Showing Posts Upvoted By Seras.5702:

What new outfits would you like to see?

in Guild Wars 2 Discussion

Posted by: Lothirieth.3408

Lothirieth.3408

I’d love to see more non-Gem Store armor. You know, stuff we could earn through playing the game.

[To Devs] Save Power Block!

in Mesmer

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

So, we all know that Mesmer got hit pretty hard this patch. We never received some promised fixes (iWarden/Illusionary Elasticity) and the majority of our new Grandmasters aren’t GM-worthy in the slightest or can’t compete with current traits. However, if there’s one surprising shining light, its Power Block.

Power Block, in it’s current bugged form, is a very good trait that isn’t quite overpowered. It’s not OP in PvP due to Mesmer’s lack of reliable AoE interrupts and relatively long CC cooldowns. It’s also not OP because as it turns out, not many skills are able to be put on a 10 second cooldown, and of those skills even fewer are WORTH interrupting..

So why hotfix it? Yes, it isn’t matching it’s original functionality but lets be honest.. The original incarnation of Power Block would be garb and entirely inferior to Confounding Suggestions and Chaotic Interruption.

In it’s current state, Power Block interrupts thieves, rezzing & stomping, interrupts bosses through Defiant, and puts even auto-attacks on a cooldown. This is how the skill should work!

Mesmer are in a bad place right now in all game modes. We’re not very desired in PvP, or WvW raids, and by switching Empowering/Harmonious Mantras you nerfed/broke our dungeon potential to the point where people have to wonder if taking a Mesmer is worthwhile at all. Power Block could potentially remedy that, especially with how it works on bosses currently. Hendo, a very experienced dungeon runner lays it out perfectly:

The new grandmaster domination trait is busted as hell, incredibly fun to use and very reliant on twitch reflexes for PvE.

We were able to score actual interrupts on Lupicus and it was hilarious yet weird to play in since it meant breaking our traditional patterns. Apparently works on the imbued shaman, berserker abomination and subject alpha too, so having a mesmer to interrupt dangerous skills so that other players can perform their skill rotations seems pretty solid. Plus their traditional reflect utility is good for fractals.

We’re thinking 30/30/0/0/10, 30/10/0/20/10 or maybe 15/20/0/25/10 might be pretty legit builds, more so the 30/30.

So… yeah. Mesmer might still honestly have a place in the dungeon meta despite getting its reflect damage hit slightly.

BUT IN ORDER TO KEEP IT IN CHECK…
Right now Power Block is one of our potential saving graces. PLEASE don’t be in a rush to hotfix and forget about it. Study the trait in it’s current form and if anything, patch it stoppign rezzes/stomps and maybe slap a 5 second ICD (10 seconds may make it rather trash again). Shave it, as you did warriors and watch for the results. Please don’t leave us with another useless trait…

(Any Mesmer who agrees, please show your support in the comments)

(edited by Chaos Archangel.5071)

Guild Alliances on Upcoming Patch

in Guild Wars 2 Discussion

Posted by: agenciq.8043

agenciq.8043


3. Spawning world bosses using consumables for guild merits/influence.
You guys made a game where people can join 5 guilds at the same time. So people join one for guild missions with friends, one for WvW raids, one for doing dungeons and, for example, TxS only to kill Tequatl and Wurm. We can’t even comprehend why you did such a thing since even players from 500 people guilds join TTS or TxS just so they can kill Tequatl/Wurm. Do you really think that giving people the ability to spawn those events will somehow magically change the way guilds work? The only thing that this will lead to is flaming and whining on the forums because guilds with 35 players are able to spawn Tequatl, but it’s too hard for them to kill it! Nerf it! Just like what happened with the Mad King jumping puzzle.

ArenaNet idea: Tequatl and Wurm might be fun events for casual guilds to try. Let’s make it so that they can, given the guilds are able to grind for merits and influence, queue their own world bosses!
In doing so, we will force our guild mission content on all the guilds that are not designed for guild missions at all. On top of that, offering double rewards for having to do guild missions not only in the guild that is meant for that, but also in a world boss guild just so they can unlock the content the guild is purposed for is obviously out of the question.

