Showing Posts For bostrees.5306:

Missing /nodes and /cats ?

in API Development

Posted by: bostrees.5306

bostrees.5306

Just the Catmanders are missing, I believe. The API shows Simon but not them

EDIT: Holographic is missing, too

Simon (new cat) missing from Cats endpoint

in API Development

Posted by: bostrees.5306

bostrees.5306

Cool cool, I’ll keep checking over the next few days

Once again, I’m pleasantly surprised with how quickly and courteously you handle the volume of requests that come in through this forum (never mind what your other work load must be), so thanks very much for all the work you do for us devs out there

Simon (new cat) missing from Cats endpoint

in API Development

Posted by: bostrees.5306

bostrees.5306

Probably just an oversight in whitelisting, I’d imagine, since searching all cat IDs doesn’t show any new entries for the “missing” numbers in the cat list (0, 30, 31, and 34)

Get Gold/Items to be Picked up at TP?

in API Development

Posted by: bostrees.5306

bostrees.5306

It’s not currently possible, but opened a tracking issue. There’s a few difficulties with the implementation that are probably going to make it not update correctly when you’re logged in (or might cause it to only update when you’re logged in, not entirely sure yet), so I’ve kind of been punting on it.

Awesome to have a reply! Thanks for taking a look into this for us.

Get Gold/Items to be Picked up at TP?

in API Development

Posted by: bostrees.5306

bostrees.5306

Sorry for bumping the old post, but is it possible to get a dev response/link to a previous response if this topic has been covered before? I wasn’t able to find an official response within the first 11 or so pages of forum.

I’ve been developing a discord bot for my guildies and I thought a nice feature would be having users (who have submitted appropriate API keys) be notified in discord if they have pending gold/items in the trading house window.

Elite Specialization Icons?

in API Development

Posted by: bostrees.5306

bostrees.5306

Cool — I did notice the specializations endpoint does already have the “build” icons (ie the icons used in the Build tab of the Hero Menu) but since I found the “profession icons” in v2/files is the only reason I asked about it there.

I’ll be keeping my eyes out for these, thanks much!

Chat log

in API Development

Posted by: bostrees.5306

bostrees.5306

Thank you TerrorBite for a succinct restatement of how exposing this information works. I think a lot of people still have a disconnect between how this information would work for DPS meters versus games like WoW.

The quick version is that in WoW, when in a party, everyone’s “battle info” (what attacks they used, how much damage it did, etc) is public — everyone in that party in the same combat is able to receive the “battle info” from everyone else. This allows DPS meters to calculate not only individual performances but to also compare them to the performances of everyone else recorded during a certain period.

In GW2, the “battle info” for everyone is private — even if you’re in the same combat with your entire party, the only information you receive is from yourself. This means DPS meters can only tell you what you did during a certain period. You can consider this method of DPS meter as “opt-in”, as Terrasque said earlier in this thread.

The other important distinction, since the meter is optional to use and only works for the individual, is that these meters can be falsified. In a WoW style meter, since the information is publicly available to anyone, the data can be corroborated by having multiple meters tracking the same fight, and comparing/averaging the results from all meters. Since GW2 information can only be tracked by one person at a time, it’s no more reliable than a person making up numbers with no evidence at all.

Overall, that means the general use case for DPS meters are (a) people interested in monitoring/improving their performance, because (b) people who want to rank each other based on “battle info” cannot do accurately (since information cannot be verified)

Elite Specialization Icons?

in API Development

Posted by: bostrees.5306

bostrees.5306

Right now in the v2/files we have access to icons for the 9 professions in game (for example https://api.guildwars2.com/v2/files?ids=icon_guardian), but I was wondering if it’s possible to update the listing with the available elite specializations? Perhaps this has been already requested and I missed seeing it.

[EDIT]: While I’m thinking of it, what about other icons, such as the mystic forge/special merchants (such as laurel/festival/etc)?

