So I purchased the ultimate edition of PoF, which should have included gems. I have not received them yet, so my question is this:
When should I expect to receive the gems I purchased with the PoF bundle?
I realize this may be a bit nitpicky, but I don’t think Dhuum was the god of secrets….
#teamAbaddon
It does the same for any upkeep skill. Not just facets.
If this has been posted about already, feel free to merge or delete this topic.
Revenant has a bit of a problem with upkeep skills in the open world. I noticed that whenever I am running in the open world while exploring, my upkeep skills keep turning off randomly. I believe I have identified the problem to be that the upkeep skill shuts off whenever your character enters an area that changes its projected level.
I heard about a similar problem a while ago with necromancer minions with this bug, and I’m fairly certain this is the same problem for revenant. At least with revenant, it isn’t as bad as the necromancer issue since there is no problem with cooldowns like disappearing minions, but it is still an issue regardless and I hope it gets resolved.
I am certain there are more pressing bugs to focus on, and since this serves as a minor annoyance rather than a game-breaking bug, I personally don’t mind waiting a while for this to be fixed.
Loads of fun bugs which is to be expected, but the expansion is awesome regardless!
To be honest, I really don’t care about the finisher or its name. We don’t have finishers named after any of the other classes, so I don’t see much reason to have a proper Revenant themed finisher.
Now don’t get me wrong, I love Revenant and it will definitely be my main class in HoT, but I don’t want it to be the special snowflake out of the 9 classes.
This being said, I would definitely love to see finishers based off of the 9 specializations, perhaps through pvp in HoT. For instance, getting the Dragonhunter equivalent of Guardian’s Legendary Paragon title could also have the added bonus of unlocking a Dragonhunter finisher. This is something I would support, which gives pvpers more incentive to learn the 9 specializations with finishers to show off their mastery.
I don’t like this idea. Such a feature would devalue ascended weapons, giving little to no incentive for making any more ascended weapons with the same weapon type of any legendary you make. The ascended market serves as a good gold sink and material sink in the game and even though this idea would serve as more incentive to make legendary gear, it could be harmful to the economy in the long-run.
Having this idea in place would also give those with legendaries a good advantage over those without, since they essentially would be able to bypass ascended gear which a good percentage of players put a fair amount of effort into for endgame content.
Finally, legendaries are supposed to be all about the legendary journey in HoT. Looking at Nevermore for instance, you have to go on a long journey to become attached to your legendary of choice and give it a unique story of its own while crafting it. Suddenly the weapon is created and you can just make endless copies of it, which I personally would find distasteful and totally disregarding the lore behind the legendary journey behind it.
Leaving legendary skins available is fine imo since they just copy the look, and a naked legendary item would be a good way to keep the stat selection feature, without devaluing the ascended market and the story behind the legendary journey to create a truly unique item. I just hope the process for creating a naked legendary weapon won’t be as easy as crafting an ascended weapon and not as hard as crafting a legitimate legendary weapon.
During dungeon runs, I sometimes message people on my followers list to see if they’d be interested in joining for fun. I generally get along with most people I meet in pugs, and have gained a useful followers list as a result.
I can definitely see how the followers list could be a negative thing, but the optimist in me is determined to channel its potential into a vastly positive tool for a better experience in the game!
You need to put a rune on your aqua breather if you want 6/6 underwater. When underwater, your land head gear is taken off for the aqua breather.
Revenant. Used to be Mesmer.
When soloing Lupi, this added effect of Protective Solace made the fight much faster from phase 2 onward. However, I didn’t like how long the effect lingered and without any visual indication that it was still up. I really hope they fix this, because I feel like a bit of a cheater whenever I swap to Ventari.
The skill Protective Solace is described as having a 20 second duration. This leaves a light field and absorbs projectiles within a 240 radius.
The skill Diminish Solace is described as a method to collapse the barrier, and the light field with it.
