Showing Posts For Toro.7401:
Sort of related: you can blow up the cluster (SB 2) and have it go even further than 1200 units.
The link doesn’t seem to go anywhere.
To point 1, weakness deals with direct damage, ie things involving power.
As for points 2 and 3, both subjective and completely dependent on the situation.
The initial heal on AR is less than the overall heal from PR, but the CD on each makes them near equal healing over a 3 minute fight.
LV and SE… small heal when being offensive or remove a condition when defensive. It’s a stretch, but the heal I use removes some conditions when it’s used, and the typical amount of conditions left on aren’t “horrible” to me, so I don’t feel SE is very useful. Neither of the two highly outweighs the other, would be my final say on point 3.
The title sounds odd, but let me try to explain with more characters:
There is only one sound, so far, that I’ve found in this game that annoys the bajeesus out of me: the Necromancer’s staff. Given the choice, I would redo that sound file in a heartbeat, but I don’t know how. Aside from that personal grievance, I have this nice problem that makes it EVEN WORSE!
This problem:
When using the staff, on a necro, and using the skills for more than 2-minutes in duration, using all of the marks on CD, abiding GCD time, the sound the marks make does not stop. That’s correct, the horrible ‘whooping’ sound carries on, indefinately.
The only way to fix this issue is to restart the gaming client.
The sound from activating a mark essentially chains itself together, so you constantly have a mark going off, in or out of combat.
If anyone knows of ways to resolve this (without simply restarting the client) or knows a way to change the sound file, which might help it, it would be much appreciated.
Having played all of the races up to the siege of Claw Island (I play and delete characters to see the ‘personal’ section of story, prior to the ‘order’ section, well before the ‘pact’ section), others beyond, I’ve seen lots of problems with the story and its development.
One that bothers me enough to post however… that’s something.
As a sylvari, you have held Caladblog, you have used it, you have befriended Trahearne and Caithe, you have been told things by the Pale Tree that no one else would hear, and your story is tied to another person’s story.
This is laid out in a fairly straight-forward manner, but is overlooked by many NPCs, and even Trahearne himself.
I will point out a specific point of entering Claw Island:
Paraphrased
-Enter quest, walk towards the head of the fort, with your order rep and into Trahearne, who’s already with the head of the fort-
“Ahh, my old friend, it’s nice to see you,” says Trahearne. “Valiant, I need your help to talk to this person.”
-First small section of interaction ends, immediately followed by second section-
“Hello Warmaster (going to just use the Vigil one), it is nice to meet you,” Trahearne speaks.
From there on, you have never known Trahearne. Later in the story, it is stated that Caladblog was for him, when in fact you had used it, and killed the person who had stole it from the first user of Caladblog.
Could this please be resolved? Doubtful, but I’ll make a proposal.
I know it would take re-writing, voice-acting, and that’s a huge leap and bound, so I don’t expect that the whole Sylvari thing be re-written, but it would be nice if the dialogue from Trahearne at the intro to Claw Island’s first appearance be changed, just so there is not a gargantuan disparity in story in such a short amount of time. I do not know if you have someone on staff who did the voice, but even someone imitating it would suffice, just so it’s literally not the end and start of two separate stories.