Showing Posts For Thund.2795:
For the build locking I think there is an interesting solution: achievements.
For istance, when you enter the raid (from the “raid lobby”) you get an “achievement buff”, like the living world’s achievements. You lose this buff if:
1) You change a trait, a skill or weapon/armor.
2) You change character.
3) You left the “raid lobby” (when you’re disconnected you’ll return in the raid lobby so you don’t lose the buff)
4) Additional check: if someone in your 10-player party lose the achievement buff, all the party lose it.
This will solve some community’s problems: those who want to have the freedom to change skills and traits, and those who want a real challenge, worthy of the name.
I don’t know if then the reward of such achievements are only APs or even titles and items… I just shared, in my opinion, a really good idea.
Suggestion: "Build Locking" into achievements
in Guild Wars 2: Heart of Thorns
Posted by: Thund.2795
CrystalRAID: Small clarification. It’s on an encounter basis. You can not swap anything around during a singular attempt. You may refine your strategy between wipes.
I think it’s an interesting idea to place achievements that, to complete them, your party doesn’t die for the entire raid. Obviously, under the assumption that you can change your setups only after your party wipes. This will solve some community’s problems: those who want to have the freedom to change skills and traits, and those who want a real challenge, worthy of the name.
I don’t know if then the reward of such achievements are only AP or even titles and items… I just shared, in my opinion, a really good idea.
Discuss!
P.S. : sorry for my english, it’s not my native language, please forgive my mistakes!
(edited by Thund.2795)
When we’ll know the next specialization (thief please XD) I’ll re-adjust the picture! (the herald is a bit too big because I tried to cover the empty space and i believed it was a norn ^^)
Thanks for the smoother version! I tried to include the Herald in the picture, hope you like it!
I don’t like Dragonhunter, here is why :
First point:
I think this name doesn’t fit in the guardian’s archetypeHunter is in the rogue archetype.
Guardian is in the soldier archetype.No matter how you twist it, the “hunter” name will stay in the rogue archetype.
You can make a hunter wearing heavy armor, using mace and shield or light magic, it will always be in the rogue archetype:
“Hunter” is connoted and you can’t break this connotation just because of your background: it won’t fit better to a soldier than a rogue archetype.Second point:
It is very hard to justify this nameDragon is a specific enemy.
By using this prefix, you close a lot of doors.
I see a centaur attacking my allies but nope, I won’t kill it because it is set in stone: I’m a Dragonhunter/slayer/bane/knight/whatever
I got that Dragon means Evil in Tyria but Witch hunter didn’t hunt bandits or scoundrels and as I have my root in the Guardian’s archetype, I have to keep defending people from this kind of enemies (or hunt them, the main purpose of this spec).The only way to justify that a Dragoninsertname attack something which isn’t related to Dragon is to say that you have draconic magic in the game and a specialization use this magic.
It can fit with Silvary but it won’t fit with any of the other races.Third point:
It is a very confusing nameDragonhunter is both generic and specific.
It’s generic because like a lot people said : we tracked mordremoth during season 2 and that make all of us dragonhunter.
It’s very specific because you gave this class a specific goal : hunting dragons (and all their minions) and like I said before, it closes doors.
Why Sentinel should prevail:
Gameplay
Sentinel adapts to the soldier archetype.
Sentinel wears heavy armour and a longbow.
Sentinel sets traps to defend his camp.
Sentinel tracks intruders.Background
Sentinels are border guard.
During wartime however the Border guard withdraw from the Border outposts and provide assistance in a limited capacity to the country’s regular army.
Wartime assistance of the Border guard to the Army is essential as they are familiar with the local terrain having patrolled it on a daily basis during peacetime.It makes sense:
We are in a war against mordremoth, Guardian pursue mordrem intruders from inside frontier to the maguuma jungle.
They have to specialize themselves into Sentinels, becoming familiar with jungle threats.As a sentinel, you learned how to prepare a battleground efficiently (traps) and how to always keep an advantage on your enemies (longbow).
Moreover, your mastery in this specialization allows you to keep enemies under control until allies comes (immobilize, cripple, stun).As as sentinel, you’re not a lonely hunter tracking dragons/enemies, you’re a part of a team.
Extra!
-There is no religious connotation.
-It is flat enough to set up the roleplay that the player want.
This ^
(Even if you don’t like the name Sentinel, this post explain pretty well the “dragonhunter problem”)
Thanks!
