Showing Posts For fuzzyp.6295:

Wvw roaming

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

How do you get crusaders trinkets? I have looked and can’t find out how to acquire them.

Like most of the HoT stats, I think the only way to get them are through the raid rewards or possibly pvp rewards (haven’t checked in a while for pvp rewards). However if you get a selectable trinket like the ones offered in the new living worlds maps (Bloodstone Fen for example) you can select HoT stats. Your best bet is to get the three bloodstone fen trinkets since they can be changed multiple times, then get the second ring and amulet from another map.

[2k gems bet] Pray for ele GS with next elite

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

Everyone is here either praying for mainhand sword or GS… I personally think both those choices are kinda bleh. Nearly every class in the game can wield a sword, it’s been done and to me its un-interesting. I also don’t think we’ll ever get GS because we already have FGS and I’m sure Anet will argue some reason behind that being why we wouldn’t get it (probably not risk confusing people who have the Volcanus skin vs actual FGS?)

I’m personally hoping for Mace. Only three classes use it, and honestly I rarely see any of them really actually run it. It’d be pretty awesome to see what they could do with a Mace on an Elementalist. I’d imagine it would bring a more tanky spec to the Ele. And I’d love to see an ele slam their mace down to cause a major eruption of lava or what have you.

Although to be fair, whatever they do on a Sword could probably be done on a Mace and vice-versa. eh.

I just hope whatever the new extension to our class is that it brings some build diversity that is much needed to the ele community.

Compilation: Elite Spec Ideas

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

I had some fun just thinking about this topic. And I came up with one that might be pretty interesting. Instead of going for a new weapon and a new spec in general, I wanted to look at what Eles currently have with our Conjure weapons. It could be an extremely interesting elite spec if done in a way that allows the Conjure weapons to be more flexible with the Ele’s play style.

Name: Conjurer

Niche: DPS, Tank, Utility. Kind of depends on the weapon, but it won’t be a healer focused spec that is for sure.

New Mechanism: There is really no singular new mechanism. The elite spec would instead focus on making the Conjure weapons much more viable as alternatives to using our current weapons. Sort of in a way giving the Elementalist more of a chance to ‘weapon swap’ with the conjure weapons without it punishing the Elementalist by forcing them to give up their other skills. The new traits would help offset the fact that they sacrifice their large skill pool for a smaller set of 5 skills. I’d also imperilment some sort of new skill to be active when the conjure weapon is summoned instead of it going straight to cool down, giving more depth to the summoning of these weapons.

New Utilities and Heal: For new utilities, we’d have some sort of new skill to be used when the Conjure weapon is summoned. I’d make it some sort of powerful skill that is tied to the amount of charges left on the weapon. As for the Heal, Conjure Healing Tome. Think the Elite Tome for Guardian, but with less of a focus on healing the party and more of a focus on just healing themselves.

General Idea: I don’t think how Conjure weapons are currently implemented we’ll ever see them truly shine. An elite spec focusing on them could be what they need to actually become a viable tool in the Ele’s kitten nal. I’d go about creating the spec with at least two ways to play it in mind. First would be using the Weapon more as utility, similar to how they are used now. I’d probably revolve around summoning a weapon quickly, using it once or twice then channeling its remaining charges into the powerful new skills implemented when you summon a conjure weapon. The second type of game play would be straight up attempting to buff the weapons so that they can be used as a psudeo-alternative to weapon swapping. This means having skills like increased toughness, power based on the amount of charges left in the weapon and some defense skills like proccing an aura while swapping attunements if holding a conjure weapon.

I’ve thought a lot more into this than I’ve posted here but thats the general idea.

Ruined Pact Gear

in Guild Wars 2: Heart of Thorns

Posted by: fuzzyp.6295

fuzzyp.6295

Hey everyone. No idea if this has been discussed yet but ever since HoT was released, I was always hoping that Anet would release the ruined versions of the three orders armors that we see various NPCs wearing through out the jungle. It’d be cool to use them to create a battle worn look or go for some zombie-esque look with Halloween coming up…

Anyone else want to see it released at sometime? I know they have a lot on their plate as it is, but hey figured I’d post about it to see if anyone else wants them too.

ele downed skills are bad

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

Yeah I have to agree with the others. Mist Form makes up for the lack of usefulness of Grasping Earth. In that clutch situation where you are down and another enemy is down and someone is about to get rallyed, having those 3 seconds of invuln could be the difference that turns the battle in your favor. Also, it is great in WvW since its the only skill that lets you actually get to safety. And I have used Mist Form hundreds of times to run away and hide and was able to revive myself just with bandage because of the chaos going on.