Question: Now you expect people to do guild missions in more than one guild? What for? Will they get twice as much commendations? Probably not. Will we be able to gather enough merits to spawn Tequatl twice and Wurm once a day? Everyday?
TxS guilds exists only to keep all the people together in one place because we all want to kill Tequatl and Wurm. We never wanted to do guild missions together, or any other guild activity for that matter, to be honest. Not to mention you allow players from different servers to join the same guild. How do you expect TxS or TTS to gather influence and merits for those “consumables” if each server carries its own influence?
You can’t just force those ways on every guild. Certain guilds serve one purpose and one purpose only. We kill Tequatl and Wurm and that is the only thing we do, as everyone has their own guilds for guild missions already.

Our solution: If you really want us to spawn those events using influence/merits you should make sure that both will not be server-based anymore on the same day as the patch hits, not half a year later.


You might think that this post is just another old man’s rant, but it is not. Since the information release of the Megaserver patch we had pleasure to talk about it on TeamSpeak with at least 500 of our guildies and those are the concerns that were raised.
Now, ArenaNet! Don’t take this the wrong way; the idea behind this Megaserver patch is awesome it will help casual players in whatever they want to do, but it seriously hinders the thousands of organized non-casual players like us.

To give you the simplest example, look at your statistics, how many times did Vabbi kill Tequatl or Wurm? Now let me ask you another question: do you really think that the great population of Vabbi gathered around and did that? And do you really think that getting more casual players on the same map will lead to them successfully finishing those hard events? There is a reason we have an organized guild like this, because it takes a lot of organisation and cooperation and teamwork to kill these bosses.

You usually do not get feedback like that from communities like ours because we know that it will probably get ignored anyway and we won’t accomplish anything, but this time is different since the patch puts the survival of guilds like ours in serious question. Lots of people in our guild, like myself, only play this game because we have these events where the organising and doing them as a team is the last fun part of Guild Wars 2. If this ends, many will consider leaving, like me.

This is a serious matter to us, so I’d like to ask the general community of the game not to use this topic for flaming or trolling because you won’t accomplish anything anyway.

As a leader of TxS I am also asking members of our alliance not to participate in flaming wars if any were to occur. Be polite, respectful and stay on topic.

(Big thanks for Chiiwii and Fyridor for spell-check and grammar ^^)

Agentka
Former TXS Alliance Leader,
now Northern Lights EU community Leader

(edited by agenciq.8043)

Guild Alliances on Upcoming Patch

in Guild Wars 2 Discussion

Posted by: agenciq.8043

agenciq.8043

(I would hereby like to request forum moderators not to merge this topic with other Megaserver feedback threads. We don’t just want to give feedback, we want to raise serious concerns here regarding the future of guilds like ours, rather than being lost among flame and suggestion posts. Thank you in advance.)

At the start I would like to apologise. It is not my intention to offend anyone, especially not ArenaNet nor any person that plays in GW2. I will state the facts as they are without any sugar-coating and sometimes truth is harsh, so don’t take it the wrong way.

Let’s start with a short introduction; I’m Agent, one of the three leaders of the biggest EU community dedicated to slaying Tequatl and Triple-Headed Wurm and probably all the future “hard” bosses we might get. The TxS Alliance, as we call that community, is a home for over a thousand players enjoying the complicated events in-game. The Alliance is spread over 4 multi-server guilds; TKS, THS, TSS and TXS. We usually kill Tequatl at least twice a day (more than 300 confirmed kills) and we managed to kill the Triple-Headed Wurm over 50 times since its release. This all would place us amongst the most experienced in these events.

Of course, we are not the only ones; NA servers have its own community called TTS (which exists of 10 or more guilds and houses around 5,000 players). Since we operate in the same way I think that I speak on behalf of all those people.

We have created said communities for these hard events, but with the upcoming Megaserver patch, that will most likely come to an end. This is why:


1. Average population per map copy: +225%.
This is how we organize our events: Get around 120 people on TeamSpeak, guest to a server, check if the map is empty, invite all your members and kill Tequatl/Wurm. I guess I do not have to remind anyone that maps fit 150 people at most.

ArenaNet’s idea: Get everyone, regardless of server, on the same map. This way, every instance of every map will usually be almost full.
I understand the point of view of developers; you basically want to squeeze as many people as possible on a map so “casual” players will always have someone to play with.
But hey.. what about the NON-casual players?