Since the chronomancer I had noticed a similarity with the mesmer norn… when the next specialization will be announced I will try to update the image!
It’s a minor speculation but I think that the teaser images of the elite specializations will form a full figure at the end, like the profession’s page on the gw2 website.
I tried to combine them but I’m not good at this! XD (Also I think there is an empty space in the picture created especially for the revenant)
If a class would be actually using the knowledge of the fight against dragon or even use the power of dragons (which is possible if we think of dragon energy) then it would be okay.
I believe that ArenaNet has based the elite specialization on the concept of the Dragoon but they have revised on a “ranged” point of view. Because of this, the term Dragonhunter is what comes closest to their idea.
From the dragoon’s description:
Born amidst the timeless conflict between men and dragons, these knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.
They wear special armor meant to invoke the imagery of dragons, including helmets shaped like a dragon’s head, spikes, and wing and scale designs. Dragoons have a theme of being protectors and/or taking action to protect others in many of the titles in which they appear.
I know there are already many posts on the subject, but I think people underestimate an important aspect of the new elite specialization.
The over-all theme of this new specialization is a dragon theme. I agree with most of you that the name is bad enough, but if you have to think a new name you have to take into account this trait. Instead of being the “hunter of dragons”, it would be more suitable that specialization is based on the knowledge of these and that their techniques are inspired and based on them precisely to face any creature.
There are many possible options: Dragoon, Dragon Knight, Dragonbane, Dragoonier, I don’t know, but when I read names like “Crusader” (for instance) I think that not everyone understands what it is based on.
From a recent interview:
“[…] And their profession mechanic changes as well. That’s true with all the specialisations. You actually play the profession differently, not just in skills and traits, but in the core mechanics of those professions. Some of them will change an existing profession, some of them might give them entirely new profession abilities and remove other ones. It really varies specialisation to specialisation, but it really should feel like you are playing a new version of your old profession. […] We definitely looked at each profession and asked what are some of the things that we think this profession doesn’t currently do that we’d love for them to be able to do?”
Having added only the shield, I think it will be very important the mechanics’s change!
So, why don’t we begin to speculate? Someone could get it right!
Besides, after reading this, I think they could touch three different things:
- FAST CASTING: Mechanics that allowed you to cast faster spells and abilities. In this case it might change their cooldowns!
- LACK OF AOE: I think this is one of the gaps that currently has the mesmer, then maybe they can change the mechanics so that we can have this other play style.
- ILLUSIONS’S LIFE: Outside the bosses, one of the possible problems that the mesmer has is to not be able to maintain its illusions, especially when you face many enemies at once. Then another idea would be to change the mechanics to enable us to keep alive our illusions without having a target.
Come on! Other ideas?
Speculation Time!
In my opinion the mesmer’s new mechanic, which seems to have to do with “time”, changes the use of illusions and will no longer be “shatter”. If this would seem too radical you have to consider that we have only the shield with this specialization!
In any case, the new illusions become like “pets” (so you don’t have to target a mob, or they don’t disappear when the enemy is killed) but these only live for a finite time! Above all illusions there will also be a kind of clock-timer that, when it reaches zero, it will “explode” the illusion automatically. Obviously they can also be killed before the phenomenon occurs, but if they are still alive and the timer reach zero these will give you an additional effect: integrating with the existing F1-F4 for instance if you keep active FX when your own illusion reaches 0 your next attack will do more damage / apply confusion / apply daze / makes you invulnerable (effect that only lasts a few seconds, you can’t keep these buff indefinitely). In this idea illusions have 16 second timer (so you can do at least two-three attacks) while the clones 8 second timer.
I am curious to know your ideas!
P.S. : sorry for my english, it’s not my native language, please forgive my mistakes!
I know what will happen…
We perform a ritual in the durmand priory with a ghost and a ray of light appears in the sky near divinity’s reach. We and the heroes take the pact ships and across the light but that light will teleport us to an alternative reality, same aspect of tyria but it seems we travel to the past too, before scarlet, and there is a big hole again in divinity’s reach… Uhm.. XD
I know, maybe this idea is totally absurd but I wonder.. During the Living Story: Episode 5 there is a Mysterious Skritt on a ledge, watching the Pact camp, and in the istance of the Episode 6 another Mysterious figure is watching the entire fight against a mordrem champion… So what if someone watch our steps silently? What if this Mysterious figure are.. the same person: RYTLOCK!