At the end of the day, all the downskills are just delaying the inevitable wouldn’t you say? The only skill that I think actually helps in a major way would be the Ranger’s downed 3 (Lick wounds I think?). The rest all just push/pull/stealth you to try and keep you alive long enough.

Guild Raid Testing

in Fractals, Dungeons & Raids

Posted by: fuzzyp.6295

fuzzyp.6295

I think Anet made the right choice here. DnT should not have been bragging about being first in any regards after having a month of private access to the content. One of the common complaints of Guild Wars is the end game is non-existence. To turn the new end-game into a 15 minute speed clear on the first day is very bad for the reputation of the game and the company. By announcing to the public DnT has been removed from future raids, I think it sends a message that these guilds are invited for beta testing, not for a leg up on their chance for being first.

It’s all kinda stupid if you ask me. I praise guilds that lead the way in the meta game, they help the game evolve and grow. But behavior such as this shouldn’t be tolerated.

Cannont connect to the guild server

in Bugs: Game, Forum, Website

Posted by: fuzzyp.6295

fuzzyp.6295

Ever since the release of Heart of Thorns, I have randomly been receiving this message. I think it normally appears later at night, but that may be because I play later at night. The message starts up and keeps repeating every minute until I switch characters/maps. No one else in my guild can see it, and I am fully able to communicate with all the guilds I have joined. It’s mostly an annoyance due to having the message appear every minute.

http://i.imgur.com/YlEBsen.jpg

Couldn’t get the picture to post here. Sorry.

Support Healing-Aura Tempest Stats

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

This has worked a bit for me, but its not by far meta.

As others have mentioned, for pure support, going into Earth over Arcane is probably better. It’ll give your allies damage reduction and can let you reduce damage on yourself through either Diamond Skin or Stone Heart. For a more offensive support, Air is the obvious choice.

Here is something I’ve been doing: Instead of going full Clerics, I swap out a couple pieces of armor for Magi stat. This stat is still Healing Power major, but also gives Vitality and Precision. I don’t really think the Precision helps all that much with my DPS expect maybe on Air Overload, but the extra vitality on the armor certainly does. It also allows me to drop Runes of Water for Runes of the Monk, which I believe are arguably the best healer runes in the game.

Its literally the worst weapon ingame.

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

I think that the Warhorn needs some love to be sure. It’s Fire and Water elements are both out shined by Focus/Dagger/Staff for Tempset. Air has some niche uses the other weapons can’t offer, but currently the only decent skill on Warhorn is Sand Squall. One skill is not worth taking the entire weapon.

That said, I have been playing around with Warhorn. I enjoy using it, but only in a causal setting. I was playing a pure healer spec the other day and was able to get two of my friends through a dungeon not using any kind of stacking/skipping tactics and both of them running random builds. It was fun, but I’m pretty sure I could have done just about the same with a staff, dagger or focus offhand since it was the Tempest skills that really shined, not the warhorn.

ANet needs to buff Heat Sync back to having a purpose. It’s clear they want the Warhorn to be THE support weapon for the Elementalist in terms of boons/auras, but at present there is only one skill that really accomplishes that goal on this weapon. 1 skill out of 8 does not make anyone want to invest in this weapon seriously.

Channeled abilities interrupt Mist form WvW?

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Posted by: fuzzyp.6295

fuzzyp.6295

I haven’t tried that myself, but I can say that I think they did change something about Mist Form recently. Last week I was able to go into Mist Form while overloading and still complete the animation and use skill. However now entering Mist Form while overloading breaks the channeling completely. I dunno if the two are related, but I think its clear Anet did mess around with Mist Form recently.

New Overworld Map for WvW?

in WvW

Posted by: fuzzyp.6295

fuzzyp.6295

Good to know its just a bug and I look forward to the new map! Thanks for the reply.