Question: How we are supposed to do these events now when ¼ of the people will end up on map instance one, ¼ on map instance two, ¼ on map instance five and ¼ on whatever other map instance there is? If your answer would be: “But people from the same guild will end up on the same map!”, that might be true, but to what extent? You will end up on the same map, but that map will already have people on it. What happens to those people when more guildies try to join in and the map is already full? Do those people get ported over to a different map instance, or will the guildies not be able to get in anymore?
Not to forget about: “Average population from the same guild as the player on joined map: +5%”. As mentioned before, we are not just one guild; we’re spread across four.

Our solution: Guild-specific map instances. Since we can pay gems to make our private pvp arenas, why can’t we pay gems to create our private Sparkly Fen, or Bloodtide Coast? Where only specific guilds can enter?


2. World bosses spawn time changes.
I do not know what statistics you guys look at in your office but I can tell you now that no-one will kill Tequatl at 04:00 AM in Europe. How did you even pick those times? Since September we kill Tequatl every day and I must say that our guildies never asked us to kill Tequatl at any of those ridiculous times before.

ArenaNet’s idea: Since we already squeezed all the people on the same maps so they are not empty, how about we limit world bosses to only one kill per day, at a realistic time? That’s great! Now these maps will always be full at this hour because, let’s be reasonable, there’s only one time most of the people will manage to join after work/school/university/life in general. (Which is 19:00 cet)

Question: What exactly was wrong with Tequatl/Wurm spawning every 2 hours? People/Servers could pick whatever hour they wanted to and finish those events at a convenient time but now they can’t. “You will be able to spawn those bosses using consumables bought with guild merits/influence” NO. Which takes us to the problem number 3.

Our solution: Um… leave the spawn times like they were and everyone will be happy? Because there was totally nothing wrong with that.


Agentka
Former TXS Alliance Leader,
now Northern Lights EU community Leader

Unhappy with chest rewards

in Guild Wars 2 Discussion

Posted by: Rentapest.6503

Rentapest.6503

It was nearly impossible before to make money and still a hard grind because you had to farm boring champ trains over and over zzzzz or dungeons over and over. But at least, if you needed, you could do so.

However, now you can only get one chest per day in dungeons? What a load of rubbish!

Not only are the chests daily, but the drop rates have been hammered too! Don’t see that in the notes, but it is a fact. I used to do a dungeon and come out with 3-5 rares, now I don’t get any! It’s blues all the way with the occasional green.

The loot chests have been ruined and the loot you get from said chests when they are there is just a joke.

PvE is officially kitten and worthless now. You’ve ruined the DPS, you’ve ruined the rewards, and you’ve bugged it all.

Game Updates: World Boss Synchronization

in Guild Wars 2 Discussion

Posted by: Romek.4201

Romek.4201

this info when bosses spawn and where have to be ingame and not on a website

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

So I supported ferocity. A 10% reduction would likely offer a more balanced gameplay and lead to less flash fights in wvw. However, I sure as kitten don’t support a 33% reduction and that’s what a lot of us got. I am a balanced build necro mostly in wvw.

They claim this is to nerf zerk sets, but zerk actually received the lightest reduction. Here are some examples from my build:

  • Stonecleaver Spire (basically zerk nerf): 10% -> 134f (9%). Ok, there’s your 10% reduction.
  • Bud of Pale Tree: 9% -> 85f (5.6%). Whoa, that’s a 37% reduction guys…your math is falling apart.
  • Bagh Nakh: 8% -> 68f (4.5%). Whaaaaa….That’s a 43.5% reduction. WTF!?

These aren’t even the celestial pieces you noted you’d be screwing over, yet these are just as bad. C’mon anet, I hear you can hire a 3rd grade tutor for your employees for fractions of what a college class costs.

But here’s the clincher. It would have been hard for them to mention each individual piece, but every class has a crit damage tree. How the frell did you neglect to mention that every single class in the game was getting a 33% reduction on their crit damage from trait trees? 30% -> 300f (20%).