My theory is that Rytlock is trapped in the mists so he has to figure out a way to interact with “our world”… So, he embraces a “shaman/ritualist power” in order to be aware of the situation. For this reason he has a blindfold over the eyes , so he can see through the eyes of another being, or maybe that being is only an astral projection, who knows?
Tell me what you think
While I was reading the various books in the priory’s secret library, I popped this idea.
Why abaddon is not classified as a “true god”? Though the other five gods had exiled Abaddon, I don’t think it can be considered a “lesser god”. I also came to mind that we well know what are the other five elder dragons, instead the deep sea dragon remains a mystery, a secret. I understand that you can not claim a link between the gods and dragons but still… my conclusion is that the sixth elder dragon (DSD) behaves quite differently than the others, as it was for Abaddon.
What do you think?
P.S. : sorry for my english, it’s not my native language, please forgive my mistakes! ^^
Yes, because the problem is not Scepter AA but PU. (It’s like Blood Curse-Scepter AA of Necros or Stone Shards-Scepter AA of Eles)
I’d like to say Yes to change PU instead!
I would like to give my opinion about this change.
Perhaps Mimic was an understimated ability, however it was really useful and perfect for certain fights/situations (also it has a good synergy with Retaliatory Shield -Trait-). I still remember its benefit:
- Just after release, an extra reflection was very helpful in my first dungeon runs (it saved my life with the Giganticus Lupicus Fight)
- In the Uncategorized Fractal against the harpies
- At Southson Cove, against the Karkas
- In the Queen’s Gauntlet, against Subject 7
and many other times..
Maybe there is some other reason behind but did you really need to change this skill dramatically? You could simply add a new utility skill rather than replace it (obviously along with others for each profession). So.. I have a proposal.
In the future, when you add new utility skills, could you re-implement it (with some changes if needed)?
I suggest my version (works similar at Illusionary Counter/Illusionary Riposte):
New Mimic = Illusionary Shield – Reflect all projectiles. After a projectile has been reflected, the remaining duration will reflect all projectiles and block all other attacks. (Duration 4 seconds)
Echo – The Illusionary Shield explodes for low damage or bleeding (Combo Finisher: Blast) [It can be activated if you press the button again. Activating Echo will cancel your channeling.]
To solve the problem you’re having OP we dont need to boost income we need to equalize income between different activities. As long as farming is more profitable then whatever else people do be it doing JPes, DE, WvW whatever the problem will persist.
This ^
We need only more variety..
I know it can be frustrating to run into several bugs but then you must consider that it’s not that easy to have a free-bug content as everyone else thinks. Any content, whether it’s a patch or an expansion, is found to have bugs because unfortunately some things are not straightforward to test and some problematic situations are discovered only in the game (often when a massive number of players are involved).
The best thing is to simply bring patience, I imagine that they will already be working like crazy to fix these problems as soon as possible in the game.
https://soundcloud.com/arenanet/guild-wars-2-battle-on-the
I really love the new track for this boss fight! Thank you, Leif Chappelle!
The piano sections is wonderful, it reminds me Kingdom Hearts (like someone say on soundcloud). Good Job!
After this Living Story, I begin to really believe that there is a connection! What do you think?
Bolt + Kraitkin
I’ll say right now:
1. “Nightmare Tower” (all the three floors) or “The Nightmares Within” istance.
2. “Escape of L.A” attack/evacuation or Last Event of S01 (Awakening of a new elder dragon perhaps?)
3. Marionette Encounter (last fractal like jade maw), only platform parts with the five champions to be killed in sequence.
… 4. New fractal beyond these ^^
About that dramatic decrease in hp in 2nd phase, if you say it just looking to UI, it is not some kind of trick. UI refreshes itself in every %10 hp.
Look the crimson health on the UI at 22.40-22.50
Two possible things: 1. it’s a simple bug or 2. they have accidentally activated the hidden mechanic or have reached the required condition (No, you can’t do all that dps in so little time)
Hello, I would like to propose these two theories. I hope that some server or guild consider this because I’m still convinced that something is missing. If someone else wants to propose other theory no problem, use this topic.
Theory 1: The health of the Wurm’s Head depends on how many people attacked the relative wurm.