(edited by bostrees.5306)

API errors & bugs

in API Development

Posted by: bostrees.5306

bostrees.5306

The image returned for Unidentified Dye https://api.guildwars2.com/v2/items/20323 is a 256×256 image, as opposed to the more standard 64×64 for nearly every item I’ve pulled information on.

Created a json file for Mystic Forge recipes

in API Development

Posted by: bostrees.5306

bostrees.5306

I guess you have to post your code, this simple example works:

fetch(‘http://gw2profits.com/json/v2/forge/’)
.then(r => r.json())
.then(j => console.log(j));

Yeah, if I test just the /forge/ it works as well, but not for any of the specific output_ids. In other words, this works:

fetch("http://gw2profits.com/json/v2/forge/").then(function(response) {
	if (response.ok) {
		response.json().then(function(forge) {
			alert(JSON.stringify(forge));
		});
	} else { alert("response not ok"); }
}).catch(function(error) { alert("error"); });

But this doesn’t:

fetch("http://gw2profits.com/json/v2/forge?output_ids=24").then(function(response) {
	if (response.ok) {
		response.json().then(function(forge) {
			alert(JSON.stringify(forge));
		});
	} else { alert("response not oK"); }
}).catch(function(error) { alert("error"); });

Created a json file for Mystic Forge recipes

in API Development

Posted by: bostrees.5306

bostrees.5306

Nope, I’m still having issues with accessing it in this way. Same errors as before. I wonder if there’s some way to send a specific token to you when I’m pulling information that would enable whatever the correct header response is (similar to how you can use a token to pass a player’s API key in the official API)?

Created a json file for Mystic Forge recipes

in API Development

Posted by: bostrees.5306

bostrees.5306

That’s nothing you can change in your code, the server has to add the Access-Control-Allow-Origin: * header to the response.

Ahhh, I misunderstood. Thanks for the clarification

Created a json file for Mystic Forge recipes

in API Development

Posted by: bostrees.5306

bostrees.5306

The response is missing CORS headers (Access-Control-Allow-Origin: *). Otherwise you are not allowed to access the response with javascript from a different domain.

I’ll have to take a look and see how to use this in my code. I’m still relatively new to the current world of JS (the stuff I learned about 16 years ago really only goes so far :P) and it seems like “fetch()” itself is still experimental so there could be issues lurking just with that. Thanks for the input

Created a json file for Mystic Forge recipes

in API Development

Posted by: bostrees.5306

bostrees.5306

As far as I know, it’s an issue with either connecting or receiving — Chrome tells me “Failed to fetch” as an error.

As an example of one of the calls I’m making that works with the GW2 API:

fetch("https://api.guildwars2.com/v2/items/" + loadLeg.giftofleg).then(function(response) {
		if(response.ok) {
			response.json().then(function(golJSON) {
				document.getElementById("tier2Title").innerHTML = "<h2>" + golJSON.name + "</h2>";
				
			});
		} else { // response not okay code in here }
	}).catch(function(error) { // error output for debugging });

The “document.getElementById…” line is where I’m actually using a value from the JSON I get from the API. However, if I try using your URLs and try to view the information, I get the “Failed to fetch” error from my debugging code. (I know you don’t control the error message, but I wish it were a little more informational :P)

[EDIT]: Just did some more research on how fetch works, there’s an option to set headers with it so maybe that’s what I’ll need to do
[EDIT]: Also just tested in Firefox, the error it gives me is “NetworkError when attempting to fetch resource.” Still not too descriptive but it’s better than Chrome’s output.

(edited by bostrees.5306)

Created a json file for Mystic Forge recipes

in API Development

Posted by: bostrees.5306

bostrees.5306

I’m having issues with getting information from your JSON. Going directly to the links gives me the information I’m looking for, but when I try to access it in JavaScript I get an error with it. I’m using a fetch() to get the information, using the same structure as the fetch()‘s I’m using to get info from the GW2API, but it returns a “Failed to fetch” error. I’m not really sure if that’s due to my usage of fetch() or the way your code is hosted, but I was wondering if you could help me try to troubleshoot things? I’ll post relevant code as needed.

