Showing Posts For Wooha.4726:
Hey, good catch Azimov! You’re right, I completely missed that. That’s odd though, because I have other ingredients I’ve got nothing left to discover from and they still show up on the discovery pane. AN should probably change the UI for this to make it consistent so it doesn’t look so much like a bug if there indeed isn’t one. Perhaps in addition to the red items they should also have greyed out items. Then they could show ALL of the ingredients you have no more discoveries for in the discovery pane. That seems more intuitive to me.
BTW, the way the Red items works in cooking is an item will turn red in the discovery pane if either…
1. There are no more discoveries left from that item or,
2. Any further discoveries from that item require a higher level of cooking skill.
If you drag a red item to the discovery pane, underneath it will tell you how many more discoveries you can make from that item. If there are none it just says 0. Otherwise, it gives you a number under which it will say “required rating” followed by a red number telling you what your cooking skill must be to get more discoveries from that item.
This is a bug. I have the problem with both walnuts and tangy seasoning. In the case of walnuts, I’m trying
to discover the recipe here http://wiki.guildwars2.com/wiki/Walnut_Sticky_Bread
My cooking skill is high enough for the recipe and I haven’t already discovered it, nor was it auto-learned. The walnuts and tangy seasoning don’t show up in the discovery pane and none of my pre-discovered recipes use these ingredients.
Issue I have with Thieves is their ability to dodge 4 times in a row, then activate their sword-spin that makes
them dodge everything as well. 5 seconds immunity, I can buy that. 10 seconds, a little bull, but skill would
allow it to happen. 20 seconds of no damage is a game killer.I know thieves are week when you FINALLY get to hit them, but that 20 sec thing has to go. Glass cannons
shouldn’t be able to be damage immune as well.
Hey, that sounds like you’re talking about my build! 
I call it the MC Hammer build (as in “You can’t touch this”, a reference to a popular 80s song). I’m glad to hear you find it annoying, because I haven’t actually gone PvP with it yet, (still just levelling him), and it’s good to know it might have some potential, even though it is completely different than all the popular builds I’ve seen discussed online. But it isn’t quite as powerful as your perception of it is. Let me help clear up some misconceptions you’ve gotten and that might help you to deal with it better.
First off, I imagine that sword-spin you’re referring to has to be the elite skill Dagger Storm, because the thief doesn’t do anything else that you could mistake for a sword spin. Dagger Storm is a great spell, but not as great as you seem to think. First off it lasts for 8 seconds, not 20. Secondly it doesn’t actually give you invulnerability. It does block projectiles though. So if you see a thief spinning around, go after him with melee weapons! A leap skill might be perfect to use at this point. If the thief dodges his spin will end early, (and I believe it also ends early if he shadow-steps but I haven’t actually tested that), which for you might be just about as good as actually hitting him. The thief does have 2 counters to this if he wants to maintain his spin longer. First, his hits inflict crippled condition 2 seconds on you, which helps keep you from catching him. Secondly, if he starts the spin in a Dark field (which he can create himself with the weapon skill Black Powder if he has a gun off-hand) his attacks also inflict blindness. If you see a thief setup a combo field you probably want to get ready to hit him with an interrupt, as even if he isn’t carrying or planning to follow-up with Dagger Storm, he’s likely got some kind of combo finisher in mind.
As far as the 4 times in a row dodging goes, well that requires some specific setup to accomplish. A thief who puts 15 points in the Acrobatics traits line, (which none of the popular builds seem to use) gets the freebie “Dodging refunds some of it’s cost”, which effectively helps endurance come back a little bit faster. Basically after just doing two ordinary dodges my endurance is a little less than half-way up the first section. To get more dodges, I use Withdraw as my healing skill, which has a 15 second cool down. Finally I use the utility skill “Roll for Initiative” which has a 60 second cool down and gives me 6 iniative. Obviously I want to use these skills as more than just dodges though so I’m going to try to time them wisely and not just spam them whenever. Note that these dodges both go backwards and in the latter’s case rolls further than a regular dodge. Knowing this should help you understand what the thief is doing and thereby anticipate what he might be planning to do next.
In addition to dodging there’s also things I do to increase my speed. The Acrobatics line at 5 points gives a free 2 seconds of swiftness for evading. Also, the Acrobatics Master Trait “Martial Agility” grants a 10% increase in movement speed while carrying a sword, (although I haven’t unlocked that one yet). In addition I keep Signet of Shadows in my skill bar which passively grants me a 25% increase in movement speed, (but not attack or skill speed).
The way I play this build is I try to maintain a hit hard/dodge or shadow step/hit hard/dodge or shadow step/hit hard/dodge for intiative/hit hard/… pattern going through the fight. My second trait line is trickery, and Ive selected the “Uncatchable” Adept trait from it which leaves Caltrops behind while I dodge, and my Adept trait from Acrobatics is “Power of Inertia” which give me might whenever I dodge. The result is that each dodge gives me swiftness and might while bleeding my opponent, not bad for a build that dodges a lot, (Note that this only applies to regular dodges and not dodges caused by skills). Although this build’s hits aren’t going to be as hard as a Venom Thief, by using roll for initiave and other Trickery line stuff to get my initiative back up quickly I can do my hard hits more often and am not totally doomed even when I do get hit, (because Acrobatics raises Vitality), which isn’t so often with all my dodges.
All that said, someone will probably reply to this and tell me why this is a laughably bad build, considering I haven’t even played PvP yet.
Agreed with the points the OP made and feel that after any lingering difficulties affecting login are resolved, I’d like to see the camera issues be the next priority for AN.
One more point I’d add to the list is when zoomed out, it would be nice if things in between the camera and the player were transparent. Nothing like fighting and not being able to see the battle because your camera is behind a tree.
When resolving this, I hope that AN realizes that no one setup will be optimal for everyone and therefore giving players as much flexibility to set the camera up to their own preferences would be ideal. For example, I imagine this is especially true of FOV, (I’m hoping they include buttons to toggle FOV on the fly), as everyone is a little different on that.
BTW, congrats on a great game AN. Camera Issues and typical early-release bugs aside, you all produced an outstanding MMO.