Showing Posts For SoapandMirrors.4069:
Here are some picks of everybody’s favorite cat Chauncey!
Unfortunately, it seems not everyone is getting into the holiday spirit. Most notably the jackalope and even my own pet toucan! I feel betrayed.
Here’s my charr in traditional mesmer colors. All he needs is a dapper monocle and a rapier.
So I recently discovered the existence of an exotic mace called “Fixer Upper” and can’t help but feel that it simply isn’t right that we engineers aren’t able to use this. http://wiki.guildwars2.com/wiki/Fixer_Upper
Does anyone else really wish that engineers could use this as a main-hand weapon? I don’t know what sorts of skills it might have, but one idea I had was that Anet could remove the turret-healing properties from toolkit and put them on a main-hand mace instead -thus finally allowing us to have four turrets plus a weapon that heals them! Any thoughts?
Bonus idea: what if we had off-hand mace as well so that we could dual-wield wrenches in glorious (and handy) battle?
lol. I love the accidental suicide dodge at the end there.
Pros:
- Really bad design of arena makes camera being stuck up your kitten 99.9% of the time. Game is out for a year and they still don’t realize that there should be no activities in small rooms because of the god awful camera.
I absolutely agree with everything you said but this issue in particular baffles and frustrates me to no end. How on Earth did this arena design pass testing? Seriously, the game has been out for nearly a year and there are countless threads on these forums complaining about the broken camera in far less stressful situations than in this fight and they chose to make the arena into a dome that constricts the camera to the point of unplayability if you’re anywhere even close to the edge? How did this seem like a good idea? You’re practically blind in about two thirds of the space of the arena. To top it off, some of those white vortexes spawn right on the edge, actually forcing you to go into an area where visibility plummets to near zero. I agree that this is the most poorly designed content they have released so far.
I don’t like Kiel because I know literally nothing about her -even after playing through all of the Living Story content. She has absolutely no personality other than her alignment on the Good vs Evil scale and her only interactions with the player are to just show up and stand around. Even in the Aetherblade Retreat she just stands around at the door about 90% of the time and waits for the players to deal with the boss. I think I saw her swing her sword maybe twice that whole time. That hardly qualifies her for “heroic” status in my book and, without that, there’s really nothing left. She’s just a blank slate. You could replace her with anything and it would be the same character.
So I was bored tonight looking for a dungeon party and I came across the convenient tower that just seemed to be MADE for jumping on. It’s right next to Lionguard Waystation Waypoint and it’s harder than it looks but I still made it. :p
Anyone else have some favorite self-made jumping puzzles they wanna share?
god help you if you put that on a big fat norn in a jp with a bunch of people.
you should get a big shiny distracting sword to make people hate you even more in jp’s
Don’t forget the new Radiant Armor too!
Next Halloween is gonna be a blast… >.>
If you’re going for conditions I would mix Carrion with Rabid instead of Rampager. You don’t need all that excess precision and the toughness will help you to keep relatively glassy traits without being too squishy. Also, your damage will be very high since you’ll have a ton of condition damage.
That said, I think the best choice is to simply get several sets of gear. One of the best aspects of being an engineer is having so many builds to choose from and multiple gearsets will make swapping around that much easier. My first gearset after hitting 80 was soldier’s but after that I made a condition set using Carrion/Rabid -and now I’m working on a set of Celestial gear (which I’ve already tested in PvP, by the way, and it works great for bunker builds
). I actually have an entire bank tab devoted to my engineer and all his stuff. lol
By the way, you can get Rabid gear through karma from Orr temples which will help cut down the cost of getting fully geared so you can buy a second set with the money you save.
I second the request for the build you used for this. I’m kinda in the mood for some new PvE challenges on my engi and dungeon soloing my be kinda amusing. :p
I think we should have a fractal that shows us why Chauncey von Snuffles didn’t get first place. He was robbed!
I had the same thing the first time I tried to enter: it put me as a spectator in a 7v7 in the new arena. I was very confused before I got rid of the rules overlay because my camera was following some guy running around and I thought it was my character auto-running. >.>
Just had it happen to my group too not more than half an hour ago. Nothing works to get her unstuck, talking to her, waypointing, leaving the dungeon and coming back in. Nothing. I won’t be touching this dungeon again until it’s fixed and I hope they extend the time it will be available to play (or just make it permanent!)
Also, as an aside, I love the comment she makes when you talk to her. “We’ve still got ground to cover.” Yes, Kiel. Yes, we do. Now get moving!