A few questions about API usage

in API Development

Posted by: bostrees.5306

bostrees.5306

I’m a novice-to-moderate programmer, mostly self taught in a few languages, and I’ve decided to give myself a side project as I start my actual programming classes for college in the next week (hooray for “non-traditional” students :P)

Right now, I’m using HTML/JavaScript/CSS to handle my API calls and returns and keeping it as simple as I can so I can try to learn some new things as I go. I’ve saved copies of a few item icons to work with because I was having issues with getting a for loop to make repeated fetch()’s (Will I get in trouble if my final version uses these copies? Do I have to plug into the API for icons if I use them?).

My next plan is to start making a mouseover effect for the icons I’m using, like you can see on dulfy and other sites, as well as in game. I figure that’s some CSS :hover related stuff to get the boxes showing up correctly (which I’ll be looking into more soon), but I’m wondering if there’s a specific set of fonts/color hex codes that are listed somewhere to replicate the game’s look as closely as possible?

[Suggestion] Different Stances Underwater

in Revenant

Posted by: bostrees.5306

bostrees.5306

[EDIT] Just realized that I hadn’t even bothered to try to change my stances underwater, so this is a non-issue. Thread can be locked/deleted/whatever

(edited by bostrees.5306)

JPs not giving Map Bonus progress

in Bugs: Game, Forum, Website

Posted by: bostrees.5306

bostrees.5306

There are no Bonus Map Rewards in starter zones, or cities.

Oh, duh… I completely forgot about that part! Good call. But it’s still strange that Demongrub Pits would show a “event complete” notification in a starter zone but two other puzzles in other starter zones wouldn’t. Maybe I’m misremembering on that puzzle specifically, but it is a curious anomaly if true

How do you tell your map progress, anyway?

By manually paying attention to when you’re doing events and when you’re receiving rewards. Mostly, on the JPs, I go by the “event complete” message to pop up on screen when I open the chest to see if I’m getting credit

JPs not giving Map Bonus progress

in Bugs: Game, Forum, Website

Posted by: bostrees.5306

bostrees.5306

I’ve got a mesmer I keep at low level to attempt to get Silver Doubloons as rewards from the chests in jumping puzzles and noticed that Loreclaw Expanse in PLains of Ashford and Spekk’s Laboratory in Caledon Forest do not seem to give the seem progress towards map bonus rewards as other jumping puzzles — or at least they do not display an “event complete” notification as the other puzzles do.

Nothing seems to be wrong with the chests or rewards themselves, and I have not tested a wide range of zones yet, but I can confirm proper progress/notifications from Crimson Plateau (Diessa Plateau), King Jalis’s Refuge (Snowden Drifts), Demongrub Pits (Queensdale), and Collapsed Observatory (Kessex Hills). Eventually my mesmer will run through the other 3 in Caledon (Morgan’s Leap, Dark Reverie, and Spelunker’s Delve), Goemm’s Lab in Metrica Province, and the 3 in Lion’s Arch (Weyandt’s Revenge, Urmaug’s Secret, and Troll’s End). I’ve ran a few other scattered puzzles with other toons but wasn’t paying attention so I can’t comment on any of them yet.

Map Bonus & Pact's Scouting Mapping Materials

in Guild Wars 2 Discussion

Posted by: bostrees.5306

bostrees.5306

Cool info about the datamining but… Ugh. It’s only a little step above speculation because now people have scraps of evidence of what exists in the code but it doesn’t fully provide the context or clarity on situations that I’m looking for.