New Overworld Map for WvW?

in WvW

Posted by: fuzzyp.6295

fuzzyp.6295

Do you think it will be possible down the line to get a better designed overworld map for the WvW Boarderlands? If we’re going to be playing on these desert BLs until further notice, I’d like the map to at least look pleasing when I open it up to check who owns what objective. Right now it looks like someone literally just copy and pasted the new maps over the old ones. And its even more jarring when you compare it to the nicely designed Eternal Battle Grounds map.

I know its probably a lot to ask at this point following the launch and everything, but I’d like to see some sort of change to the background to at least make it seem like these boraderland maps weren’t just put right on top of old ones.

To hit Elementalists sustain.

in PvP

Posted by: fuzzyp.6295

fuzzyp.6295

I’ll just chime in that I really don’t think Elemenatlist can take much of a nerf to their sustain… all classes have various damage mitigation mechanics build into them, whether it be high armor/hp or various abilities to add blocks/evades. Elementalist doesn’t have any of that… they only really have their sustain. And they only really get said sustain if they trait heavily into it.

I wouldn’t really be opposed to nerfing it a bit. But I don’t think the problem is just their sustain, its that the other train lines still don’t offer much alternatives that won’t leave the elementalist dead in two hits, unless they go full bunker.

D/D pvp and WvW Tips

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

Why not arcane blast for the extra explosive finish?

Between Earth 4, Water 3 and dodging in Earth Attunment, you have enough blast finishers to keep a decent amount of might stacked if you use the correct rune set (+Might Duration).

EDIT: Woops I’m stupid, thought you said Arcane Brillance. But yeah, Arcane Blast isn’t worth taking a utility slot in WvW/PvP. You have enough blast finishers as it is, and cantrips add much needed survivablity to the Elementalist.

[BW3] Feedback Thread

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

First impressions:

The Tempest is finally performing at a decent level. The changes you implemented from the last beta weekend to this one have brought it up to a level of play that is finally consistant with others in the game. Is there still room for improvement? Without a doubt. But if this were the final product I could at least say that it finally has begun to start working.

WARHORN:

There is still the issue of speed with regards to many of the Warhorn abilities that need to be addressed.

Tidal Surge: It still moves slow. I don’t think I’ve ever hit anyone with its knock-back ability. I think that instead of it dealing knock back, you should scrap that and add an condition cleanse effect. This will allow it to compete with Cleansing Wave in terms of an off-hand self-sustain. At present the Tempest still needs to trait into water to get its condition clearing, and we want to give Elementalists more options in terms of their trait lines.

Water Glob: This water field still moves a bit too fast but, more importantly, the moving aspect of it makes it difficult for people to prepare for it. Seeing as how the Druid got the waterfield on themselves, I doubt this skill will be changed. And granted, its decent the way it is right now.

Cyclone: It’s another slow CC that only really hits people if they are right ontop of you. This is kinda pointless considering the ability of Cyclone is that it pulls them towards you. I would like to see the cyclone materialize in front of the elementalist and travel forward quicker to ensure it hits players and then pulls them back. It is also difficult to use the speed burst on other players in your group if they are ahead of you.

Lighting Orb: I don’t know what to say… this move is painfully slow. It never hits and does terrible damage. This move needs to be changed ASAP. It either needs a speed buff, a damage buff, or it needs to do something special that makes it worth its terrible slow travel speed. Perhaps allow Lighting Org to reveal players it passes through? Please look into making this skill more useful A-Net.

Dust Storm: Did you increase the speed? It feels a little bit faster, but I think it may just be me. In any regard, it can still be dodged but just backing up. It still has the smallest amount of usefulness on the warhorn. Please buff the speed of this skill and make it worth using as a nice blind.

SHOUTS

Please, for the love of all six gods, we NEED a trait that reduces the cool down on shouts. At present, I was only able to make the Tempest work for me when I used the same three Cantrips I have been using for the past three years. I’ve tried running support aura and a condition build with shouts, and both fell flat.This is not a good sign. The shouts are just painful, they don’t deal enough much damage for the cool-downs they have. 50 seconds on Aftershock is unacceptable for what it does considering you can use Signet of Earth for an even stronger immoble, better damage and shorter cool down (plus the added toughness)

If no trait is given, then please just do an across the board reducing in cool downs for these shouts. They will not replace any utility in their current state which is another major problem that needs to be addressed for Elementalists.