The first phase often is always done with a “entire zerg” that moves from one wurm to another to reduce the HP up to 5%.. Perhaps this is the wrong method. I think when ArenaNet has designed this boss didn’t want it to get that way. So if the three wurms are dealt separately without interference then the second phase will be easier. Maybe the HP of the wurm’s heads depends on how many people attacked at the “first phase” event. I’m not talking about a scaled effect, instead I’m talking about a “hidden counter”.
Check: You have to do the amber and the cobalt with the entire zerg (leaving 5% and then split). Meanwhile one group of 50 people ONLY (1/3 of all player) deal with the crimson. Once the first phase is completed, just check that the crimson’s health drops faster.
Theory 2: In the second phase, the Wurm’s Head takes a lot of damage or become more vulnerable when it rolls against a wall (similar at CoE Boss)
I’ve seen many videos where in a few moments the health of the head’s wurm drop dramatically (20% in 3-4 seconds). I believe there is a undiscovered mechanic.
Check: Before starting second phase, all player go against a wall and attack ranged until the wurm’s head arrives. Just check to see if, when it rolls, there are some strange changes in its health or in the damage inflicted.
P.S. : sorry for my english, it’s not my native language, please forgive my mistakes!
You can burn down a head in 20 seconds with enough dps.
Sure, yet still none has succeeded.. -.-
I have my own theory.
I think the second phase is a kind of rule, a check.
The first phase now is always done with a “entire zerg” that moves from one wurm to another to reduce the HP up to 5%.. Perhaps this is the wrong method. I think when ArenaNet has designed this boss didn’t want it to get that way. So if the three wurms are dealt separately without interference then the second phase will be easier. Maybe the HP of the wurm’s heads depends on how many people partecipated at the “first phase” event. Think about it.
(edited by Thund.2795)
Any ideas or mechanics? Have someone done any test?
Maybe there’s something we still don’t know.
I just don’t understand. I seemed to understand that you wanted to focus more on tactics and coordination or on lead the game in a “not-only damage” meta. Yet this step is based on having ONLY TWO MINUTES OF TIME to do absurd damage. Did the fight really design this way? Why did you make that decision? Or is there any “element” in the second phase that is still missing and we don’t know yet?
I think it’s a pattern. The first time that becomes vulnerable you do less damage compared to the second time. And this is repeated.
I rewrite here. It would be nice to add a new status to the champion/world boss: PRESSURE (always active). Pressure works like this: when a new condition is applied, depending on how many stack the boss has already, Pressure deals raw damage. For example, if the boss have 15 stacks of bleeding and I am going to put the 16th, PRESSURE deals damage equal to (Raw Damage of Pressure) * (Condition Factor) * 16. In this way the condition damage becomes useful also in situation when we have full stacks, obviously with a good balance in pressure damage.
Hello Thund! While I understand the attempt to somewhat mitigate the problems associated with healing power…I feel adding more boons to an already pretty substantial list of boons may overcomplicate the game. Healing power, as it was mentioned in other threads, should impact most of the existing boons rather than cluttering the existing system with more boons that do little to tackle the core problem with healing power.
I agree even though my goal wasn’t to overcomplicate but I wanted to give more variety. And I don’t think it’s a bad idea to equalize boons and conditions.
Bravery – Interesting mechanic, however I feel that this may become extremely powerful in conjunction with Regeneration and other Profession- Specific/Food/Rune regeneration sources (Guardian’s Virtue of Resolve, Warrior Healing Signet, Elementalist’s Soothing Mist…etc).
When ANet introduced torment I don’t think there was a need to add further conditions. This new boon I would see it more as a replacement for regeneration of certain professions (and I liked the idea of creating a counterpart of torment).
Reversal – This is the only one on your list that I would advocate as it reminds me of GW1’s Reversal of Fortune which was an extremely satisfying and fun skill. Stacking in intensity may be tricky to do though…do the number of attacks that completely heal you stack or does the healing amount stack? I am confused. If anything, this boon should scale in duration, similar to how Aegis stacks (given that they’re both blocking attacks).
The healing amount stacks. I’ll try to explain the mechanism.