I really think Protective Solace should keep a lingering effect after being summoned, but only for the rest of the 20 second duration and with a visual indication that the shield is still up. The lingering field cannot be moved with the tablet if the tablet is no longer active, which is a fair trade in my opinion since HoT content requires much more mobility with advanced AI.
I still see Diminish Solace as still being useful in this case by eliminating the light field if needed so that other fields can be blasted without the light field interfering.
Overall, I definitely want this to be fixed, but I personally feel like the skill deserves a lingering effect and visual indicator of aforementioned effect.
Glint elite skill drops my fps and the fps of everyone around me in my guild parties by a substantial amount. I love the skill, but I really would love something to be done about the fps drop before HoT. Sure maybe setting the animation to low would fix the issue for now, but I’m hoping we won’t have to resort to this when the expansion comes out.
Let’s make a troll guild and body-block all the new players who just finished the tutorial!
How about stacking on top of other players? Boy I’d love to see how many maps could be broken out of with this.
WvW troll guild? Sure! Let’s line golems up in front of the spawn area to prevent anyone from getting through! That’s a great idea for WvW server sabotage!
I’m sure there are many many great ways to ruin the game with this proposed change!
Games like Archeage have some of this and it’s suitable for trolls who park in front of major entrances to block other players from getting through. Let’s do the same in GW2!
Yeah no. Hopefully ANet will never implement this. Ever.
I really like the idea of HoT being filled with more veteran enemies than normal enemies. HoT is essentially going to be the new endgame, filled with new challenges and increased difficulty over the core game. Since most of HoT seems to be the possible answer to the veteran players who desire harder content, I wouldn’t decrease the difficulty of what we’ve seen so far. At all.
I actually hope HoT becomes more and more difficult as we venture deeper into the jungle, and perhaps we’ll even run into areas full of elite enemies instead of veterans. You can always go to the core game if you want easy enemies, but please don’t encourage ANet to decrease the difficulty in this amazing game. There will still be plenty of easy content when HoT comes out.
Following that line of logic then the deeper areas of the jungles should eventually just be filled with Champions or Legendaries… I mean, if your standard for “harder” is simply more HP and hits harder, then yeah, we should hit an area with just Champs or Legends and that’s “harder”. I must disagree that because there are more HP sponges and things hit harder constitutes “harder content”. More drawn out (longer to kill), but not harder.
Not gonna lie, I’d actually love to fight groups of champions or even several legendaries at the same time in the deeper areas of the jungle. I don’t think we’ll see this happen though, because it would become just another source of champion bags.
Instead, I could see more difficult areas filled with elites and veterans with difficulty further increased through higher enemy levels. Areas like FotM already increase enemy levels above 80, and GW1 went as far as to introduce enemies above level 30 when the player level cap was 20. It’s possible that harder enemies will have features such as increased precision which would encourage more use of conditions like weakness to counter their increased potential for critical hits along with other features that encourage a diverse playstyles, so higher level/tier enemies do not necessarily mean more health and power. I believe in ANet. They can do better than that.
-snip-
This. I have to agree with every bit of your post.
I really like the idea of HoT being filled with more veteran enemies than normal enemies. HoT is essentially going to be the new endgame, filled with new challenges and increased difficulty over the core game. Since most of HoT seems to be the possible answer to the veteran players who desire harder content, I wouldn’t decrease the difficulty of what we’ve seen so far. At all.
I actually hope HoT becomes more and more difficult as we venture deeper into the jungle, and perhaps we’ll even run into areas full of elite enemies instead of veterans. You can always go to the core game if you want easy enemies, but please don’t encourage ANet to decrease the difficulty in this amazing game. There will still be plenty of easy content when HoT comes out.
I really do hope we’ll get more emotes. Maybe they’ll have some interactive way to unlock emotes like through completing achievements and story instances, or just random interactions with npcs!