Wash the Pain Away: I’ll echo it again, Tempest have no condi-cleanse right now. If you want to try and break up the water/arcane/x meta, please include some form of condition cleanse on this skill, even if its at the cost of group healing.

Rebound: This is an okay skill. It is extremely niche, but I think it fits for what its trying to do. Thank you for this change.

ABILITIES/OVERLOADS

Honestly, I think the abilities are finally getting together. I still feel the minor traits Speedy and Hardy conduits should be merged and the final minor should offer one stack of stab. on overload. The three stacks of stab on Earth overload is GREAT and it makes it actually useful.

We still can not dodge through overloading though. It is unfortunate. On a whole, Overloads are still situation at best. They feel better, but at the end of the day I still think it isn’t a very good profession mechanic. 17 second recharge on attunements is just terrible.

Auras share builds are getting better, and this is a huge plus. However, please look at how spread out the aura traits are. They are spread across too many trait lines to really be a game changing mechanic for the game.

Also, maybe a small suggestion, instead of Frost Aura which we already get with Soothing Ice, can Elemental Bastion apply a Light Aura instead? At present, these two skills kinda are at odds with each other (EB and Soothing Ice) due to the natural of how Auras stack. So changing this aura to Light Aura may be a good way to address that.

FINAL THOUGHTS

Tempest is finally shaping up to be a good class, but it is still lacking behind other professions. At the end of the day, we can’t all hope to be like a Reaper I guess in terms of all the new shinys they get. Still, please continue to balance Tempest in a way that ensures it brings a new style of combat to the Ele. I don’t want to have to use Temespt only with cantrips… Please.

9/29 Written in Stone Bug

in Bugs: Game, Forum, Website

Posted by: fuzzyp.6295

fuzzyp.6295

Yeah just tried it myself. There is about a one second delay in between when the buff wears off and your signet returns to its passive state. Not a very big gap but can be crucial with signets like Restoration. I just sent in a bug report.

[Feedback]Let's make Scepter a better weapon!

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

The buff to the scepter was laughable, and feels like a slap in the face following the heavy nerf hammer that the devs threw at D/D ele. I was so excited to get some good scepter game play in.

I think there have been a lot of great suggestions in this thread already however I just want to add that I feel the #1 problem with Scepter is the god-awful auto-attacks. They are too clunky and slow, not dealing the damage expected. Here are some quick suggestions for AA:

Fire: Right now, this auto-attack is just awful. No damage increase will help it, it needs a reducing in casting time.

Water: This skill does not feel like a water skill. One of the following needs to occur: Increase Damage/Allow it to Heal/Inflict Vulnerability

Air: I think the channeling time could be lowered slightly, but overall this is the best currently auto-attack on the scepter and requires the least amount of retooling.

Earth: The attack is too slow and the damage dealt by bleeding is bad. Increase the velocity of the projectiles would be a great place to start with this one. I also feel that bleeding on Elemenalist needs a look at.

I would also like some dev to clarify on the purpose of the scepter… is it our burst weapon? Is it our condition weapon? I know that the elemenatlist is suppose to be able to do ‘everything’ but I think that if we can identify what they want to use the Scepter for they can then re-work the clunky skills around it to better fit that playstyle without giving up the whole “can do everything” aspect. Because right now… it just (to me anyway) comes across as a jumbled mess of different ideas.

(edited by fuzzyp.6295)

The Scepter buff was a lie

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

I was so excited to log on this morning to check the patch notes. I have been craving a scepter buff to give me a different playstyle.

To find out that only three skills were “buffed” is a major disappointment. I really hate to say this but this buff seems like a real slap in the face to an ele-main. I don’t really have any other words to put my feelings in. Heck, as a WvW player, the Dragon Tooth “buff” is actually more of a nerf to me (albeit I 100% support this move).

Arena-Net, please look at the auto-attacks on the scepter. It has been the biggest problem with the weapon. 3 out of 4 of them are not performing up to standards. Fire needs a casting reduction and the Earth auto-attack needs a serious re-working due to the pitiful state of bleeds on the Elementalist.