If we have 1000 damage incoming:
a single stack of reversal can heal you of 100, and reversal is gone
two stack of reversal can heal you of 200, and all the stack of reversal is gone.
five stack of reversal can heal you of 500, and all the stack of reversal is gone.
twenty stack of reversal heals you up to 1000, reversal can’t heal you more! (and all the stack is gone )
Purity – Not a huge fan of this one as it really has no place in this game. Why would I waste time giving allies a boon that reduces the duration of conditions when most support specs/professions have options to downright remove conditions? Aside from Purging Flames (which does both, remove 3 conditions and reduce the duration of incoming conditions by 33%), I see no purpose for this boon.
Now that you mention it you’re right. Purity wanted to be treated as a preventive measure against a subsequent condition removal. What about this? (GW1 Nostalgia)
Purity – You cannot lose more than 20% (or X%) max Health due to damage from a single attack or spell.-
(edited by Thund.2795)
Hello everyone!
In these days there are a lot of discussion on “DPS >> SUPPORT and CONTROL”‘s matter. I think the problem is to not have encouraged these roles. I’ll start by saying that I don’t want to rehash the trinity in my speech, I am indeed happy that gw2 deviates from it. For this reason I believe that “fixing” a statistic as healing power can help to balance the meta.
First of all, let me say that one of the main problems regarding the balance is the AI?? of the mobs. For example, very few mobs apply conditions or boons, it would even be nice if they do professions’s skill (like gw1). In this way the combat would be more challenging (for example, the mob uses healing skills or gains protection).
About Champion Boss/World Boss we need to re-working the defiant system, CC isn’t encouraged enough (but I will not say too much, partly because I have no ideas about), on the other hand it would be nice to add a new status to the boss: PRESSURE (always active). Pressure works like this: when a new condition is applied, depending on how many stack the boss has already, Pressure deals raw damage. For example, if the boss have 15 stacks of bleeding and I am going to put the 16th, PRESSURE deals damage equal to (Raw Damage of Pressure) * 16. In this way the condition damage becomes useful also in situation when we have full stacks, obviously with a good balance in pressure damage.
Returning to the topic, I think the “boon and healing power” ’s system should be “reviewed”. Mainly because the healing power has so little impact in the build! If condition damage affects poison, bleeding, confusion, torment and burning; healing power, apart from a few healing skills, only affects regeneration.. So I think the best idea is to add new boons!
BRAVERY, REVERSAL, PURITY
Bravery – Gain health every second; gain additional health if moving; stacks duration.
Reversal – The next time you would take damage, you gains that amount of health instead, maximum X health. stacks intensity.
Purity – Conditions expire 33% faster. stacks duration.
[ EDIT: Alternative – Purity – You cannot lose more than 20% (or X%) max Health due to damage from a single attack or spell. stacks duration. ]
As you can see bravery is the opposite of torment, reversal is a reference to gw1 and I think that might be a good counterpart of bleeding, and purity is an extra boon that can come in handy. Doing some sort of comparison:
Stability -> Fear
Swiftness -> Crippled
Regeneration -> Poison
Retaliation -> Confusion
Vigor -> Weakness
Fury -> Blind
Bravery -> Torment
Reversal -> Bleeding
Aegis -> Immobilize
Might -> Vulnerability
Protection -> Burning
Purity -> Chilled
These new boons, except for just a couple of professions’s skills, are acquired primarily with the master or grandmaster traits. (Ex. Warrior – Defence – IX Trait – Cleansing Ire – Gain adrenaline when hit. Remove a condition and gain purity for X second for every bar of adrenaline spent). These would also be distributed in this way:
Purity -> Guardian/Warrior
Bravery -> Thief/Elementalist/Ranger
Reversal -> Mesmer/Necromancer/Engineer
I’m not saying that these healings must be OP or have high healing power, they must be balanced, I just say that might be a good incentive to give new life to support style!
Tell me what you think , and ps: sorry for my english, it’s not my language, please forgive my mistakes!
(edited by Thund.2795)
Me too! Invite please
Hi everybody!
This is my WvW/PvP Build. It is not very easy to use, you have to take a little practice, but once learned it is very effective!
What’s a BI Mesmer?
BI means Blurred Inscription, the VIII master trait of Dueling:
Activating a signet grants you distortion.
So, this is a Signet Build? Not exactly, in part. This build take advantage of block/evade skill and at the same time manages to do some decent damage. To be truly effective it requires good timing. (Don’t forget the dodges -> More evade!)
The Invulnerable Mesmer – BI Mesmer – Build
http://gw2skills.net/editor/?fgAQRArc8anUEFQbCN+0QWbkwkCifcSKUtrL9Q38e3A
Traits (20/30/20/0/0)
- Domination -
III – Empower Illusions – Improves the DPS.