I was looking forward to this patch. I don’t have time for more than one class, but since you completely broke my build I’m logging possibly permanently if you want to stick with these changes. I’m a frelling level 55 downlevel necro running around in wvw now. And I sure as hell am not taking 3 months to build another ascended set after I’m almost done with my current one. I’m sure you’d break that one just as I finish since you’re all about massive patches now…

WTF blizzard…I mean anet? If I wanted a cycle of being nerfed into oblivion then buffed to complete imbalance I could play WoW…

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: Skye.4983

Skye.4983

This new trait system is perhaps the most frustrating part of the patch. I have 9 level 80 alts. I am stuck at either spending 900 skill points and 135 gold. Or I have to kill priestess of Lyssa 9 times, Karka queen 9 times, priest of Grenth 9 times, high wizard 9 times. I have to zerg endlessly to get traits that before I was able to get automatically?

This is an improvement? Forget it, I am not wasting my time on this, I’ve already experienced those parts of the game and found lacking. I don’t want to do it over and over and over again just to unlock basic functionality on my characters. And if I can’t do that, why even play.

This patch is leaving a bad taste in my mouth.

Game Updates: Wardrobe, Transmutation, Outfits

in Guild Wars 2 Discussion

Posted by: Pandaman.4758

Pandaman.4758

I already made a topic about this, but I guess I should’ve posted in here instead:

They new wardrobe system is great, but it has inadvertently (or perhaps deliberately) removed the only affordable method of extracting runes from otherwise unsalvageable temple karma armor. Previously we could transmute the rune into a set of armor that can be salvaged, then salvage that to get the rune, which contributed to the 6g~7g price tag of most temple runes we see on the market today; now, however, the only option is to buy a single use upgrade extractor for 250 gems (at the time of this post that would cost a whopping 28g), so once the current supply of runes run out we’re going to see the price quadruple (if anyone bothers extracting and selling it at all, that is).

Please either make karma armor salvageable or slash the price of upgrade extractors to something reasonable like 30 gems (5 for 150 gems, same pricing as transmutation charges).

Only 10 Daily Achivements?

in Guild Wars 2 Discussion

Posted by: Racurn.5921

Racurn.5921

And from the opposite perspective, I only have 2 WvW and 2 sPvP options? I’m generally a carebear, but this hardly seems fair.

Only 10 Daily Achivements?

in Guild Wars 2 Discussion

Posted by: Abaia.1365

Abaia.1365

I noticed that too. I hope it’s a bug.

Only 10 Daily Achivements?

in Guild Wars 2 Discussion

Posted by: Euler.3259

Euler.3259

I feel like the number of daily achievements are super low considering that sPvP got added into the mix. Now I only have a choice of 6 non-WvW, non-sPvP dailies? That really sucks. What happened to daily gather being one every. Single. Day.

Starter gear

in Guild Wars 2 Discussion

Posted by: Rikimaru.7890

Rikimaru.7890

This isn’t a real problem but I think all starter gear skins should be unlocked.
I mean seriously it’s not hard to make up to 24 new characters that exist only for 1 min each just to unlock all of them. However is it really a good idea to use such methods just to unlock some crappy skins?

Opinion on engie grandmaster traits?

in Engineer

Posted by: digiowl.9620

digiowl.9620

Not sure if worth it. 3 of them behind temple events, and one is some wreck somewhere in Sea of Sorrows?! Or i can burn 12 gold and 80 skill points…

Not sure if this was an improvement over the old system…

Auto Loot Needs to be Reworked

in Guild Wars 2 Discussion

Posted by: UrbanEMP.2654

UrbanEMP.2654

The way you make your argument is very unprofessional and immature. Using capitals to make a point? Improper grammar? Acting like you’re shouting?
Maybe reformat your suggestion into a more mature format, and it’ll be taken with some consideration.