I mean, how many items have been datamined and shown to “exist” in the code but don’t show up in the game? How long did we know about Crystalline Ore as an item before it became available via Heart of Thorns? Just sayin

Map Bonus & Pact's Scouting Mapping Materials

in Guild Wars 2 Discussion

Posted by: bostrees.5306

bostrees.5306

What exactly do we know for certain about the new system and the new item available at Pact Supply Network Agents? My main suspicions about Map Bonus:

1) 1 step of “Progress” can be earned for every event participated that completes and nets a bronze/silver/gold, completing mini dungeons, and completing jumping puzzles
2) 2 steps of “Progress” earns whatever the currently listed next item in the zone’s pool
3) After an item is awarded, a new item is randomly selected from that zone’s pool to be next
4) Every week, the zone pools themselves are shuffled (but not fully swapped; EG just because items A B C and D are in a pool for Zone 1 doesn’t mean that after the pools change that a new zone will have A B C and D altogether)

I suspected that map completion in the zone was required before map bonuses could be awarded, but players in chat have led me to believe that is not the case. I also have yet to purchase the Mapping Materials from the Pact NPCs, but I’m guessing that consuming one item gives you 1 step of “Progress” in your current zone, thus implying that every 2 Mapping Materials is a guaranteed 1 item listed as next in any zone.

I’d love to see any confirmations of these details — player experience is great but dev feedback is more definitive

Anyone else underwhelmed by the"Elite" specs?

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

Wow, this topic took off more than I thought it would! I’d like to thank all the people bringing their constructive commentary to the subject

sits down with a bowl of popcorn

Elite Spec Naming

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

Maybe Barbarian for Berserker? I’m thinking D&D/Pathfinder style Barbarians, decked out for raging, whirling axes and yada yada

Anyone else underwhelmed by the"Elite" specs?

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

Specifically I’m wondering what’s the point on the Berserker and Daredevil, considering that right now they sound like they’re just modified versions of the meta-build for damage output for those classes. Sure, we haven’t even seen them in effect yet, but I was hoping to see either of those very melee-oriented combat classes get a role as support, perhaps some kind of Battle Medic (which could go Thief or Warrior, imo) but instead we’re getting more 120-range slugfest builds it seems…

The current “meta build” for Thief is single-target damage with heavy stealth use, engaging and disengaging as needed. Daredevil is about area effect damage without any stealth and being able to deal sustained damage in melee over time with extra dodging options. The only similarity between the current “meta build” and Daredevil is that they both hit things in melee.

Fair enough. I don’t get on my thief much, and mine is built more about augmented stealth and picking up downed players. They’re too fragile for my skills with playing them, so I spend most of my time trying to avoid combat with the class :P

Anyone else underwhelmed by the"Elite" specs?

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

To answer the question: Nope.

Except Dargonhurrdurr. That thing needs to head back to the drawing board.

Side note, taking Fresh Air with Tempest is actually a really good idea. Definitely an Air attunement boost.

But eh, it’s all opinion. If they fit your playstyle, yeah, you might get excited. If they fill a niche you don’t care for, then yeah, you’ll be “meh” about it.

Except for Dargonhurrdurr. Srsly, send Braham home to learn a real Guardian elite.

Well I can see Fresh Air being useful for Tempest… My ele hasn’t been the same since specializations took away some aspects of my build (I had been 2/5/2/2/3 in the old system—not a meta LH build but I offset a few things for having a more constant uptime on the hammer itself) so I honestly haven’t given it much consideration recently.

Nope. I love everything they’ve shown me.

Especially Reaper.

Glad to see that not everyone is down on the ESpecs so far. Could any of you explain the aspects you enjoy about them, or how you feel they augment/improve the core profession they are for? I’m trying to keep an open mind on them, especially for how untested they really are at this point, and considering that they’re being touted as a system for expansion later in the game, so we aren’t going to be stuck with only these options

Anyone else underwhelmed by the"Elite" specs?