Or maybe they’ll just shove some emotes into the gemstore……… I wouldn’t mind that tbh as long and would happily pay for more emotes/animations/etc which add more flavor to the game. GW2 could really use a lot more flavorful animations (less reliant on particle effects I might add). Walking and resting animations, new skill animations, new dances, new emotes, and more
I’d rather the developers focus on making future content increase in difficulty over time rather than spend time revamping old bosses from the core game. Once HoT is released, I’m assuming a good chunk of the player base will lose interest in Tequatl for a while which will quite possibly make it a bit more difficult with less veteran players around to carry the event.
If the developers want to revamp more bosses in the core game, I hope they’ll implement better rewards and incentives to complete the events, like legendary crafting components or something related to legendary collections.
Although I am personally completely against the idea of using henchmen/heroes in GW2, here’s a page from the GW2 wiki you might find interesting.
https://wiki.guildwars2.com/wiki/Companion
Evidently they were at one point planning to implement a companion system, where you could have a companion follow you around and possibly replace henchmen/heroes. However, this idea was scrapped because the player classes are self-sufficient enough that they wouldn’t need a companion in order to flourish in the game.
Sources listed on the wiki page:
http://www.guildwars2guru.com/topic/3202-interview-interview-with-eric-flannum-jeuxvideo/
http://www.eurogamer.net/articles/the-best-things-in-life-are-free-interview?page=2
I’ve had plenty of friends leave GW2 for other games, with most leaving during LS S2; some went so far as to sell their accounts with no intention of ever returning, which I do not recommend.
I really do hope HoT goes beyond our current expectations and lives up to all the hype, because unfortunately I personally don’t think the current general impression of HoT is enough to bring back the majority of veterans who quit for other games.
It might be too little too late for a good percentage of players who already gave up on GW2, but I’m sticking with GW2 no matter what since it’s a fantastic game that deserves my attention.
My hope is that Revenant will prove to be a useful and desirable class in PvE and PvP.
As someone who is absolutely in love with the Revenant, I’m really worried that the class will end up lackluster and avoided by many serious PvE parties. The constant damage boosts are nice and I believe the Herald specialization will help, but we’ll get a better feel for it in the next beta test. We have less than 2 months left to bring Revenant up to par with existing classes before HoT goes live.
(Also I hope more armor sets are added to HoT than outfits, because customization!)
I am really really excited for this outfit. I’m a huge fan of heavy armor-classes, but have very little interest in outfits due to the lack of customization aside from dyes. One thing that’s been irritating me about heavy armor in GW2 from the very beginning has been the over-abundance of form-fitting armor with very few alternatives.
Between the Balthazar outfit and this Royal Guard outfit, I finally have hope that we’ll see legitimate armors (not outfits) with similar designs in addition to the over-abundance of form-fitting heavy armor.
https://thespectatorial.wordpress.com/2014/02/06/youre-wearing-that-an-examination-on-female-body-armour-in-fantasy-and-superhero-genres/
Form-fitting armor is popular in fantasy games, but quite impractical in most cases.
How would we ever know when it’s safe to outrun a centaur without cheesy one-liners?
They could start you off with a “starter outfit” at the very least. Nothing flashy, something you would see the NPC peasants walking around in.
Ok I really really like this idea. I haven’t ever been a big fan of outfits, but this seems like a perfect idea for an outfit. I’m sure this would also enhance the new player experience and help get players started with the wardrobe system. This might also help boost gemstore sales from newer players who start out with a racial outfit and want to expand their outfit collection.
I started the game with mix-and-match armors, but if I had started out with a racial outfit… I might have ended up enjoying the concept of outfits rather than avoiding them.
Clearing dungeons and fractals in the fastest possible time is mainly for folks that, at some point forgot they are playing a game, and decided they wanted a second job.
This is ridiculous. My friends and I love the challenge of finding the fastest and most efficient ways to clear endgame content. We’re not elitists and never call out or kick pugs based on sub-optimal builds, but when we have a fully geared group ready to rock and roll, there’s nothing more exciting than smashing endgame content to bits with skill, coordination, and scoring personal records! Harder content in HoT is definitely something we look forward to as it will hopefully bring new and exciting challenges to overcome and master.