[Guide] Where and When to Reflect

in Mesmer

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

FRACTALS OF THE MISTS

  • Harpy fractal (One thing about the harpy fractal. Traited focus is great for 90% of it. The mid point golem fight requires an untraited focus. I believe it is the only skill that can currently negate is spinning poison spread. The traited focus doesn’t seem to work.)
  • Fractals (Grawl) Endboss’ Agony Arrow
  • Fractals (Dredge + Dredgeboss) Bombs (I think you just destroy the bombs instead of reflecting them)
  • Fractals (Swamp) Mossman’s Axe/Bloomhungers Shockwave
  • First archdiviner in cliffside fractal has an attack that can be reflected where he spins around A note about the archdiviner. Sometimes when reflecting ( or not, I haven’t been able to figure out what on earth is really happening) you can get hit with a LOT of damage from an attack called ‘ring of warding’. Just something to watch out for.
    Ring of Warding is the projectile attack that you “should” be able to reflect. It appears that even if you reflect it with feedback, and see him take 6 8k crits, the ability pierces through and can still hit the player. Since the damage is the same as if a bolt hits the player, I assume this is the case. Usually, this happens when I feedback at the moment he is doing it, whereas I am never hit if there is a good 2-second window where he is in the bubble.
  • Cliffside: For the arm seals, many of the trash mobs have a reflectable attack within feedback.
  • Ascalon: The archers and mages have reflectable attacks.
  • RANGED DREDGE EVERYWHERE
  • Jade maw fractal: the squid mobs have a charged up knockdown attack that can be reflected.
  • Ascalon fractal: when the final boss is in the firey greatsword stage, his standing still autoattack can be reflected for upwards of 25k damage.
  • Grawl fractal first boss: he uses a projectile burning attack that can be nicely reflected.

ASCALON CATACOMBS

  • AC p3 boss has an attack similar to the effigy which can be knocked back
  • AC path 2 final boss: the ghost eater uses a frontal cone aoe that is similar to risen elementalists, except it also applies bleeding and cripple. Chaining reflects will kill him incredibly quickly.

TWILIGHT ARBOR

  • Up/Up first spider boss and second spider boss: both use projectile attacks. First spider boss will receive 5x increased damage if you are poisoned. Same effect with champ spiders in arah.
  • Lavaelementals can be reflectet to not hit the Ooze
  • Sparki’s projectiles ignore reflections/destructions(Smoke Screen tested) (didn’t test untraited focus)
  • Slick’s shots can be destroyed but not reflected
  • Endboss’ AoE (Tools and Gears) can be reflected

CRUCIBLE OF ETERNITY

  • COE golem primes itself to fire a red projectile which can be reflected for like 20k
  • Icebrood Elementals

HONOR OF THE WAVES

  • first legendary boss in hotw p1 has a projectile attack that can be reflected
  • Most of the HotW stuff is projectiles based, story included. Final bosses rom explorables are excluded, since 2 of them are underwater and the one from path 1 has more aoe attacks than projectiles.

CAUDECUS MANOR

  • When in doubt, reflect. You’ll probably hit something.
  • Also in Caudecus story there’s a lot of projectiles. I remember that the final boss in story mode is a ranger, which didn’t touch me anytime thanks to iWardens and temporal Curtain.

CITADEL OF FLAME

  • COF effigy has an attack where it slams its fist in to the ground which fires five projectiles that can be reflected for around 50k

ARAH

  • Risen Elementalist in Arah basically kills itself on Wardens (he takes about 30% per blade volley).
  • Alphard, Serpent of the Waves can be completely shut down.
  • Orrian Turrets can be easily killed with any reflect skill.
  • Wraithlord’s Mage can be totally shut down, just like Alphard.
  • In addition to what was mentioned, mages use a projectile that reflects for about 10k. Hunters are by far the best, as they use a bouncing projectile that reflects for about 10k-12k and bounces around decimating everything. You can also reflect the poison spray from the orrian drakes, this will do a ton of damage to them.
  • Lupicus’ aoe attack in p2 can be reflected, but you have to actually be inside feedback for it. I will trait mender’s feedback, stand next to a downed ally, and wait to revive them jus as lupicus uses the aoes. Additionally, in p3 the attack with a large red circle right in front of him where he sprays the ground with green stuff can be reflected for massive damage.

- Legendary Jotun Stargazer of path 1, feedback can be used to reflect his main attack instead of needing reflecting crystals.

SORROWS EMBRACE

  • Prototype golems in sorrow’s embrace p1 can be decimated by reflects very quickly.

(edited by Chaos Archangel.5071)

[Suggestion] Improve Ground Targeting system

in Guild Wars 2 Discussion

Posted by: Sin.3042

Sin.3042

I cant create topic in Suggestion sub-forum, so please if moderator can move it, will be great. If no – hope all will appreciate the idea and it will arrive to creators of game.