The buffs needed to the scepter are speed based. That is the #1 complaint with nearly all the moves that the scepter is too slow for the amount of damage it deals. Adding extra vulnerability to a move that does not hit anyone to begin with is not the direction. Lower the base damage and make it actually a decent small scale AoE.

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

Step in the right direction. Won’t know how it feels till the next beta, but I still feel Tempest is lacking compared to the other specializations. But stab on overload was a much needed trait change.

I’ll echo what others have already said, the speed of multiple moves on the Warhorn still need to be addressed (Lightening Orb, Sand Squall, Tidal Surge).

Please be careful with the nerf to Heat Sync, it’s already more than possible to pump out high might to allies as an Elementalist… I agree it could use some tweaking, but the idea of the Tempest is suppose to be group utility. Don’t make this a one step forward, two steps back kind of thing.

I believe we’re still lacking a trait that reduces the cool down of shouts though?

[BW2] Feedback Thread

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

My biggest problem is I still don’t feel Tempest is bringing anything to the Elementalist that can’t already be done with other weapons and trait lines. I find it lacks any real unique-ness as its one core mechanics, the Overloads, are still lacking compared to other classes.

The pay off for the Overload does not meet the casting time. I was often CC’d or interrupted before the full cast can get off. I believe adding a break bar to all of the Overloads would address this problem, however if that is too much of an ‘op’ move, then at least consider adding a trait that grants Stability when overloading.

Shouts need to have a trait that reduces their cool down. Why isn’t this already a thing?

I feel all the minor traits are bad. Swiftness and Protection on Overload could easily be rolled into one without it seeming overpowered.

Another important thing, please add the following things as they are absolutely core to WvW gameplay, a place where Tempest can exceed:

1) We need to be able to dodge through overload channeling. As it stands, they are so incredibly easy to be interrupted with little pay off. Eles already have bad HP and bad armor, we NEED dodge to avoid being sniped out. I know the animations for Fire and Air overload may make this difficult, but there is no reason why Water and Earth can’t.

2) Switching attunements while Overloading. At present, it stops the overload. Again, this is a risk-reward problem. The second the enemy sees I am channeling Fire or Air Overload, they target me. I have no way to protect myself while channeling outside of switching to water or earth for protection, but upon doing so it ends the channeling and amounts to a whole lot of nothing. This needs to be fixed.

Overall, my problem with the overloads is a risk-reward. Nothing feels worth it to me. And this is why the core idea of Tempest is kinda flawed at the moment.

On the topic of the warhorn:

Heat Sync: Good for what it does.
Wildfire: Takes far too long to appear to be effective. It needs to appear faster or have the damage buffed. Also, unless you change the ability of this skill, please change Firewall on Focus since these are pretty much the same exact skills in terms of effect and effectiveness >_>

Tidal Surge: Good, but should have it speeds increased.
Water Globe: It’s difficult to catch up too. I think the idea was suggested of making the water field appear around the Elementalist itself and move with the character. That is a good idea.

Cyclone: Good for what it does.
Lightning Orb: I feel this should either be a faster projectile that people have a harder time to avoid, or it should deal a little bit more damage and stay the same speed. Right now, it’s just meh.

Sand squall: Good for what it is.
Dust storm: I guess its good for what it is, but I never found much use for it.

Wash Away the Pain is bad. I get that it will heal everyone around you for the same amount, but that amount is terrible for the low armor, low HP ele. Ether Renewal is still superior.

I urge you guys to actually look at the traits this time. Another straight numbers increase is not just the way to go. Tempest is ultimately flawed on a variety of levels, from the overload to the traits. The warhorn, while the skills are generally good, lacks a real purpose that the focus, dagger or staff can’t already provide.

WvW: Full Cele vs. Mixed?

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Posted by: fuzzyp.6295

fuzzyp.6295

I remember a while ago some people told me they said shoot for around 125 to 175 points worth of Celestial gear. At the time, it was a decent estimate and it’s still kinda what I shoot for. Going completely full celestial will give you great sustain, but not enough damage output to really do anything over than kite.

