Showing Posts Upvoted By Seras.5702:

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Gilgalas.7860

Gilgalas.7860

I must say that I also love the way ANet is heading with the latest updates to Living Story. It is the first of younger MMORPGs to succeed in creating a real server dynamics and social experience. I love how the Living Story succedes in creating that wonderful feeling that you are only one small part of a big army fighting something huge and that you are playing the game along with other players, not against them.

Latest bosses, starting with Tequatl, have been a good step toward more challenging and refreshing encounters while older world encounters were mostly boring with little to do aside stand and dps.

@Gene Archer.8560
Although I see some people complaining that content is too hard for them, and I can understand this, they must also understand that a MMORPG is tailored to millions of players and that not every part of the content must be tailored to their specific disabilies. There are also players who enjoy challenges and disserve challenging content as much as you think to be entitled to unchallenging one. Up to now, and to my taste, most of the game has not been challening as it can be brainlessly zerged, a few specific dungeons put aside.

You must also understand that fights such as the Marionnette one are meant as server events. The difficulty is set to an average level so that very skilled players compensate for lower skilled ones. This by itself should reinforce the community feeling as everyone can fit in. You would be right if the fight difficulty was set so high that it required to excluded lesser skilled players, but that is not the case for Marionnette. I think Josh Foreman explained it pretty well.

What most of the plaintifs fail to realise is that the shortcomings they see in the OoM update (and previous ones) are not really game shortcomings, but their own ones as players and as communities. In every game I have played, I have always seen people complaining that the games are bad and do not deliver what they expect, and everytime they failed to see that what they were longing for was right here, but they had to throw the hand out to grab it.

Server population too low to succeed on the Marionnette fight ? Don’t make me laugh, I don’t think there are server with less than 150 active people at a given time of the day. And even if there were some, ANet included server guesting. Morever, I don’t see how 125 people should be absolutely required when I already completed the Marionnette in Overflow servers without commander and way less than 100 players attending.
You should see these events as a chance to gather everybody in the same place, share a common feeling of victory, of overcoming the adversities, a chance to reinforce the bonds within your server communities.

@Snowblind.4371
I can’t disagree more and I think that you did not really get the way GW2 is meant to play (in PvE). GW2 is not meant to be played selfishly as, I would say, WoW. ANet clearly designed a game meant to emphasize social interactions, not a “Multiplayer Massively But I hate Seeing Other Players ORPG”. Such events have been a chance to me to teach other fellow ranger in the way of practicing our profession it was great time both for them and me. Most people are eager to learn as long as you are not rude with them and don’t coerce them. Lend a helping hand, the magic will happen and you will enjoy a stronger community able to withstand any challenge ANet throws at you.
Whatever efforts the developper put in, the game will always be only as good as the efforts you players are willing to put into building an enjoyable community. GW2 helps a great deal in this (and more than any other game at the moment, EVE put aside) by creating an almost competition free PvE content, but you have to do the remaining yourself.

I completely support Josh Foreman stating that these events will progressively bring up the players skill. And for Gene, this statement applies at the server scale, not each individual player. It may even give lower skilled players renewed interest in dungeons or other harder content than open world PvE. It was especially important since activities such as the Queen’s Dale champion train tends to lower newcomers skill level.

@Elbegast.6970
While you are right about the pleasure treacherous tactics can bring in in games such as EVE where they are meant to be part of the game, they are not in the spirit of GW2 PvE. I can only hope for ANet to ban players like you. If you enjoy EVE gameplay, go play EVE.

@Risingashes.8694
I concur to that suggestion but I suggest that the training program should not mandatory, only an option.

As a conclusion, thanks ANet for a great game with a unique approach to MMORPG and a wonderful feeling of playing as a community. I am confident that you are heading the right way with latest updates.