Not everyone who enjoys perfecting their hobby turns it into a job.
Not every speed-runner is an elitist.
Necros are a valuable addition to the game and no class is 100% useless. Check out [DNT] Brazil’s necro build and play afterall. The meta is always changing, and HoT is coming.
https://www.youtube.com/watch?v=O1UoLamBy5k
https://www.youtube.com/watch?v=QBuwFe2Aaxk
Just play what you enjoy most.
(edited by Thanatos.2691)
Prince Rurik.
A bold and fearless leader who (despite frequently running ahead of players in GW1 missions,) was a truly admirable character who led many of his people across the land to safety at the expense of his own life. Sorry Logan Thackery, you’ll never be half as good as Prince Rurik imo
I really hope Rytlock is able to channel Rurik in HoT, which could lead to an epic story arc explaining how he’s finally able to embrace the full power of Rurik’s sword! If they don’t include this in HoT, all I have to say is this:
“Rurik, noooooo…..”
As a mesmer, I would rather portal not apply damage! You can apply stealth before entering the portal, but I’m sure any random critter running onto the damaging portal will simply knock off your stealth and apply reveal.
In addition to this, perhaps you are trying to cover a greater distance with portal and suddenly you’re in combat and moving slower as soon as some random enemy tried chasing you into the portal and takes damage as you’re getting away. The enemy isn’t going to be killed by a little portal damage and thus the damaging quality of this theoretical portal change will serve as nothing more than an inconvenience.
I fail to see how this would add anything to our current portal and be useful anywhere in the game, and I’m sure there are plenty of other reasons not to include this half-baked idea.
I’ve seen too many people leave the game for these reasons Best of luck to you and I feel your pain when it comes to PvP. This really shouldn’t happen so often in unranked/ranked arenas, but people ragequit all the time and honestly killed the sPvP game mode for me (hence why I never pvp anymore as a solo player.) Maybe they need harsher penalties for quitters.
Regarding fractal weapon skins specifically, I think they need to add a new fractal token that drops in place of the weapon skins. This token could be used to choose a skin, or be broken down into pristine relics which then can be converted to regular relics if desired. Perhaps so many of these rare tokens could be saved up to get the fractal tonic and future rewards in fractals.
Since everyone has their own personal tastes in fashion, it’s probably best (and easiest) to look at the wardrobe which can be accessed through a tab in the bank or crafting stations.
that_shaman has already datamined several medium armor sets a while back expected to come out in HoT. Some of them are trenchcoats, but there is a new non-trenchoat medium armor (at least for female human). I hope this is true for both male an female of all races though because they sometimes like to give humanoid females a non-trenchcoat option for what is otherwise a trenchcoat for everyone else.
http://www.reddit.com/r/Guildwars2/comments/2tzdky/datamined_that_shaman_female_medium_armor/
Doesn’t your character level determine the level of rewards you get in sPvP? Higher level = higher quality loot boxes ranging from basic to exotic. In terms of combat, sPvP relies on skill and not gear/level which is really nice for balancing imo.
I nominate thief or engineer as the best map completionists. They have good mobility (not the best,) and stealth which makes Skill Points and Waypoints and POIs and Vistas incredibly easy to unlock. Which class is better for hearts really just depends on the heart. Thief has easier access to stealth (better for avoiding fights with pesky enemies) while engineer has invulnerability which can be better for a few skillpoints (like contested statues in Orr which have environmental effects that can interrupt the cast without invuln.)
Stealth and mobility are the best mechanics for world map completion, but if you’re asking only about Elementalist versus Thief regarding hearts, I’d say Thief wins.
Edit: I almost forgot they changed skill points to hero points or something. Woohoo.
Why do people dislike Trahearne? It’s mostly because of the personal story.