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

It’s a matter of opinion. I think that the concept of Chronomancer and Reaper was awesome when I tried them during the first BWE (even if the Reaper needed a little bit more work and they absolutely did it). Bezerker and Daredevil look awesome too and I can’t wait to try them at the next BWE.

DH and Tempest don’t really excite me much even if Guardian is my main. But like I said, it’s more of a personnal opinion thing.

Very true, this whole post was just opinion based. I’m curious though if anyone else feels less than impressed by the Elite specs thus far though? If the whole point of the elite specs was to provide new ways to play a profession and offering new roles in party dynamics, then I feel they’ve missed the mark

Anyone else underwhelmed by the"Elite" specs?

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

WARNING: Lots of speculation and player assumption could be below. Nothing should be taken as fact, gospel, or oral supplement. Consult a physician if reading this post persists longer than 4 hours.

Specifically I’m wondering what’s the point on the Berserker and Daredevil, considering that right now they sound like they’re just modified versions of the meta-build for damage output for those classes. Sure, we haven’t even seen them in effect yet, but I was hoping to see either of those very melee-oriented combat classes get a role as support, perhaps some kind of Battle Medic (which could go Thief or Warrior, imo) but instead we’re getting more 120-range slugfest builds it seems…

The “Dragonhunter”: Holy Crap, it’s a Holy Ranger with a Wholly-Ridiculous Name (as has been pointed out repeatedly, I’m sure). None of the trap mechanics seem that useful considering the output of any of the Symbols inherent to the guardian class (unless you want to roll Condi guard, in which case you’re really only going to affect the output of burn damage sources which is the Condi guard’s bread and butter; or Support guard which… why would you replace the utility of shouts for the one support trap? Everyone in an area affected by the instant cast shout skill and possibly bonus effects from traits vs only people in a specific region get affected by a trap, assuming that it gets placed correctly and then an enemy triggers it nearby players who need the benefit). There’s also the issue of making the virtues far less useful as “panic-buttons” for bad situations—I’m okay with this. I’d prefer to see players having to consider and carefully use skills to best effect than to see a stack of players all spamming whatever skill is off cooldown next… After all, I’m playing GW2 now and not WoW. Honestly, the only reason I’d play this spec is so my guardian has an option besides Scepter for ranged damage (Yes, there’s a Staff, but I want a proper full-range DPS weapon, not a lootstick) but there’s not enough going on with this to make me want to lock three trait choices in just to have a new weapon

The Reaper: Yet another “elite” spec that just smacks of modifying an existing meta playstyle, the “Terrormancer”. So, now we get a GS (because god knows that’s what the class was lacking—swinging a giant 2-handed sword around my body as a frail asuran necromancer. Makes about as much sense as the charr allowing any magical classes in their ranks, given the past history with the Shaman caste…), which by most accounts is slow and underpowered as an option, and some shouts that seem to have seriously underwhelmed people with what they can do. I haven’t spent much personal time on the class because it’s contradictory to what my Necro playstyle is, and I certainly don’t see any perks to swapping into the Reaper anytime soon. Perhaps it appeals to the players of Terrormancer builds, but even if it does, who is going to want to drop a third of their build just to pick up the few options that the Reaper brings?

Nothing to comment on about the Tempest, Chronomancer, or Herald elites (aside from the name Tempest—that says some kind of hybrid WIND/WATER DPS to me, not some sort of “stay attuned to buff up one skill for one use” specialization… but hey, what do I know. I run a lightning hammer build and spend most of my time in Water attunement, so I’m already not utilizing the profession mechanic like I’m supposed to), mostly due to not having enough experience with Tempest/Chrono to comment, and Revenant is already feeling like the Death Knight of this game so why not slap another “I can do anything” functionality onto the class.

tl;dr: I guess the point I’m getting at here is that I thought elite specializations were supposed to shake up how we looked at and played certain professions in the game. I was expecting “role reversal”, seeing normally combat oriented professions shuffling off to the sidelines to bring in unexpected control and support options, while watching the typical back rank combatants stepping forward in new ways. All I’m seeing so far is rehashes of the same builds and mechanics that people already play.