VI – Signet Mastery – Reduces recharges on signets -> less cd -> more evade
- Dueling -
III – Retaliatory Shield – You’re going to love this trait! You can have Retaliation almost almost half the time.
IV – Blade Training – With the MH sword and OH sword you improve Blurred Frenzy and Illusionary Riposte.
VIII – Blurred Inscription – In this build you’ll use 3 signets so this trait is very useful in critical moments.
- Chaos -
III – Master of Manipulation – Reduces recharge on manipulation. You have this trait for Mimic, a fundamental skill. Not only it gains 20 sec CD but you can shoot the stored projectile at 1500 range.
IX – Cleansing Inscription – You can evade AND remove a condition? That’s great!
Weapons
You’ll use two sets: a defensive set and an offensive set. I usually start a fight with the defensive and then finish the opponent with the other one.
- Scepter/Sword -
We have two blocks here and a little condition pressure. The Phantasmal Swordsman is very powerful so as to become a danger if the enemy ignores it. Almost every 5 seconds you can block an attack and gain 3 sec retaliation. Besides, if the enemy attacks you occasionally this will be a huge benefit (most players behave just like that because they are afraid of confusion or PU mesmers).
- Sword/Pistol -
Here the DPS! Blurred Frenzy (10 sec CD) will ensures that we can evade 1/4 of the time. The Magic Bullet helps us to “immobilize” the enemy and the Phantasmal Duelist increase the damage while we attack relentlessly melee. It can be seen as a sort of “spike”: if you can not inflict enough damage to send the enemy downed, you switch to the defensive set, wait for the CDs.
Heal/Utilities/Elite
We have 3 signet, when used we evade for 1 sec and it removes a condition. (raise the survivability)
- Signet of the Ether - With all the blocks and evades we can sustain a lot of incoming damages.
- Signet of Inspiration - It always useful have extra boon (we have 30% boon duration too)
- Signet of Midnight - It combines very well with Signet of Inspiration and have a short CD (24 sec).
- Mimic - It’s not easy to use but when you understand when to use it, it’s great.. After the first hit you block every other attacks, it means a LOT of retaliation. And it lasts 4 seconds! I’ll often use to retreat from offensive/defensive set, and then use Echo at 1500 range.
- Moa Morph - Well, the elite depends on the situations, but since I often face 1vs1 I find moa morph better.
Equip
I use mostly Valkyrie (Power/Critical Damage/Vitality), with a little mix in the jewels of Berserker and Soldier (Power/Precision/Critical Damage – Power/Toughness/Vitality) so I can adjust the stats.
I’ll suggest you the Sigil of Superior Energy for extra dodge and Force/Bloodlust/Accuracy for extra damage or adjust the critical chance.
For the runes there are some options, depend on your playstyle or what do you want to accentuate in this build: – Rune of Scholar for extra damage – Rune of Lyssa for more survive and boons love – Rune of Sanctuary for more Retaliations – Rune of the Guardian to improve defence and block.
I would like to post a video to how to use it but I lag so much, my poor pc can’t hold a recording program.
(edited by Thund.2795)
The Crucible of Eternity (abbreviated CoE) is the central area of an Inquest research facility, the Infinite Coil Reactor. It was made after the Thaumanova Reactor exploded from the Inquest’s experiments on chaos magic.
So how long does it take to make a new Inquest research facility? The thaumanova reactor exploded before the building of CoE, and I don’t think the Inquest have built it only in a few months.
So the event is recent, but you don’t know when it happened so it can even be close (time is relative without a date). Maybe when the thaumanova reactor exploded, since it was located in the “chaos leyline”, the release of its energy has caused a chain reaction or simply has accelerated kralkatorrik’s awakening like a catalyst. I’m not saying that they happened at the same time but that these are connected.
If so maybe the awakening of the elder dragons is always related to some other event that changes the balance of magic in the world. Perhaps the events of the sorrow’s furnace have awakened Primordus, or maybe (I’m assuming) Livia with the scepter of Orr has triggered something that caused the rise of Zhaitan..
When did the thaumanova reactor explode? Can be linked the two events? Maybe these have taken place in the same period of time..
I wrote a theory about the Scarlet’s plan but now I’m having doubts about this ..