(edited by Gilgalas.7860)

Update to Ascended

in The Edge of the Mists

Posted by: bwillb.2165

bwillb.2165

Best way to fix this would have been to not implement higher gear tiers >.>

~ CompleteTwisted Marionette Boss Guide~

in The Origins of Madness

Posted by: GenocideOPS.8319

GenocideOPS.8319

INTRO- This guide will explain everything you need to know about the Twisted Marionette boss fight.It will explain when,where, and how in a detailed but brief explanation.In short, no more mindless people running around asking commanders what to do every two seconds!!(Crowd Roars)

Will have to split this up

WHERE- Shiverpeak Mountains in Lornar’s Pass.Closest waypoint is False River Waypoint. East of False River Waypoint theres is a half circle structure(use map) with 5 paths.Paths are numbered from south to north 1-5(clockwise)

WHEN- Every 2 hours(top of the hour) alternating with The Great Jungle Wurm.When the top of the hour hits the 5 minute countdown begins before event starts.

-Every even hour Cental Time US & Canada(UTC-06:00)

BASIC RUNDOWN- Your goal is to sever all 5 chains of the Twisted Marionette.There should be around 20-25 players in each path, a commander in each is recommended.There are 2 phases for this boss fight.Phase 1 is tower defense style fight, phase two is arena style fight.Each group will enter phase 2 sequentially.Once inside they will be split into 5 groups to fight champion mobs and destroy a power node. Must be done within set time limit or whole lane fails.Once success/failure is reached go back to phase 1. All 5 lanes must succeed to win event.

PHASE 1- This fight is a tower defense type fight. There is a red gate/portal that you will have to defend from trash,champion, and veteran mobs. Mobs that get through power the Aethercannon.(Fully powered Aethercannon=INSTANT FAIL)

Siege-There will be siege weapons placed in your lane(i.e. arrow cart, golem,barricades).USE THEM!!!! There will also be a box of repair hammers to repair your damaged/broken siege. Siege CAN be destroyed. You CANNOT use you own siege blueprints.The only siege that can be replaced once destroyed are barricades,so its recommenced to keep your siege at high health. Designating a player to repair is extremely useful to help keep your siege going.Of course protect them from mobs.
-Arrow carts are used to cripple and damage mobs
– Barricades are used to create chokepoints to AoE mobs down quick
– Golems are useful for high damage and great against harder mobs
Siege Golem HP is equal to player HP,when low on health players can exit golem, heal, and re-enter to keep golem alive. Players can also give them golem to another player with good health, which will keep the golem from being destoryed

Tactics- There should be around 4-5 people by gate defending, the rest of the group should be towards entrance to lane(Towards False River Waypoint) defending since most champions and twisted will spawn there. Twisted mobs are priority,they are the only mobs that try to enter the gate.If a twisted mob spans stop what your doing and take it out. They will go invulnerable to conditions after they begin sprinting(You can use whatever you like before that),but it will not purge their current conditions.STACK THE HELL OUT OF CHILL/CRIPPLE!!!IT WILL CARRY OVER AFTER IT GOES INVULNERABLE!!! Between using your siege, and divided groups this should be a fairly easy. Just be sure that twisted mobs are priority. Always call target on twisted champions, helps to be sure everyone is focusing on him,they are fast once they sprint towards gate. Every mob that makes it through gate powers the Aethercannon a little at a time!

-Remember fully powered Aethercannon=INSTANT FAIL-

(edited by GenocideOPS.8319)

~ CompleteTwisted Marionette Boss Guide~

in The Origins of Madness

Posted by: GenocideOPS.8319

GenocideOPS.8319

PHASE 2- Arena style fight. It’s the more difficult of the two phases. Your lane will get the chance to enter phase two in sequential order(i.e. Lane 1 first, Lane 5 last). Once its your lanes turn a 30 second timer will begin, ones times up the gate/portal will turn green then you may enter. Mobs will despawn so ignore them. Once the timer is at 5 seconds everyone should be at gate. Don’t let any champions in while you are waiting for the timer to end,they do count against you!