BWE1 - PvE Feedback

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

revenant : as a whole , it feels like a different role with some unique play style so good work ! playing around with it , had some visions of the centaur stance :
playing the damaging role with the tablet as a zoning tool but it requires some changes and buffs : 1.tablet should be summoned when transforming to centaur.
2.a way to quickly center the tablet on yourself , like double click.
3.lower the tablet ultimate casting time ! its pressence has to keep enemy attention for a quick knock back
4.adding a permanent passive aura on tablet

I tested a Cleric stat centaur stance healer that let me solo a lot of group event content in core Tyria. The idea of summoning the tablet on activating the stance (#1) is nice—perhaps the trait that gives the tablet an aura of regeneration can be integrated into the tablet (#4) and then make a trait to allow the tablet to be automatically summoned (when changing stance, after using the elite skill, etc etc. Perhaps with an internal CD so that players can’t spam elite skill as often as they have the energy? EDIT: maybe make the tablet follow the player with this trait as well? they might have to re-work the placement of the trait if it’s that powerful though)

As far as (#2), I play the game with my targeting mode set as “Fast with Range Indicator”, meaning that my targeted skills will autocast at my mouse location when I hit the key (or show the indicator if I hold the key down, casting when I release). The upshot to this is that if you click on a skill instead of hitting a key to cast, it will target centered at your location since the skill bar effectively blocks your mouse from being on a position in the world. This isn’t an ideal solution as not everyone will use the same targeting methods, but it’s at least something.

Personally, I didn’t use the elite skill very often so I don’t know how the cast time of it affects its use (#3). I found that with proper positioning to mitigate knockback/fear effects, use of the staff as primary melee weapon, and correctly timed dodges, I could solo many champions and large scale events, albeit very slowly. The tablet “shield” that destroys projectiles can shut down many damaging portions of encounters (some way of traiting this to reflect instead of destroy? I’m in), and the healing provided from the other two utility skills could be sufficient to save my bacon in a few fights, not to mention group play in dungeons, especially since one is a condition cleanser that increases healing based on the cleansing done.

(edited by bostrees.5306)

[BWE1 Feedback] Just some thoughts

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

OH yeah and a fridge-thought possible bugs—Dragonhunter using longbow attack 1 won’t automatically position the DH towards the enemy first, resulting it lots of No Line of Sight cases. Sword skills #3+5 for Revenant seem to have issues with the shadowstepping mechanic tweaking out over various bits of terrain

[BWE1 Feedback] Just some thoughts

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

(wouldn’t let me post it all as one message)
Overall…

  • Maybe it’s just the way I look at toons in games like this, but everything new seems to be fairly support oriented. Not sure how well it all works (for instance, I don’t see Dragonhunter as being very supportive. Seems more control oriented but not particularly great at any of it) but I like it in general
  • Dragonhunter feels more of a clone of ranger than a “new role to play” or whatever the idea behind elite specs was supposed to be
  • Reaper feels like an extension of an existing build, which is kind of cool if you’re into that but it’s not for me
  • Tempest seems like it will be useful for building boons and spreading them as well as applying auras. Frontline support is great but I fear for how fragile scholars are in general
  • Revenant seems like it’s trying to be everything all at once. It also feels as though it’s far more versatile than any other profession can be. It can switch roles of Damage/Support/Control in combat in a way that no other class can—hotswapping utility skills in combat. I like the mechanics of the profession so far, but being able to start in combat in Shiro Stance for a direct damage onslaught, then not only swap into Demon Stance but change weapon sets as well, giving you 10 new skills to utilize? Seems like it could be cause for balance issues
  • Masteries seems like a simple progression system, but with talk of having 39 mastery lines at HoT launch I want to be assured that the Mastery Points themselves (especially in Core Tyria) will be plentiful to obtain. With so many masteries, you know that people will try to max them all out ;P
  • Can’t wait to have Map Bonus Rewards in place