A full set of ascended celestial yields you 207 points worth of celestial. I wouldn’t suggest going much higher than that in terms of how much celestial gear you bring to the table.

Looking For A Cele Ele WvW build

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fuzzyp.6295

Serious question: Why would you want a celestial gear build for a zerg staff build? You are only gimping yourself and your team by losing out on DPS or your own personal defense. Cele gear is good for roaming and small scale battles due to its nature to cover every stat. But you don’t need condition damage or healing power while in a zerg.

My personal recommendation, and I’ve been playing ele pretty much singularly in WvW for nearly 3 years, get a set of PVT armor and zerker trinkets. Start with that if you want a good staff zerg build. As you learn positioning and how to deal with zerg battles, begin swapping out that PVT gear for more zerker gear until you have a nice mix.

If you still really want a celestial build, consider a roaming staff build or just the D/D meta. If you go that root, I believe the general concensus is get around 125-175 points worth of celestial in your gear, then fill the rest up with combos of zerker/knights/valky depending on what you feel you need.

(edited by fuzzyp.6295)

Slyvari and Cold

in Lore

Posted by: fuzzyp.6295

fuzzyp.6295

Hey guys, quick question. My group is Role Playing across Tyria and we’re coming up towards the Shiverpeak Mountains. Originally I thought Slyvari did get cold because of an NPC in the Grove mentioning how Hoelbrak chilled her sap or something, but recently I found another Slyvari NPC in Snowden Drift that said Slyvari aren’t affected by the cold. Does anyone know which of the two is more canon? I’m thinking the not affected because the other Slyvari may have just been talking poetically or something? Thanks in advance

Tempest Overload underwater?

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

Hey guys, I’m just curious. Do we have any idea how the overloads will work underwater? I know they didn’t show anything during the last POI, but I was wondering if it was mentioned anywhere else I missed. Thanks.

WvW Water Ele Assistance

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Posted by: fuzzyp.6295

fuzzyp.6295

So first and foremost, a little bit of a disclaimer I guess: Generally speaking, the best way to help your team out is through traiting water/arcane skills but taking DPS gears and runes. No matter what healing power you have, all of the healing skills on the staff are too slow to be of any real effect as heal skills on their own. Instead, you use the water fields to blast for a huge AoE burst. Guardians are better suited to this than an Ele, and since the blasts will scale of whoever blasts its healing power, stacking on Healing is pretty useless for a backline ele. To be the most useful, consider looking into a rune set like strength and look into a mix of zerker gear with solider gear. Celestial isn’t really all that good for an Ele Staff in a zerg. It smuch better for D/D roaming. Not that it wouldn’t work, just there are better options.

On that regard, I’d recommend taking in water: 1-1-1 for more personal survivablity or 3-2-1 or 3-3-1 for more pure zerg support. With arcane, probably 2-2-1 or 2-3-1. Evasive arcane gives you an extra blast finisher for more AoE buffs and a nice AoE heal. Your last slot I’d recommend fire with 1-1-1 for group fury/might blasts or 1-1-2 for more DPS in general if you want to support your team.

That said, I know it can be pretty fun just trying to support the zerg through heals and regen. If you want to something like that, I’d recommend looking into Rune of the Monk (From AC) and picking up a Sigil of Benevolence. This will increase your healing quiet alot if that is something you want to see. Other good alternatives if you want to do a pure pure support build include Runes of Altruism, which will grant stacks of fury and might when you use your heal skill to others around you. I know that when I ran a full healing build with monk runes/rice ball/benevolence, my heals on the staff were popping up at nearly 3-4k a tic with geyser, nearly 2k on water blast and my evasive arcane dodge. The problem with it is getting people to stay still for the full duration.

I hope this helps in some way to atleast give you an idea of how to progress

Canthan Erasure

in Guild Wars 2 Discussion

Posted by: fuzzyp.6295

fuzzyp.6295

I could be wrong but I’m sure when I made my human engi part of the storyline Logan (or maybe some other NPC) asked where I was born and one of the options was Cantha……

In a similar vein, I remember way back when some saying that originally there were options planned in the character select screen that included ‘Elonian’, ‘Canthan’, ‘Ascalonian’ or ‘Krytian’ or something like that for your characters background. I don’t remember where I read it or if it was even true but I always kinda wished they had kept it.