Arena Explained- Your lane will be split up into 5 separate groups in a circular arena.Since your lane should have 20-25 people that allows for 4-5 people in each arena which is also highly recommended. You will have 2 minutes to complete you objective(Its starts immediately after the 30 second timer).You are to kill your champion and once it is dead destroy the power node. There are 5 different champions.Each champion has different tactics to fight which i will explain later.Each lane will fight they’re own version of the champion, if the lane fails the champion will carry over to next lane. Always communicate and inform the next lane which champion they are up against if you fail.

Champions Explained-

Twisted Marionette will do special attacks defined by the champion you are fighting.ALWAYS avoid her attacks as they do high damage. They will show AoE markers and most attacks will always be in the same spot!

Champion 1- This champion can only be damaged from behind and summons twisted reavers. There will be a marker on the floor pointing which direction it is facing. This is easy as whoever he is after to just kite/evade him while others take him down from behind. Twisted Marionette will use a stomp attack.

Champion 2- This champion is a typical kiting fight. It will do a spinning attack which will knockback and do high damage.It is invulnerable while spinning to damage and conditions.While it is spinning it will drop mines which you have to kite it into to stun him, its vulnerability will drop for approx. 7-10 seconds which then your group should DPS him like crazy! Twisted marionette will do a high kick attack.

Champion 3- This champion is a evasion fight as it will drop bombs which you have to be quick to evade, the bombs can 1 shot a player. Twisted Marionette will use a lightning attack which will add more AoE for you to dodge. Beware its stomp attack.Vigor will help!

Champion 4- This champion is a confusion fight. It will shriek which you should evade. If you get hit by shriek stop attacking ( beware auto attack) and wait for confusion to clear. Confusion will burn you down! It also shoots homing missles which should be evaded when possible, shriek is priority evade though. Twisted Marionette will use a sword attack.

Champion 5- This champion is a DPS race. It splits into two of itself when killed,it will split multiple times. It is best to ball them up and AoE them down quick. Twisted Marionette will use a scream attack.

Phase 2 Conclusion- All 5 groups must kill their champion and destroy power node to sever the chain. Assuming that not one mobs makes it through gate in phase 1 you are allowed 5 failed attempts to sever the chain. From personal experience it is typically around 3 allowed failures. If the lane before you fails you will face its champion. Keep track of which champion you are on. Once you exit phase 2 you will have a 6 minute debuff blocking you from entering another portal. Each lane takes approx. 3 minutes which means you can enter a portal that is two lanes infornt of you to help out(i.e. Land 1 can enter Lane 4). You still must defend the portal after you have exited Phase 2.

TIPS & TRICKS-
- People from 2 lanes previous can go 2 lanes forward and help with Phase 2.This way sickness will be up to enter your own lane.(i.e. Lane 4 can help Lane 1 and the debuff will be gone in time to enter their own portal)

-Elementalists Ice Bow is great for this

-Slot a revive skill to revive a downed ally in Phase 2 safely.

-High DPS build is reccomended

-Do not completly ditch survivability for DPS-

-If a mob makes it to gate in phase one you still have approx. 3-5 seconds to kill it before it enters

-Lower graphics settings to help/prevent lag

-Pay attention to chat!!

-If pre event stacking on a commander in your lane allows them to easily keep track of how many are each lane

- Dont be stubborn, go to lanes if the need people

- When assisting other lanes be sure to not abandon your own lane.No more than 5 should leave

-Before you enter Phase 2 stack might.WvW’ers should know exactly how to do this!

I will periodically update this guide.Any problems or new information please let me know.Trying to get this out quick,please inform me of any errors!!I will do my best to answer any questions!

(edited by GenocideOPS.8319)

Why Taimi Is Very Fishy

in The Origins of Madness

Posted by: Fafnir.5124

Fafnir.5124

Who whould the self centered Zojia take as a ward…“Snaff’s” Daughter maybe >.>. From book he was clearly a womanizer. Just wondering if the timeline match up 5 years.