[BWE1 Feedback] Just some thoughts

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

Getting ready to play a toon…

  • Would it be possible to get more specific gear for starting toons? Instead of a “Beta Gear Loot Box” why not a “Beta Profession Gear Loot Box” that would not include weapons unusable by the profession (accounting for elite specializations) to help minimize the time spent removing unwanted gear from inventory while trying out different builds
  • Also, could the gear from the boxes have a larger pool of stat combinations? It’s one of the biggest lists of options for stats we have as players, but certain stats (such as newer Nomad and Sinister) are missing. Personally, I’d love to see Giver’s armor on a boon-building Tempest as a support character, but that’s not an option either.

Elite Specializations…

  • How/where will we acquire these? Right now, the only clue that we have these available is by going to the build page and seeing we were given the elite spec by default. Nothing shows up in the other tabs to show that we can obtain or use
  • Dragonhunter as a DPS was fun for me. I usually play a support healtank build with my guard, and I enjoyed longbow as a ranged option (backed up with classic GS for melee of course). Didn’t get much use out of the traps—they felt largely unneeded for the most part or not as effective as I’d anticipated. Overall, it felt vaguely like playing a holy ranger without the pet.
  • Reaper seems like a logical extension of the terrormancer build to me with a focus on melee with the GS. Didn’t play much of it because it doesn’t feel like it will be for me. My necro is a condi-spreader that looks like it will have some competition and/or synergy with Demon Stance revenants.
  • Tempest… Makes me wish I was better at playing the attunement-swapping game. I built my ele around staying in water attunement and swinging a lightning hammer so this one isn’t really for me either. I do think (as mentioned earlier) that with the right gear and build, this could be quite the support role
  • Didn’t bother with the chronomancer. Mesmer is my least favorite class and I barely have a phantasm sword/focus build that gets me by. Sorry ANet, nothing personal, but ya can’t please everyone on everything. At least I’m not going to mindlessly bash on it

Core Tyria…

  • Map Bonus Rewards (am I saying that right?) Not entirely sure how the thing works, so here’s what I think I observed: 1) Map completed Brisban Wildlands; 2) Every event after that gave me a reward; 3) Reward was randomly drawn from the listed pool of items; 4) Reward alternated from Fine to Rare qualities
  • All I know is that if there’s an option in the game for more reliable sources of items needed for legendary and other crafting, I’m in. If only cooking would get as much love, it’s a devalued craft imo
  • Also, are these item pools for the rewards meant to be locked to each zone? As in I’ll always have to run Brisban to get my Silver Doubloons? Or will the item pools be dynamic, causing players to encounter more variety of zones in the world to obtain their desired rewards?
  • Also also, why can’t we view anything about Masteries in Core Tyria? I noticed while in the Verdant Brink, the Masteries tab was available in the Hero Menu (and indeed reflected I had built up some in Core Tyria, most likely from my mapping in Brisban) but it was unavailable in Core Tyria. I know we can’t get Mastery Points out in Tyria yet, but at least seeing our progress in the world would have been nice

Heart of Maguuma…

  • Welp, I definitely need a better computer. My laptop isn’t much and already has issues running the game as well as I’d like it too. New stuff looks… I need a better computer to do it justice, I expect
  • Also, lots of troll-bait with the fact that we’re in the canopy, eh? Noticed a waypoint in front and below me, so I jump over the ledge towards it only to realize that there’s a giant gap between and it’s a lot further down than anticipated and I plummet to my doom. Fine by me, teaches me the lesson to look before I leap, no worries. Make my way back towards there again, and I get knocked off a ledge from behind by a Veteran mob that I had apparently aggro’d on accident. -_-;