Not bad.
I tried it out a bit today against the bots and the chill is definitely very nice. I had tried Rune of Hydromancy before but I feel like it gets wasted a lot when you’re switching to grenade kit from range. It works nice with bombs though.
Please make it possible to disable announcers for sPvP
in Suggestions
Posted by: SoapandMirrors.4069
But wouldn’t you miss
TREBUCHEEEEET!!!!
If you’ve got a sec, snap a picture of yourself doing whatever you’ve been doing the most since the Dragon Bash update went live.
Here’s two pictures of my Charr having a little nap in Southsun and Lion’s Arch (while standing up). He has quite a talent for sleeping.
Also, the third is my new Charr necromancer having a little nap with a resting moa.
Good feedback would be telling us about the things you didn’t like about it, and the things you did like about it. A nebulous statement of “It sucks” isn’t constructive. If you want to actually see change, you need to give clear feedback so we as developers can talk with each other about things we could change for next time. Whether its an activity, a dungeon, a boss, etc, giving us feedback about why something didn’t sit well with you is far more valuable than just telling us something didn’t sit well with you.
The thing I hated about Crab Toss (and this actually goes for Keg Brawl as well) is that the whole thing just feels too cumbersome and awkward. Compared with the abilities that our characters can perform in the actual game, the ones we’re given in these pvp instances just feel slow, unresponsive and downright frustrating.
Why does my character, who under normal circumstances can leap twenty feet while carrying a greatsword, get winded from running the same distance while carrying a tiny crab to the point that he has to stop and take a break? Why is it that a character who can furiously slash a dozen times with his sword at a moment’s notice suddenly become so weak upon entering a mini game such as this that it takes him a full second just to charge up a simple punch?
In short, why can’t the moves in these instances have the same level of responsiveness as the moves in the main game? Why do they always have forced delays and forced stops after every move to the point where it feels like you’re struggling to perform even the simplest actions? It’s such a jarring change from the main game. I don’t see why these abilities/games can’t be made more fluid and fast-paced while still retaining balance (in a self-contained mini-game it should be easy to balance skills no matter what their speed so I can’t help but be baffled by this design decision).
TL;DR – The mini-games force you to use abilities that feel clunky and unresponsive which is inherently frustrating and makes the learning curve un-fun to the point that I’m not even tempted to make the effort.
I hate the sound of the necromancer’s heal-skill blood minion. It sounds like a flying saucer whenever one comes near. -.-’
Looks pretty normal to me but you might wanna check under the moss for a hidden “ab” to be on the safe side.
I was disappointed in Braham. After the final boss, he closed the door on me and left inside to die to the bomb explosions. That kitten. Never trust a Norn.
After spending an entire day playing Super Adventure Box enjoying the lack of fall damage, I finally decided to go do some dailies while sporting that awesome new title. What was the first thing I did? I took a “shortcut” by leaping off the top level of Divinity’s Reach…and died.
Let this be a lesson to everyone else. Too much Super Adventure Box can cause you to lose touch with reality. Don’t be a victim. Get outside and roam around Tyria for a bit before the same thing happens to you. :p
Same thing is happening to me. I’ve done absolutely everything. I even tried digging up some of the stashes mentioned in another thread in here and that didn’t work either. Grr!
@ZudetGambeous: The obvious one is in the first forest area right after the dark forest and the first checkpoint. Look to your left after the checkpoint and you’ll see the stump. You have to climb up into the trees to enter it and there’s a chest inside with some bouncing mushrooms to get back out.
Just thought I’d mention, you missed the two after the 2nd checkpoint just to the left and directly underneath the checkpoint (on a pair of leaves). They’re right in front of you so they’re hard to miss but just in case anyone is using the guide and doesn’t see them for whatever reason.
You can also start channeling the torch skill before jumping onto the ledge. If you land on the plants just when the torch skill actually activates you’ll burn them before getting hit and you can keep going to the checkpoint.
I just retraited and tested it out in Southsun. I definitely don’t take any damage at all when dodging with no points in explosives but as soon as I put the five points in and start dodging while dropping bombs I get damaged.
As Adamantium said, it seems like this is something that needs to be fixed since this isn’t even a trait you can choose not to take. Just by spending points for increased power I’m crippling myself against any foe that uses confusion. :/
So, since just before this latest update I’ve been playing around with a tanky healing bomb build. After the update that fixed the range of Evasive Powder Keg’s bomb when used with Forceful Explosives, I decided to throw some points into this trait line to try and take advantage of the range increase for my bomb healing.