  • Idea is to add a check-box in menu, under ground targeting type, which will provide auto limit of skill range.
  • For example, you need to cast fast a mass spell at a maximum range and with this option we will be able to move fast mouse forward and ground circle will move until limit of maximum range and stop there even if you move mouse farther.
  • circle will stay green at a maximum range and wont go farther in red and stopping you to cast saying that is too far.

Similar control option have skills like: Whirlwind Attack and Fiery Whirl
Its so nice to execute quick without any delay and easy to implement in this idea, just to add possibility to set from closer range to max.

(edited by Sin.3042)

15-20 Legendary Armors?

in Guild Wars 2 Discussion

Posted by: Flytrap.8075

Flytrap.8075

Can we get some more armor skins that you can obtain through actual gameplay rather than swiping your credit card before we come up with some grand scheme for Legendary armor?

That’d be great.

Fort Aspenwood | [Bags]

I see why I stopped playing; Concerns

in Guild Wars 2 Discussion

Posted by: Soap.6124

Soap.6124

I haven’t played GW2 for nearly a year now.

I thoroughly enjoyed most of the game; I have a couple 80’s and some fairly high PvP-rank characters. Very close to world completion, high level crafting skills, etc.

I decided to see how the game has come in the past months and fired it up again; after a large amount of patching, a good bit of nostalgia, and a couple of hours, I found myself in a state of déjà vu; I got that same feeling of “there’s really nothing to do” again.

How could this be? Months of content and patches being added but still there’s seemingly nothing to do.

Well, it got me thinking. I really like the structure of the game; it’s got a ton of potential and the ANet team seems very proactive when it comes to their game. It’s just a matter of direction, if you ask me.

Here’s some of my concerns, take them for what they are; I’m sure many people agree as well as disagree and think I’m an idiot.

• The loot isn’t fun. There’s very little variation when it comes to items, besides aesthetics. While leveling up this isn’t too much of an issue, it kind of dulls the experience at max level. Sure, I don’t have full Ascended gear, but I’m also not very compelled to put a ridiculous amount of time and effort into getting them due to one, these items don’t really have a meaningful impact on gameplay, and two, there’s no gameplay that really merits them.

• Nobody really does dungeons; they skip them. If people are going out of their way to skip content, don’t you think there might be something wrong with the content? Most dungeons contain too much filler and lack real “loot” for your efforts; that doesn’t create a challenging, rewarding, nor immersing dungeon experience.

• Build diversity and overall balance could be much better. Nowadays, it seems like nobody likes you unless you’re full Berserker, using your classes “best” weapon. Doesn’t that seem a little strange to anyone? If balancing between PvE and PvP is difficult, why not just balance them separately?

• World events should be more… worldly. Off the top of my head, one of my favorite world events is when that huge Giant runs over that low-level Charr town in one of their zones. I like that event because there’s repercussions for not dealing with him; your town is pretty much useless. What good are world events that really don’t have any weight within the world around them? Would be pretty fun if towns getting attacked was more of a regular thing; it makes the world seem more dangerous.

Living story content is great and all, but shouldn’t the focus be on content that’s fun and repayable? I don’t know about you, but I’d much rather see:

? Added a new zone where players fight the native clans for control over rare, natural resources!
- Rare and bountiful resources that appear randomly throughout the map are guarded by powerful monsters!
- Monsters periodically assault player hubs; the attacks never stop!

Than…

? Some kitten with a giant robot spawned in the middle of the mountains somewhere; go kill it if you’re bored and looking for somthing to do.

Want to buy - Endless Bobble Head Tonic!!!!

in Black Lion Trading Co

Posted by: Angelica Dream.7103

Angelica Dream.7103

Title says it all…
I want to buy an Endless Bobble Head Tonic!!!!

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

Turn signet passives into pseudo-traits triggered by active skill use and/or unique actions/circumstances.

Be creative and improve current signet functionalities (buff the underpowered; nerf the overpowered; functionally changed the outright broken/boring).

Suddenly you have a load of new, mechanics and skills that can be dumped into the meta.