CDI- Process Evolution Phase 2- Update

in Guild Wars 2 Discussion

Posted by: morrolan.9608

morrolan.9608

I’m reminded of a town meeting in VT on the Bob Newhart show. He said, “what we need here is a stupid alert.” I like Bob Newhart a lot. CDI has to do with cooperative development. That is what I have a problem with. A game should not be cooperatively developed. That’s the job of the game developer. Hopefully they have some ideas whose time has come. The old Anet that marketed this game had a lot of great ideas. Those ideas seem to have faded to the extent they have interacted with the playerbase. Sad, really.

TBH a lot of the ideas thrown around on those threads are ideas that arenanet should already have come up with themselves.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

We did it!!!

in The Origins of Madness

Posted by: Taisia.2813

Taisia.2813

I LOVE YOU DESO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! WURM DOWN! (and there is the mini)

Attachments:

(edited by Taisia.2813)

Suggestion: Rarely killed mob = better loot

in Guild Wars 2 Discussion

Posted by: Quiggle.4215

Quiggle.4215

To “break up” (by that I mean, have a more enjoyable alternative – but NOT remove) the zero-skill champ trains which I think are bad for gameplay, I would like to suggest that rarely killed champs and other mobs, drop better loot. I personally would love to hunt with an organized group across multiple maps with a purpose, knowing I could get better loot for having my brain turned on.

I am not trying to suggest those who enjoy the mindless queensdale and frostgorge farm are bad players, clearly you can get loot and mats —- but I think many players would enjoy he game more if we could find better rewards on champs, vets, and events that are rarely done. Similar to the exploration bonus for killing that odd moa in the zone nobody visits

Could be as much or as little as having more rare items, more mats, mini-pets, skillpoint scrolls, etc. And it could be detached from the champ loot bag, so it doesn’t alter the current drop rates.


EDIT —-——-
Just to be clear, as I think people are not reading the meat of this conversation, and just applying a knee-jerk reaction to their perceived implementation of this idea.

1 – No existing loot would be changed negatively.
2 – The bonus could apply to only veterans or even just regular mobs.
3 – The bonus could be as simple as additional magic find, or extra coin.

  • By break up, I just mean have an alternative.

(edited by Quiggle.4215)

Device kit visibility toogle

in Engineer

Posted by: DeWolfe.2174

DeWolfe.2174

Am I the only one whom likes my characters appearance and wishes to have a toggle to turn off Device kit back packs? Take flame thrower for example. We can pick one up in PvE events without the huge back pack. I’d much rather have it like that, just the weapon.

Back slot items can very expensive appearance items. I’d like to maintain the appearance of them.

[AwM] of Jade Quarry.

Warrior: On demand blocking

in Profession Balance

Posted by: Mightymealworm.8409

Mightymealworm.8409

F2- attempt to block the next attack, consumes adrenaline. 0 adrenaline, 0% blocked. 1 bar, 33% damage blocked. 2 bars, 66% damage blocked. 3 bars 100% blocked. 10 second cool down.

Now its part of class mechanic. Sacrifice burst for blocking.

Warrior: On demand blocking

in Profession Balance

Posted by: Rieselle.5079

Rieselle.5079

The biggest problem is IMO is actually the active heal. If we reduce the passive without doing something to make the active useful, we are just creating a different problem. Truly the active on this skill right now is in the following place. When I see someone press it I think “No No No don’t do that!” We are discussion some options here so if you want this to be constructive give suggestions towards improving the active. Reducing the passive is easy to do but we will not do it without solving the other problem. Also we will not greatly reduce it because it is giving Warriors a sense of sturdiness that we want their profession to have. Without strong heals, Warriors feel too much like everyone else. Setting them apart with strong heals has been good for changing their playstyle feel, but we agree it needs some tweaks.
Jon

“Without strong heals, warriors feel too much like everyone else.”