You started out as Batman and ended up as Robin.
Edit: I hate Trahearne’s role in the personal story, but I really like him in the Living Story. He seems like a major protagonist, but allows the player character to take the role of main protagonist.
(edited by Thanatos.2691)
I’ve mentioned this in another thread: The skill makes you a pinata in pvp. It has a huge animation and a 3 second window where you get destroyed/interrupted. Want to dodge? Too bad, you just cancelled your own skill mid cast and wasted your energy. Now you’re dead.
Also, I’m pretty sure the skill reduces damage by exactly 50%. I tested this repeatedly in sPVP with a friend in a private arena. I’m not sure where @Thanatos ’s numbers came from.
Suggested skill rework: It should grant instant personal obsidian flesh for the 3 second channel (like the guardian elite) and then grant the party (everyone except you) the 50% damage reduction for 5 seconds when it finishes.
This small change would: 1) Allow the “tanky” legend to negate burst damage (at the cost of burning 50% energy) on par with guardian/ele/warrior/engineer/mesmer/etc and 2) Allow you to support your party properly.
As a bonus, it would also work as a good stun break, similarly to endure pain/distortion/elixer s/etc.
Tested the numbers again and you’re right. I made a mistake in testing them in CoE with the destroyer boss specifically. The boss’s Tooth of Primordus attack deals much more damage than the auto-spawning Tooth of Primordus, and I never noticed the damage difference until now. Since they are both labeled as the same skill in the combat log, I mistakenly recorded them as the same skill when testing.
Thanks for catching that!
- One thing I do have to say about the destroyer boss though.. whatever you do, do not use the Mallyx skill (Unyielding Anguish) on it x) I had permission from my party to see how far I could displace the boss and despite my attempts to push it up the stairs, it got stuck in the lava which was not very fun to fight until I managed to displace it back to the middle lol
Chronomancer definitely feels like it could become a staple for meta groups, while revenant would never fit into any meta in its current state. Mesmer is amazing and I have loved every second of it as my main over the past years, while revenant is still struggling to be useful.
Rev is still going to be my main though, because it has the look and playstyle I’ve had in other games and quite honestly is the kind of class I’ve wanted since the day I started GW2 I love heavy armor and aside from mesmer, all the other classes have been boring as dizzle to me. Specializations will change this, but with the underwhelming Dragonhunter being the only armored mage specialization, revenant is my clear choice.
I’m sorry, mesmer! No matter what happens, you’ll always have a place in my heart<3
- Jalis Utility Skill (Vengeful Hammers) has a good chance to dismiss the hammers immediately after summoning them or randomly during a fight. Additionally, the hammers seem to have trouble interacting with certain terrain such as the entrance to the Crucible of Eternity where they fall onto the water below when you walk on an energy bridge; if summoned on the bridge, they also fall underneath, and they are unable to return to you even after you walk off of the bridge (need to cancel and resummon.) Finally, if you summon the hammers while standing on a ledge, the hammers have a chance to fall off the ledge and disappear below.
- Not sure how to replicate this, but I was randomly displacing enemies in dungeons when I walked into melee range (as the only revenant in the party), even without the Mallyx legend active. Dying seemed to fix the issue.
- Logging out in the middle of Hammer 3 (Phase Smash) makes the game crash and teleports you to the target location when logging back in.
—> Crash <—
Exception: c0000005
Memory at address 00000000 could not be read
App: Gw2.exe
Pid: 4980
Cmdline:
BaseAddr: 00B00000
ProgramId: 101
Build: 50837
When: 2015-07-12T15:50:57Z 2015-07-12T11:50:57-04:00
Uptime: 0 days 3:03:51
Flags: 0
- edit: regarding Vengeful Hammers, the hammers that spawn will disappear as soon as they hit a wall or an object. I doubt this is working as intended due to the cast time and constant energy drain, but I could be wrong.