Wasn’t Kralk already awake? He killed Glint and Snaff when he fought Destiny’s Edge five years ago.
And when did the thaumanova reactore explode? Uhm.. I’ll try to ask in the lore section..
sounds good to me….but unfortunately that gives way to much credit to ANET and I’m losing faith in their story telling ability to be honest. Until such times as they prove me wrong I still feel as if they are writing story around content not content around releases….as such it gets the " writing as they go along " feel about it as if there was no story or plan at all…=S If this is all apart of her plan and that happens to be spot on then they did a kitten poor job of delivery that storyline.
I know, the main problem is the storytelling but I think Arenanet decided to keep the secret about Scarlet’s Plan. Maybe they want a big “surprise effect”: they give us only a little few hints and a lot of facts about Scarlet and her moves so we can theorycrafting. If not, well, I hope -in the next LS arc- they improve how to deliver the lore in-game. ^^
Hi everybody
I would like to share with you my hypothesis and related theory on Scarlet’s Plan, which I think is quite interesting. Sorry for my english, it’s not my language, please forgive my mistakes!
I believe that the explosion of the thaumanova reactor, releasing large amounts of chaos magic, has caused the awakening of Kralkatorrik. For Scarlet, this was not intentional: she was just trying to figure out how the magic works. Once she realized what happened, due to the explosion, Scarlet draw up a plan. I make a further assumption: I think what Scarlet has seen, by exploring the Eternal Alchemy, was that the sylvari are closely related to Mordremoth and therefore when the elder dragon wakes up her own race will fall under his control. We know how Scarlet doesn’t like the constraints but rather, from a certain point of view, she prefers that everyone can follow his own path with their own rules. For this reason she is going to change how things will go in the future: essentially neutralizing the threat of Mordremoth (and MAYBE she wants to take the control of the dragon). Yes, in my opinion Scarlet will be a sort of anti-hero, a little ’crazy in her plans. What would be her plan then?
She began with the MOLTEN ALLIANCE, in order to create devices that could contain and incorporate dragon energy. This sort of research and further their development would serve to neutralize Mordremoth. Scarlet, however, should not only focus on the development of this technology but also on the research of leylines, magic flows where the dragon energy would pass to the awakening of Mordremoth. For this she creates the AETHERBLADE primarily for two purposes: have the means to move easily throughout Tyria (airships) and take advantage of cloaking and teleportation spells. I believe that in order to form this alliance, Scarlet has promised a seat on the board of Lion’s Arch, and that person would be Kiel, but this is my guess that goes beyond all this theory. Once this alliance was created it was time to put it in operation. Using, as a diversion, the attack in Divinity’s Reach, Scarlet (with her invasions) began to investigate on the field where there are the leylines (necessary to plant the devices of the molten alliance). The Scarlet’s plan was progressing quite well: in Twilight Arbor she did an experiment on a infected oakheart, trying to see if the molten devices could be able to contain the dragon energy and to see if it was possible to control it. And that experiment was a success. Knowing where to act and having the necessary devices, Scarlet lacks only one thing: awaken Mordremoth. As a kind of catalyst to accelerate the awakening, Scarlet leverages the TOXIC ALLIANCE and creates a huge tower in Kessex Hills, spreading toxins (catalytic as well). It will play the same role of the Thaumanova Reactor: the destruction of the tower will have an impact in the world that could lead to the awakening of Mordremoth. For this Scarlet tells us “everything is going as planned”, she wants us to actually destroy the tower to release the amount of energy contained. Now lacks very little: Scarlet is already placing the devices to contain the dragon energy (the “DO NOT TOUCH” pillars).. we will have to see if her plan goes through ..
Tell me what you think
Me too! I want to join so badly!
Hi ,
I would like to propose two ideas to make interesting the rewards and the future sab levels.
1. Normal Mode and Tribulation Mode Levels reward Empyreal Fragments (they are jumping puzzles after all). Can only be earned once per day per account.
2. Many people have complained about the length of the world 2 levels. For this reason I think the best thing to do is to make them longer if you’re going to explore them in depth. Just to give an example, you can do a level that is linear for those who want to finish it and add different paths for those who want to explore or for the achievements. I made a small sketch of how they might be the two levels. To complete these locations, they require you to pass in five areas, but actually there are ten for those who want to explore deeply.
PS: sorry for my english, it’s not my language, please forgive my mistakes!