This is the justification given for Warriors having a powerful passive heal.

I totally disagree with this. If we want warriors to feel different, why not give them fighting-game style on-demand blocking? Or some other form of active defense?

Let’s make block reduce damage by 80% (instead of 100%) and make all warrior blocking skills have very short cooldowns and fairly short durations.

Also let’s give them some sort of block skill as a utility so all warriors can have at least 1 block move. (lets say the utility version reduces damage by 50% only…)

Now warriors feel different to other classes. So maybe you could remove the warrior’s passive healing. (replace with some other effect, like damage boost whilst full health or something.)

Survival at Claw of Jormag

in Players Helping Players

Posted by: Sinbold.8723

Sinbold.8723

After seeing too many people needlessly die from Claw’s ice waves, fear, and ice bombs, I felt compelled to post here.

First off, when Claw first lands, Charrzookas become available at the barrels near the Pact camp on the hill. These barrels are marked on the minimap by orange gears. Many people do not take/use these Charrzookas, feeling instead that their Legendary GS/Bow or whatever do more damage to the ice wall or the Claw itself. These are frequently the people who get downed by the ice bombs, or swept and downed by the ice waves, and complain about the Claw’s fear spam, requiring others to help get them up and slowing the DPS progression vs. the ice wall or the Claw. This is completely unnecessary!

Anet devs have been kind enough to give free access to the Charzookas, and even better, have made the ‘zookas the ultimate defense against ALL of the Claw’s nastiness. Skill 5 on the Charrzooka protects the player from the ice bombs, fear spam, and ice wall. “But it has a 30 second cooldown, and Claw spams fear faster than that!” you say? No problem! While using the skill 5 shield to protect you, you can self-interrupt the skill by moving forward, back, or sideways right after said danger passes. The skill then goes to a 3.5 second cooldown after self-interrupt, allowing you to spam it just as fast as that nasty dragon spams his fear. About to be bombed by falling iceballs? Skill 5 until the bombs fall and you see the words, “Invulnerable!” in white, then move to self-int, hit 1 again to autoattack. Claw has a tell for the fear- both front legs on the ground, big inhale. Hit skill 5, then self-int for the quick cooldown. He may do it again, up to 3 times in a row. If you time it right, you can block all 3 without using any utilities on your bar to cleanse or avoid it. Ice wall about to blow you back to the Pact guns? Same thing- skill 5 till the wall passes, self-int for the quick cooldown, and you’re still in the same spot while everyone around you gets wiped away.

Keep your Charrzooka going in to phase 2, after he’s been hit by the guns and goes to the second area. Here’s where it gets trickier. If you get downed and drop your ‘zooka, pick it up right away when you rally/get rezzed. If you didn’t bring your ‘zooka to phase 2 and want to grab one from a downed player, YOU CANNOT, and further, MUST NOT! During phase 2 the Charrzookas are no longer available, and if you try to pick one up from a downed player, it disappears. PLEASE let the downed player pick up their own Charrzooka! If you don’t have one, get a flame thrower and use it to rid the field of Ice Pillars, clearing the way for the bomb carrying golems. I’ve been at Claw with 15 others, and yes, we beat it by concentrating on clearing the ice pillars, then attacking Claw when he’s stunned.

If you’ve benefitted from this, please share this in map chat before or while fighting the Claw.

On open world loot

in Guild Wars 2 Discussion

Posted by: Duke Blackrose.4981

Duke Blackrose.4981

It’s no secret that most of the game’s content – the majority of open world maps – are grossly underplayed. And this is a shame, because a lot of said content is really good. The problem is that there is not enough incentive to play these maps – other than for the joy of experiencing that content. Unfortunately, because most players are reward-driven, the low populations in these maps reduces the enjoyment to be had in playing them. Group events go undone. Waypoints remain contested. The journey through GW2’s beautiful world often feels like a solo experience.