- Opinion: This skill is practically unuseable in many closed spaces in my opinion, which leads to a wasted utility slot in certain areas especially if revenant isn’t gaining more utility skills in the future.
(edited by Thanatos.2691)
Is there a revenant around? Revenants have a displace skill which teleports enemies away from them; the teleported enemies have no visual effect to show that they are being affected by this skill, which makes it appear as if they were rubberbanding. Revenant is still in the beta phase, so don’t go crazy over this if revenants are indeed the source of your confusion.
- Axe 4 (Frigid Blitz) will often not hit after the initial shadowstep to the target
- Mace 3 (Echoing Eruption) has a good chance to change the direction you are facing mi-jump, which makes it really hard to blast the fire-field mace 2 (Searing Fissure) with more than just one of the multiple blast finishers from the mace 3 attack
- Not sure how often this happens, but if you are downed after spawning the Ventari Utility Skill (Protective Solace) and are able to rally quickly off the opponent, the available energy will reset to 50% and the shield won’t drain any energy while remaining active endlessly. Cut-scenes in dungeons seem to cancel the infinite shield
- The Mallyx Utility Skill (Unyielding Anguish) ignores defiance on bosses and even teleports immovable bosses outside their intended areas (such as the champion nightmare vine at the start of TA, Lupi in Arah, and other champion/legendary opponents. (Not sure if working as intended or not, but definitely fun when doing content with friends who enjoy the chaos.) On a related note, displacing Lupi creates a graphical bug around it during the displacement
(edited by Thanatos.2691)
I too would love to have some reason to be part of the Vigil, Priory, or the Order of Whispers. In the order of whispers at least you can find a few extra hidden areas in the game that are only accessible by order of whispers members, and these hidden areas are scattered throughout the entire game which I think is pretty cool.
I was thinking earlier that perhaps GW2 could adopt something similar to the path system in NCSoft’s Wildstar. For example:
Vigil → Soldier Path
Durmand Priory → Scientist Path
Order of Whispers → Explorer
These paths basically create different opportunities and challenges for players of different paths. For example, Soldiers can trigger massive fighting/defense events, Explorers can unlock hidden paths and passages over and under the world, and Scientists can dig deeper into lore secrets and unlock puzzles to unlock secrets of the world.
Even though Wildstar has been suffering for a while, it has definitely brought some great ideas to the table of NCSoft’s MMOs, and this is one idea I think could work well in GW2. GW1 had something that allowed you to unlock PvE skills and bonuses through representing various factions throughout the world, but I think ANet is avoiding something like this since they are so focused on forcing PvE and PvP to share the same traits and as many skills as possible.
I could see a system similar to Wildstar paths working rather well in GW2 as it wouldn’t have to create an imbalance between PvP and PvE while getting players much more engaged with their faction(Vigil, Priory, Whispers) and fellow players in other factions to get through content that may require more than just one faction to get through.
Look! Another armor skin butchered to the outfit level.
It’s exciting to see armor skins from GW1 come back, but I really do agree with your take on this. I really loved the Primeval, Krytan, and Profane armors they offered very early on… the fact that they were actual armor skins made them very exciting for mixing&matching armor skins for a unique look!
I believe somewhere there is an official post that armor skins will be acquired solely in game now while the gemstore will continue to offer outfits. I really hope they change their minds and decide to offer GW1 armor skins as actual ARMOR in the gemstore instead of outfits, because I have a feeling there won’t be much opportunity to introduce GW1 skins through in-game acquisition due to everything tying in to living world and current content.
I’m not sure if this topic has been talked about already, but I’d like to propose an alteration to the orbs that come out of the revenant staff auto-attack.
The orbs from what I understand (although I might have misinterpreted the POI video covering the Ventari legend,) are healing orbs that drop on the ground similar to engineer med-packs. This is pretty good for the Ventari legend, but what about for players who are confident with their abilities to avoid damage and focus more on dps? I personally think the effects of the orbs from the staff should be directly linked to whichever legend is being channeled at the time.