The problem I’m having comes from confusion. I went in Southsun Cove yesterday to test my build a bit and I found that, when confused, I still take massive damage just from dodging (presumably because dropping the bomb on Evasive Powder Keg counts as an attack). Is this supposed to happen or is it a bug? I don’t recall noticing the same thing happening on other characters such as my mesmer with the clone on dodge trait. Shouldn’t these automatic traits be considered passive effects? As it is, Evasive Powder Keg seems like a huge liability when dealing with enemies that spam confusion because I can’t do anything to mitigate the damage and run away since anything I try to do (dodging, tool kit shield, healing etc.) causes me to take massive amounts of damage.
Does anyone have any insight on this? If this is supposed to happen it makes confusion seem really overpowered since as soon as you get a few stacks of it you’re completely shut down from being able to do anything.
My engineer is proud to be a mushroom head!
Also, his name is Rill Fungi so I guess he doesn’t have much of a choice.
I actually love this interpretation of who the engineer is. It certainly suits mine: a scrawny Sylvari engineer who screams like a wuss every time he uses overcharged shot, rocket boots or even jump shot. Haha!
Really? I’ve never noticed it before now and I’ve frequently used mass invis before hopping into water in PvE just to avoid mobs I don’t feel like fighting. At any rate, if this really is some defense against exploits, that’s fine if they want to make both underwater and land elites go on cooldown at the same time but having one or the other acquire a much larger cooldown just because you used another skill before it is stupid and is clearly a bug.
I noticed this today and just finished testing it with all elites in the Heart of the Mists.
The new underwater version of Moa morph is sharing cooldowns with the land-based versions of all three mesmer elites. If I activate Tuna morph while underwater and leave immediately, whatever elite I have equipped will be on cooldown and the cooldown time is the same as for Moa Morph. That means Mass Invisibility (normal cooldown of 90 seconds) is on cooldown for 180 and the same with Time Warp (normal cooldown of 210 seconds).
It also works in reverse. Use any elite on land and Moa Morph will be on cooldown when you enter the water for the cooldown duration of whichever spell was used on land instead of its own 180 seconds. I haven’t tested it with racial elites but I suspect it may be the same.
I’ve noticed this too. Suddenly it seems to happen almost every single time whereas before I never had any trouble with it at all. I did finally get in today though. The method I used was to try as much as possible to only just barely scoot off the edge of the little platform leading in (on your right side while facing the cave). If you do it right, there’s some uneven bits of ground that you can catch which will break your fall a bit before you start falling super fast and you should also catch on a stalagmite about halfway down (you’ll take a bunch of falling damage but you won’t die). Then you just edge off of it until you start sliding the rest of the way down and this shorter fall seems to make it succeed. Hope that helps!
Strangely enough, as I said before, I seem to be the only one getting this issue WITHOUT the invulnerability. For me the mob just starts running back to its origin point while gaining insanely fast HP regen so that even if I’m right on its heels attacking it as it runs it still manages to have full or near-full HP by the time it rejoins the fight.
Even worse, I just got this issue again the other day in an INSTANCED story mission. I was fighting this warrior boss NPC and dodging around to keep myself from dying when, all of a sudden, the NPC used that little spinning greatsword attack that warriors have and sent HIMSELF outside of his reset zone. Once he reached the end of the attack range he instantly turned around, started regenning huge amounts of HP and walked right past me even as I was hitting him in the face with my own attacks. Only when he got back to his original spawn point did he turn around and continue the fight. >.<
This happens to me all the time and it’s incredibly frustrating because it often happens when I’m just about to win a fight with only a third of my hp left. The mob runs all the way back to its spawn point, regains its hp up to 100% then comes back to continue the fight while I’m still at a third health because I’m being considered “in combat” the entire time.
On a side note, this also seems to be tied to some kind of issue regarding the way the mobs aggro. I’ve noticed this issue a lot on my mesmer. After shattering illusions, the mob apparently “forgets” that I exist and goes to run back to its spawn point (the issue seems particularly prevalent when I’ve pulled the mob very far from where it was originally standing). Sometimes, the mob will continue running back and regaining health even as I’m attacking. The mob isn’t even invulnerable at this point. It’s taking damage but its healing is outpacing my damage so it still ends up with full hp by the time it “remembers” that I exist. I really hope this issue gets looked at soon because it’s making soloing as a mesmer a total nightmare.