Now, how can we fix that?

The tricolor chest in Kessex Hills was a step in the right direction. It represents a form of map-specific loot. That’s a great idea, but it doesn’t go far enough. Not nearly far enough.

Give every map its own equivalent to the tricolor chest.

And you don’t even need a massive living story arc to do so. Even a single LS update would suffice. “Priory explorers have discovered hidden treasure chests all over the world. Help them retrieve them.” Next.

These chests could contain map-exclusive rewards. Weapon skins, miniatures, armor skins, etc.

Give every map at least one unique exotic weapon skin for each weapon type.

These skins would come from random drops and the map chest. More could be added with time – but don’t tell us about them. Let us discover them for the Hell of it.

Edit – Options for reducing the skin workload

Option 1: Make that 1 exclusive REGION exotic skin per weapon. Each map in that region offers a few weapons in that region’s line up (IE: Queensdale offers the Sword, Scepter, and Shield while Harathi Hinterlands offers the GS, Shortbow, and Torch). You can eventually, if you wish, expand on these to eventually become 1 exclusive skin for each weapon type for each map.

Option 2:
Use Guild Wars 1 weapon skins (for the applicable weapon types) to save effort. Many of these skins looked good AND would would be popular among GW1 enthusiasts.
(Credit Tobias Trueflight).

Up karma rewards for dynamic events.

Making DE’s the main source of karma was a step in the right direction, but it needed to be accompanied with a general increase to all karma rewards from events.

Edit – Chain Multipliers For Karma Rewards

Participating in events in rapid succession (such as in a chain) will award significantly more karma.

Completing a dynamic event rewards a temporary buff that increases your earned karma by 5%. This stacks up to 3-5 times and refreshes with each successive dynamic event completion within that time. The close proximity and relation of events in a chain make event chains a natural way to optimize this buff.

(Modified from Galen Grey’s suggestion).

One exclusive ascended armor skin per region.

Ascalon, Kryta, Orr, the Shiverpeaks, and the Maguuma Jungle should each offer one exclusive ascended armor skin. You earn the pieces (very rarely) from drops and (rarely) from map chests in that region.

You can also earn pieces of this armor (at high karma prices) through region exclusive karma vendors.

Edit – Save effort by using popular legacy (GW1) skins for these armors.

The artwork for these already exists. Just bring it up to date, put it in the game, and give us a way to earn it. Again, this should reduce effort on the devs while pleasing GW1 enthusiasts. Pick the right skins, and their great aesthetics would please fans too.

Region-exclusive karma vendors.

Each map should have one or more (depending on the number of maps in that region) elite karma vendor associated with that region (Ascalon, Orr, etc.)

These vendors could offer:
One piece of the region-exclusive ascended armor per vendor.
Ascended weapons.
Ascended trinkets.
Map exclusive exotics.
Various other rewards.

Orr already has suitable vendors in the form of its temple karma merchants.

Edit

Attach region/elite karma vendors to quest chains.
(Tobias Trueflight).

Edit – Expand the rewards system to include WvW and PvP.

Earn Zaishen Keys (for winning) or Zaishen Key Pieces (for losing) sPvP/tPvP matches. Use them to open the Zaishen Chest in the Heart of the Mists.

Earn Garnet, Sapphire, or Emerald Key Pieces at random for killing opposing players in the appropriate borderland. Earn guaranteed Key Pieces for capturing towers or supply camps. Earn a guaranteed full key for capturing a keep.

Earn Obsidian Key Pieces at random for killing opposing players in the EB. Earn guaranteed pieces for towers or supply camps. Earn 1 full key for capturing a keep. Earn 3 full keys for capturing Stonemist.

(Modified from Tobias Trueflight’s suggestions).

All guaranteed key rewards have a 3 hour cooldown (to help prevent cross-server abuse through flipping). May need to be extended or the rewards adjusted.