-Ventari orbs would obviously be healing orbs.
-Jalis orbs could temporarily increase armor.
-Shiro orbs could temporarily increase attack.
-Mallyx orbs could act like venoms with random conditions.
-Glint orbs could do something shiny.
Obviously these buffs would be adjusted so they aren’t too powerful and don’t outshine similar buffs created by other classes; these orbs could encourage more diversity in group interaction and tie in better with the various legends. I’m not trying to suggest that legends alter weapon skills to the extent of an elementalist, but I think these orbs are a good opportunity to add something new and flavorful to the gameplay of GW2. Healing orbs are nice, but all they do is heal. These are just my opinions anyway. Revenant looks amazing no matter what.
I like the idea of free gems, but feel like existing players each getting 1600 gems is a bit much. If they were to give out gems, I feel like a better system is needed to determine how many gems existing players will get so that dedicated players will be more likely to have more gems than players who just started.
If they do give out free gems (which I highly doubt personally,) I feel they should take a players total achievement points and divide the number by 10 to determine how many gems that player should be given.
15k AP → 1,500 gems
23k AP → 2,300 gems
3k AP → 300 gems
800 AP → 80 gems
I know that AP isn’t a perfect way to judge whether a player is dedicated or a veteran to the game, but this conversion would make more sense than flat-out giving 1600 gems to every existing player.
These are my personal opinions on the matter, and although I highly doubt they’d give out so many gems for free, a little wishful thinking is nice once in a while.
The most memorable experience I’ve had with the game trolling me was months ago when I was exploring some world maps for fun (I’d gotten world completion on quite a few characters by this point and I really just like exploring lol).
Anyway… I did a heart in the Iron Marches and the game client crashed. When I logged back in, I was back where I was before I started the heart and the heart progress had been reset to 0% complete. I completed it again and once again the client crashed and my progress was reset. The game reset my progress on this one heart about a dozen times before I decided to call it a night.
Me- 0 : Game- 1
Engineer kits are being revamped; from what we’ve seen so far in ANet videos, the medkits will likely be replaced with a healing syringe attached to the arm rather than little kits on the ground. This update will possibly be released at the same time as the upcoming trait revamp. Don’t worry, LameFox, your pain will end soon™. Also it’s very likely we’ll finally get rid of hobosacks. Yay.
Thanks! Feeling a little better about that now.
I was recently reported during a pvp match for essentially lagging my brains out. I had 3-5 second skill delay and I’m sure I was rubberbanding all over the place and as a mesmer with traveler runes, it may have looked similar to some of the speed hackers I’ve heard about.
I don’t think this player was in the wrong for reporting something suspicious, but the fact is that I play the game on a little laptop with unstable internet connection and have no idea how to hack or anything related to computer programming in general.
My question: Does ANet have a good way to detect hacking programs versus technical difficulties? Or should I be worried that my account could be banned essentially because I lagged too hard during a pvp match? (sorry to any tech-savvy readers if I’m using any technical terms inappropriately)
I duoed the Arah story mode with my sister a few months ago. The button in the beginning is pretty much the only part I think you need more than one person. It’s definitely possible to do with 3.
The best way to use Signet of Might against the Legendary Imbued Shaman imo is by activating it followed quickly by an immobilize skill so it cannot go anywhere while your party knocks its shields off (if your party is good at quickly burning the shield, an immobilize might not even be necessary and can be replaced with something better for dps). Signet of Might has a few other decent applications in fractals like interrupting Subject 6 when it goes into shield form in the middle of a burn. Signet of might really doesn’t seem to be about doing more damage during fights in fractals, but instead adding an extra element of control on tough enemies which requires good timing and proper skill usage.
I prefer playing hot female characters just like my sister prefers playing hot male characters. We just prefer playing games with characters whose character/armor design we find appealing. I know many people have more complicated and in-depth reasons for why they play the characters they do, but it’s pretty simple for my sister and me lol.