set to minimum, I average about 12 fps. If I get near any pact ships on fire, my fps drops to 1-3.
Please give me a new graphic option to toggle off all particle effects / fire effects so I can play these maps on my laptop. My guild claimed a guild hall last night and my fps was 12 the entire time. (I didn’t realize my guild was doing it until it was too late for me to jump on my pc)
Yes, I know I can buy a new laptop, but I have no problem playing this game at 20-30 fps, but HoT maps have so many visual effects going at all times that fps is becoming unbearable for me to casually play.
I’m glad to hear these changes. Playing MM will be much more enjoyable in pve now.
Upcoming Global Change to Player Minions
in Guild Wars 2: Heart of Thorns
Posted by: Sledge Stone.9017
This made my day. I can finally run MM in pve.
I love MM in pvp as it is, except for when I get moa’d and they all vanish and leave me defenseless. -_-
not gonna happen anymore. You can even run lich at a minionmancer now, transforms dont make your minions go away anymore
We still loose all minions in pvp when we get moa’d. Completely removes all the toughness granted by the minion trait too since the minions vanish instantly and goes on full cool down. People will moa the MM necro and instant burst them. I’ve seen it plenty of times. But I still love playing MM.
I’ve been using Axe/dagger and Dagger/warhorn in pvp lately and axe is working good for me in a MM build, but it still doesn’t seem strong enough compared to how useful staff marks are. The axe trait, skill 1 and animations need more work. We need some on target aoe damage and axe skill 1 should be changed back to its original animation but make it a two hit attack with more damage. I know the original animation won’t be used again because it could be canceled out, but if axe skill 1 gets changed to a skill with a two hit chain, we could get the old animation back and have a better auto attack.
Upcoming Global Change to Player Minions
in Guild Wars 2: Heart of Thorns
Posted by: Sledge Stone.9017
This made my day. I can finally run MM in pve.
I love MM in pvp as it is, except for when I get moa’d and they all vanish and leave me defenseless. -_-
Q.
So It seemed like in the blog post that you are trying to put more power in the hand of the buyers. Can you elaborate on that?
Would it be unreasonable to take this as this is a move against market manipulation by giving players more means to directly obtain materials that otherwise relied on RNG? Making things like the supply of lodestones and fine materials harder to control.A.
The decision is higher level than that. We aren’t attacking anyone, we’re just adding the option to put some certainty in your rewards. This also adds resistance to items becoming too scarce and too valuable. If item X were to become super popular because of a LW release or something similar, players have the option to farm more item X rather than the option to attempt to compete with prices that have risen too far.
So I should be able to farm some power cores in HoT for my spinal blade back pack and not have to pay 20 gold each for the 10 blue power cores I need? That would be great for me. Will HoT be bringing back old items like power cores?
Is the Laurel vendor going to get HoT specific crafting bags for sale? Many people use laurels for T6 mats, should I be saving my laurels for an easy way to get HoT specific T6 mats?
I was just testing out Druid and I’m impressed with how that specialization makes rangers feel like a new class. Glyph skills that have 2 effects each, based on if you are in celestial avatar form or not. Celestial avatar form gives 5 new skills. Druid gets new pets. Druid’s astral force doesn’t decay out of combat.. All of these things could be used as a ground work for fixing Berserker.
My recommendations for Berserker based on Druid:
Change Berserker from needing adrenaline. Change it to “Rage”, make it a bar above the hp orb just like Druid’s “astral force” bar. This will allow warriors to keep using their regular weapon rotations and adrenaline without having to save it up for going into Berserker mode. This will make the cool down of berserker much more bearable since we won’t have to time up our adrenaline along with a cool down.
Change the primal rage trait to include:
Rage per outgoing Damage: ¼%
Rage per incoming Damage: ¼%
Make “Rage” not decay out of combat.
To fix the rage skills, have them synergize with going into Berserker mode. Instead of gaining adrenaline, make them gain “rage” for going into berserk. And make each rage skill have an extra effect within Berserker mode like how our bursts turn into primal bursts. This will make them much more valuable to use.
Fast hands should be baseline for berserker. Even if going berserk doesn’t require adrenaline to activate, we’ll need more adrenaline for regular bursting will the rage skills accumulate rage. Having fast hands base line would make the berserker more synergistic with other builds too.
Change Dead or Alive trait to:
Taking fatal damage while in berserk mode ends berserk but heals you and converts remaining RAGE into health.
Change Eternal Champion trait to include:
Increase damage of Rage skills 5%
Increasing damage of rage skills while berserk will help with power builds instead of focusing on only condition damage berserkers.
I’m not impressed with using Berserker for a power build. It does less damage than Reaper and is not as tanky as Reaper. With Berserker traits, I find myself feeling overall slower and weaker than my normal power build. I have to keep strength for power and defense to stay alive with endure pain, but without discipline I have no fast hands.. I need fast hands and warrior’s sprint. I agree that fast hands should be a baseline.
Berserker traits don’t offer enough incentive to use. If I have to give up discipline for berserker, then berserker should have a trait that negates adrenaline decay. Since I can’t run to the next fight fast enough, I shouldn’t be punished by having my adrenaline reduced to zero.
The rage skills are all about gaining adrenaline, but what good are they when berserk mode is on a 10 second cool down? Necro shrouds are on a 10 second cooldown, but I can stay in shroud form for far far longer than I can stay berserk. Adrenaline gained while in berserk mode should extend berserk mode. Why should a berserker only go berserk for 15 seconds while a battle in still in progress? A berserker should be getting more enraged the longer the fight goes on.. keep the berserk mode on continuously while adrenaline is being gained.
Every time I enter berserk mode, I’m hitting F2, then immediately hitting F1. Please make that F2 tap do the initial burst attack for QoL.
Blood Reckoning still isn’t as good as healing signet. If berserker hit for as good of damage as Necro’s gravedigger attack, then it would be a good heal, but Berserker cannot hit with that much reliable dps.
My regular power warrior build is still more enjoyable than berserker and as it is now I don’t see any benefit in using berserker outside of a condi build.
On a side note, my reaper’s gravedigger skill can do more damage every 1.25 seconds to an entire group of enemies (as long as just 1 enemy in the mob is below 50% health) than my berserker’s primal bursts. And my reaper can maintain that damage until the mob is completely dead, while my berserker goes on cool down after 15 seconds. And this is just the reaper’s greatsword attack.. not counting the reaper shroud that can do even more damage. Oh, and life force doesn’t decay out of combat, so I can save all that life force for the next mob, while my berserker decays all adrenaline by the time he reaches that next mob.
Berserker does not feel like an “elite spec” at all to me at this point.