Rune of the Monk and Celestial

in Elementalist

Posted by: fuzzyp.6295

fuzzyp.6295

If your intent of using monk runes I recommend full clerics or nomad in WvW with a sigil of benevolence/water and buy delicious rice cakes off the trading post. You will get such insane green numbers off everyone in a zerg battle its addicting. As someone who is in WvW all the time it would be awesome if there was a few ele’s running that build constantly.

This. It’s really fun, although I don’t know how useful it has been in a zerg set up. For funsies I went full Magi Armor (Healing, Vit, Percision) and Full Clerics trinkets with nomads weapons. If you use Runes of the Monk plus the Rice Ball, Benevolence and if you take the Soothing Power trait you can heal pretty well. My Soothing Mist heals for just over 800 a tic, swapping weapons heals for nearly 2k with Signet of Renewal, and I can burst heal for almost 5k just swapping into water.

But I don’t really think the heals are attributing much in a zerg setting, and when I ran in a small group roaming I was simply too squishy and picked off easy. Probably noamds gear may fix that, but often than not small scale fights are won by who deals the most damage the fastest, not who can sustain the longest.

Still, if you want to pretend like you’re a monk again, look into it XD It can be fun

The New Lion's Arch - Feedback [merged]

in Guild Wars 2 Discussion

Posted by: fuzzyp.6295

fuzzyp.6295

Personal, I finally feel Lion’s Arch has returned to its glory from GW1. While the seafaring take was interesting, it was also pretty bland. It looked like a hobbled together mess, which from a lore perspective makes sense given what they turned Lion’s Arch into. But the new LA is just gorgeous . I think the new style is a great blend of the old, more traditional city look whereas keeping the seafaring style that the new pirate haven came to represent.

I know we’re all entitled to our opinions and I can totally see what you mean. It has lost a bit of its uniqueness. But I personally think Lion’s Arch has finally returned to the glory is should have always been. Kudos to the devs for the change!

Character slot needs to be included

in Guild Wars 2: Heart of Thorns

Posted by: fuzzyp.6295

fuzzyp.6295

I’ve been a loyal customer to Arena Net since 2005 and I have never once felt that you have charged unfair prices for the content provided. However with the recent pre-purchase announcement, I have been severely upset with how you intent on conducting your purchasing models.

Heart of Thorns, as a 50 dollar game, is fine in my opinion considering everything you promise in it. This is despite the fact that we have gotten no new information on the amounts of areas in the game, or the challenging content promised. We’re still missing 6 out of the 9 specializations that will be included. Despite all that I still trust in you that this game is worth the 50 you are charging because I have seen the history of quality game design you have.

But what is absolutely disgraceful is not including an extra character slot in the base purchase of this game. One of the few features we do know about is a new class. A new class is the major selling point in ANY expansion in ANY franchise. But now for us veteran players, one of the exclusive features of this expansion is now locked behind another pay window. It’s either drop another 10 dollars into the game to buy a slot, fork over a large amount of in-game gold, or delete one of our previous characters. Is that really the message you want to be spending? “Please pay $50 on our expansion and another $10 to play the new included class!”

This is absolutely insulting to your player base ArenaNet. I will not be purchasing Heart of Thorns until either the base purchase includes the expansion slot it should so that we can enjoy ALL of the content for the full retail price or the price is reduced to the point where dropping another 10 dollars doesn’t seem like a pathetic money grab.

I have never been so disappointed in this company as I am today. :\

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: fuzzyp.6295

fuzzyp.6295

To be honest, I wouldn’t mind spending $50 on the expansion. Guild Wars 2 has no subscription fees, so I believe a 50 dollar price tag could be justified. I’m okay with that.

I am not okay with it being $50 and no extra character slot. What gives Anet? This has been a staple of Guild Wars for years. $50 on its own MORE than justified an expansion and an extra character slot. I should not be expected to shell out $60 for this expansion and a character slot.

On a related note, if the Guild Wars 2 core included in the bundle can be given to someone else, I’d be happy with it so I could share it with my friends. But I have a feeling it won’t.

An expansion is suppose to be full of hype, but these last few days have really begun to kill the excitement for me. But I know Anet does actually listens to their community. Please consider this change! At least give us a character slot.