Not every signet is listed here because I didn’t have changes/solutions for some of them and I didn’t care enough to come up with those changes.

(edited by Swagg.9236)

Condi and Power

in Profession Balance

Posted by: Nike.2631

Nike.2631

A position so powerfully put, so compellingly framed, so eloquently stated that we know the Devs will have no choice but to capitulate completely and do as you say (like drooling zombies).

…Unless we band together and ignore it until it slides of the front page.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

The Perfect Class

in Engineer

Posted by: Rabidsavage.7518

Rabidsavage.7518

Fellow Engineers,
Our class has been the subject of debate over power, utility and general usefulness. There is a great concern that our peer classes have a much higher team potential but at the same time a growing support has sprouted withing the community. My goal is to strengthen this support and increase our ranks. With that being said I’d like to address one of the major issues concerning our role in the game.
Engineers are unique. We have an array of tools that help with team support, DPS, and even front line aggro holders. The term “Jack of all Trades” comes to mind, however this is not entirely true. We have flaws, big flaws even which limit our capabilities. Do not take this as a bad thing. If the game wasn’t balanced it would be no fun. Our true potential however, comes from the creativity of our own minds.
I cannot express enough to experiment with every nook and cranny of this class. You never know what niche you may find for yourself. For an example; one of my favorite builds is a support bomb build that stacks might and vulnerability while simultaneously healing harder than any guardian I’ve ever encountered. This is just one example, and there are many many more builds that work well. That’s the beauty of this class. I could spend hours explaining the ins and outs of every trait, ability, synergies or play style but, this is not my major point.
The only drawback to this class is that it does have a bit of a learning curve. It takes time and most of all patience to figure out what you like best and how to play it. Fear not, as the rewards are far greater than the investment.
In conclusion, I offer a challenge to beginners and veterans alike to show their support for possibly one of the most fun classes in the game. Please feel free to message me here or in game if you are looking for help, or hold concerns. I have done extensive research and would love to share my resources with you.

[List] Find your Mesmer Builds & Guides!

in Mesmer

Posted by: Fay.2735

Fay.2735

!!!THIS LIST IS SUPER OUTDATED!!! – PLEASE USE QTFY or METABATTLE FOR LATEST BUILDS

To make it easier for Mesmers to find builds to try out, guides and videos. I decided to make a list of builds with links and quick descriptions for easy browsing.

Please let me know if you notice any inaccuracies, out-of-date information, if you would like your own build added or would like to suggest someone elses build to be added by responding to this thread with a link to the build thread.

(Builds with a + in front of them are potentially out of date and may therefore require adjustment)


Mesmer Guides
Help and Tips

Mesmer Dungeon/Fractal Guide by Maxinion
Comphrensive Mesmer Guide by Chaos Archangel (Covers Everything)
Lazy Kai’s PvE Leveling Guide
Comprehensive Guide by MrPrometheus (Video Guides)
Group Tactics by Osicat (WvW)
Supcutie’s Comphrensive Shatter Guide (sPvP focused + more)
A Mesmer Guide to Solo Queue by Pyroatheist (sPvP)
NEW Forward Phase Retreating Video Guide by Menzies The Heretic
Official Mesmer Forum Guild (Mesmer discussion, Theorycrafting, Advice & Events)
EU Weekly Mesmer Meetup (Friday 21:00 GMT on Gandara)
US Mesmer Meetup
Mesmer Video List (List of Mesmer Videos)


Multiple Build Lists

Support Build List (Multiple Builds aimed at Support compiled by Chaos Archangel)
Osicats’ list of Builds (Multiple Builds)
Kylia’s list of Builds (Multiple Builds – WvW)
Fay’s list of Builds (www.mesmerguides.com - sPvP, WvW, PvE, Mantras)


Mantra Builds

Mantra Nuker by skcamow (30/30/0/0/10 – Sword/Sword & Scepter/Pistol – PvX)
Corrupt Support by WitchKing (10/20/20/20/0 – Staff & Sword/Torch – PvP)
Mantra Lockdown by Lysna (30/20/20/0/0 – Scepter/Sword & Sword/Pistol – PvP)
NEW Hawk’s Phantastic Mantras (10/20/0/25/15 – Gsword & Sword/Pistol – PvP)

List Continues…..