Revenant…

  • Oh. Man. I was already considering rolling a support Centaur stance rev but now it’s clinched… at least until the inevitable nerfs. I think a lot of people underestimate the capabilities in healtanking with this profession. I’ve been able to solo or duo nearly any Champion level mob in Core Tyria I ran this against (albeit most of them slowly, there’s something oddly satisfying about slaying Kol Skullsmasher single handedly). Mostly the build needs a little oomph by way of someone that can provide stability or reflects as well as damage, but I had ran solo through about half of AC story mode with the same build. Lots of potential here in support roles as well

Map Rewards

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

I don’t believe I noticed getting any rewards from this system until after I achieved 100% in the zone (Brisban Wildlands). After that, about every other event I ran gave a new one of the listed rewards. I’m wondering if the item pools for each zone is meant to be static (ie Brisban will always give out items between Tiny/Small Scales, Molten Slivers, or Silver Doubloons) or if they’re meant to change (ie the next day Diessa Plateau has that item pool to give out rewards from)

Player Character dialogue in open world

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

I’d love to see vocal responses based on the old personality system that rather quietly got dumped and only lingers on in certain dialogue choices…

Best way to give feedback?

in Guild Wars 2: Heart of Thorns

Posted by: bostrees.5306

bostrees.5306

All the mentions of the BWE encourage players to give their feedback on the content they’re experiencing, but I’m curious what the best option for that would be. Fer instance, I don’t know if ANet has people in game watching for player feedback specifically in these cases, or if the forums are more likely to get reviewed. Perhaps another option that I’m not thinking of?

Foefire Cleansing mechanics

in Living World

Posted by: bostrees.5306

bostrees.5306

Does anyone else feel that the effects during this fight are a bit too over the top?

Spectral Flames can spawn right near you while you’re in the middle of combat or a stun. The Flame’s explosion trigger also seems to be larger than the Flame itself, making the timing of dodges unintuitive. Fear Wards have put me into 10s or longer fear chains even when I’m no longer near any of the AoE telegraphs on the ground, or worse fear me into an area where I have no ability to get away until something else does (like a Flame spawning on me). The chill attack seems to hit me no matter where I’m at even though the animation makes it seem to only affect a cone in the center of the room in front of the statue…

Having completed this chapter 3 times already and running it on a squishier character than I have previously, it’s incredibly frustrating to see my efforts in the fight constantly invalidated due to the combination of effects preventing me from acting appropriately. I really enjoy this game but moments like this prevent me from having fun with my characters that I’ve dedicated time and effort to.

Anyone know what happened to the Chef Vendors?

in Players Helping Players

Posted by: bostrees.5306

bostrees.5306

Not really sure why this topic turned the way it did, but I’m coming back to reiterate that the only thing I’m upset about is the lack of being informed about this change happening. Yeah, I can’t go buy butter in bulk at the vendor, that’s kinda suck… But this game has plenty enough reasons to roam about exploring, and ample opportunities to pick up drops from enemies to get the chef mats I’m no longer to get from vendors. People complaining about not being able to get up to lv400 quickly need to reconsider both what they want out of the game, and what the game is designed to provide for players.

tl;dr: sad face that they didn’t announce this change, happy face that the items aren’t totally glitched out. This game should be about the RPG side of MMORPG, not the numbers game that WoW introduced

Anyone know what happened to the Chef Vendors?

in Players Helping Players

Posted by: bostrees.5306

bostrees.5306

That’s uh… Interesting, I guess… Was a shock when I thought I would do some crafting only to find out I couldn’t stock up on certain supplies. Glad to know they’re not glitched out of the game or some such

Anyone know what happened to the Chef Vendors?

in Players Helping Players

Posted by: bostrees.5306

bostrees.5306

They seem to be missing Butter, Eggs, and Peppercorns, and I’ve heard that renown vendors are no longer selling Vanilla Beans… Did I miss an update/notice somewhere explaining what happened?