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: fuzzyp.6295

fuzzyp.6295

I rarely post, but I wanted to just say I am extremely disappointed at the removal of Fire’s Embrace for the Elementalist skills. Part of the problem with Elementalist is that it already lacks build diversity. Fire’s Embrace was key in offering an alternative play style to the Dagger/Dagger and Staff metas in PVP and WVW. I understand the changes to condition damage merited some looking into skills, but this isn’t a nerf to keep things in line, its pretty much the destruction of a style of play.

Until the build goes live, I don’t know how useful the signets conditions will actually be. But losing the protection from Elemental Shielding and extra DPS from the Fire Shield concern me greatly considering already how few conditions Elemenatlists have access too. I’m hoping this buff to Fire damage is worth it.

Feature Pack Week 3 Speculation

in Guild Wars 2 Discussion

Posted by: fuzzyp.6295

fuzzyp.6295

I sure hope for their sake that one of those announcements has something to do with precursor crafting.
Well, i know I’m gonna grab some popcorn and read the forums.

I agree. Anything with regards to precursor scavenger hunts would be enough to make me happy. I don’t even care much for legendary weapons, but to know that we finally got a feature we’ve been asking for since launch would be a breath of fresh air. That said, I am remaining skeptical.

If they were to announce anything big though, I’d imagine it would be during their last week. So lets hope!

Feature Pack Week 3 Speculation

in Guild Wars 2 Discussion

Posted by: fuzzyp.6295

fuzzyp.6295

Okay, while I agree with everyone on most of the issues surrounding the latest blog post, I’ve decided to try and start up a topic to try and keep some positive discussion going forward. So let’s ask the question: What do you think next weeks updates will contain?

Looking at the description: “In the September 2014 Feature Pack, we’re rethinking the way you collect and trade items!”

I really hope that this means we may finally be getting an actual trading system like we had back in the original Guild Wars. How this game made it 2 years without a basic feature like that is beyond me, so that would be a really welcomed change.

This could also maybe bring with it updates to the trading post. Maybe finally letting us sort through armor by light/medium/heavy? That’d make things a ton easier helping to gear up my characters.

Also, I have a slight ting of hope that there might be something very interesting coming up with regards to rewards because they mentioned the way you “collect” items may change. Trying not to get too overly optimistic for that, but still hoping they might have saved their best for last.

What’s your thoughts on next week’s features?

Also, let us just take this moment to hold hands and offer a collective pray to Kormir that its’ no the VIP system. Kormir has never let us down before and she will no doubtfully see us through this next week unscathed.

Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: fuzzyp.6295

fuzzyp.6295

Strange texture on boots appears after going underwater.

Race: Human
Sex: Male
Class: Elementalist

I have been having this issue for quiet some time now. I don’t know when it started, but whenever I go underwater with my Elementalist, strange textures appear on my Boots. It appears on every single boot I equip and it stays with it until I unequip the boots. I don’t know if this is just a problem with my own files or what but it can get distracting when I’m constantly getting in and out of the water. If anyone has any idea what the problem is, please let me know. Thank you.

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Light armor hats

in Suggestions

Posted by: fuzzyp.6295

fuzzyp.6295

More variety is never a bad thing. I’d love to have a traditional wizard’kitten, or something other than a hood or mask. Even more of the jewels that Elementalists used back in GW1 or facial tattoos would be appreciated. d

Can someone help with this Z1-W3 jump?

in Super Adventure Box: Back to School

Posted by: fuzzyp.6295

fuzzyp.6295

Huh. That’s strange. the videos I’ve watched and my friend who completed it all told me to edge forward. Hahaha

Thanks.

Can someone help with this Z1-W3 jump?

in Super Adventure Box: Back to School

Posted by: fuzzyp.6295

fuzzyp.6295

I’ve had no real issue in this world up until this jump… I’ve been stuck here for about an hour or so and I’ve died probably close to 100 times on this jump alone. I’ve watched a couple videos that show how the jump is done, but whenever I edge up close the clouds appear. No sure where I’m suppose to be jumping from. It’s probably a tough jump to explain, but if anyone can help I’d be greatly appreciative. Thanks guys.

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