•— Fay Everdunes | Fay Erduna | Lilyfay (Fay.2735) — Mesmer/Revenant — [NA]FA — 8k±Hrs Played —•
Have you heard of the city? The ancient uru? Where there was power to write worlds

(edited by Fay.2735)

*Spoilers* Mordremoth final battle leaked.

in Battle for Lion’s Arch - Aftermath

Posted by: Caveth.3268

Caveth.3268

Here is the final Mordremoth fight in comic form.

This clearly isn’t just me pasting pictures and text over an old comic of Zhaitan that I made weeks ago.

Edit: The original – https://forum-en.gw2archive.eu/forum/livingworld/escape/Treahearne-where-is-he/first#post3672837

Attachments:

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: Max Lexandre.6279

Max Lexandre.6279

^^ I Posted about it first, yet i was merged, such madness! ^^

This was so needed, PvE it’s going to live again!

I have no more words, this is one mega change for the better! As a PvE player, this is my favorite feature that is coming on the 15th.

hypes!

One some things ANet needs to get right is:
- Guilds. If 2 guild mates from 2 different servers enter the same map, as the system goes, it says they will be put together, if they are playing together, they should contribute influence globally to the guild, same with missions.
If the servers are going Mega-Servers, there is no sense anymore on the guild influence per-server restrictions. ^-^

This is a good change, but it’s one major thing that will cause several concerns to the community, that now, is not anymore X Server Community to… well… EU/US community.

I’m The Best in Everything.
Asura thing.

(edited by Max Lexandre.6279)

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

In one fell swoop Anet have got rid of one of my largest issues with the game…

Thank you and give the guys who did this a payrise…

https://www.guildwars2.com/en/news/introducing-the-megaserver-system/

It will also negate the need for server merges due to low population and help the overflow issues in a single stroke. It’s pretty much how things should have been designed from the start but better late than never

So kittening happy at this. I hated the server system and felt it was a step backwards in tech terms from GW1. There’s still the EU/US divide to breach but this is a quantum leap from where we were.

Guild Leader of DVDF www.dvdf.org.uk since 2005

(edited by Shanaeri Rynale.6897)

Old "friends" - Skills from GW1

in Mesmer

Posted by: Me Games Ma.8426

Me Games Ma.8426

@ Lue.6538 here you go

Backfire
Skill (Hex — “new” skill category)
Hex your foe with backfire for 5s. Whenever he casts a heal-, utility- or elite skill he suffers to 5stacks confusion for 10s.
Casttime: 2s
Cooldown: 60s

  • Backfire(5s)
  • 5xConfusion(10s)

Ineptitude
Skill (Hex — “new” skill category)
Hex your foe with Ineptitude for 4s. The next hit he lands will inflict blind, weakness, torment and bleed to 5 foes near him.
Casttime: 3/4s
Cooldown: 45 seconds (lol “4—5—s” is censored)

  • Ineptitude(4s)
  • Blind (10s)
  • Weakness(s)
  • 2x Torment(5s)
  • 3x Bleed(5s)
  • Range: 1200
  • Radius: 240

Clumsiness
Skill (Hex — “new” skill category)
Hex your foe with clumsiness for 4s. The next successful attack the hexed foe lands will damage 5 foes near him.
Casttime: 3/4s
Cooldown: 45 seconds

  • Clumsiness(4s)
  • Damage(as mutch as iSwordman does)
  • Range: 1200

Sum of All Fears
Skill (Manipulation)
If the target has 2 or more conditions it will be chilled, crippled and weakened.
Casttime: 1s
Cooldown: 35s

  • Cripple(8s)
  • Weakness(8s)
  • Chill(4s)
  • Range: 900

Waste not Want not
Skill (Manipulation)
If target foe is not casting a spell or attacking, you gain endurance and vigor.
Casttime: 0s
Cooldown: 30s

  • Endurance gain: 100
  • Vigor(10s)
  • Range: 900
Mindblossom – Sylvari – Mesmer – Jumpingpuzzler
Equinox [EqnX]
Riverside[DE]

Jon Peters confirms iLeap fix

in Mesmer

Posted by: Pyroathiest.4168

Pyroathiest.4168

Lol no he didn’t. April fools.