(My addition to the suggestion).

Thanks for reading.

(edited by Duke Blackrose.4981)

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: JonPeters.5630

JonPeters.5630

Game Design Lead

We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.

Jon

Engineer Off Hand Pistol Skill Suggestion

in Engineer

Posted by: tliones.5208

tliones.5208

I couldn’t find if this was suggested or not. However, I thought the addition of this would be neat. I would like to suggest that the engineer weapon off hand pistol skill of Glue Shot – http://wiki.guildwars2.com/wiki/Glue_Shot be igniteable.

Thus for a off hand pistol engineer, you could fire the glue shot, lead enemies in, then light the glue on fire with the off hand pistol skill blowtorch.

Would be kinda neat, I think.

Warrior mechanism improvement

in Warrior

Posted by: Kulvar.1239

Kulvar.1239

Hi!

I’m here to talk about warrior mechanism.
I found the warrior lack of some richness in its gameplay.

- 4x Banner : passive bonus AoE
- 4x Signet : passive bonus + “give me all now instead” option
- 2x Shout : regular bonus AoE
- 4x Stance : temporary bonus with very long cooldown

Bonus isn’t fun. It’s useful, but not FUN.

Have you this feeling too ? Do you think that Warriors need some spice ? Have you any ideas how to improve warrior utilities ?

skritt hit daily is rude

in A Very Merry Wintersday

Posted by: Conner.4702

Conner.4702

From the skritt getting hit point of view.

Ooohh long legs has shiny. Long legs let go of shiny. Shiny is coming closer. Come to me shiny. smacks shiny hit me ?!? Shiny is dripping from face. Don’t leave me shiny, don’t leave me smack oh shiny came back, me so lucky.

Elixir H, could it be better?

in Engineer

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I think Elixir H is pretty decent. With traits it can become quite good, especially in an HGH build.

However… why swiftness? This is the worst option for Elixir H to get as a healing skill. Engineers already have permanent swiftness from Speedy Kits, Infused Precision, and Elixir B + Med kit in boon builds. Engineers can also opt for power shoes for a permanent 25% movement increase. To that end, getting swiftness from Elixir H effectively means getting nothing.

Protection isn’t bad, since it takes away 33% of direct damage for 5 seconds, or 6.5 with 30 in Alchemy. Regen isn’t bad, since it is an additional 1300 heal (1690 with 30 in alchemy). That puts Elixir S at a 7k heal on a 20 second recharge when traited, which is respectable. But swiftness… swiftness is useless!

If anything, Elixir H should work exactly like Toss Elixir H, and give you vigor, regen, or protection. Or, more ideally, it should always give one option, and possibly give one of the other two.

I don’t have opinions. I only have facts I can’t adequately prove.

Elixir H, could it be better?

in Engineer

Posted by: Stillshade.7634

Stillshade.7634

Why can’t Elixir H give protection, swiftness, and regen instead of one at random?

Maguuma Engi Evvenna
Things that go BOOM

Can I make this clear!

in Guild Wars 2 Discussion

Posted by: Peetee.9406

Peetee.9406

Last I knew 1 was still greater than 0. But it’s been a few years since I graduated, maybe the rules of math have changed.

Kayku
[CDS] Caedas
Sanctum of Rall

Can I make this clear!

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

False.

Ascended weaponary: +5% raw stat increase over exotics. That’s equivalent to a sigil of force, which people value at 2-3 gold on the TP. That’s significant enough for the devs to include traits that give +5% damage bonuses. And if you use power/precision/critical damage gear, that 5% is boosted significantly (I’ve seen anywhere from 10-15% increase being claimed) because of the synergy between these stats.

Ascended Armor: +2% defensive stat bonus is far less significant. But if you can take the opportunity to swap 2% of the defensive stats in other parts of your build for 2% more power/precision/critical damage stats then you’re again getting a boost bigger than the face value of 2%.

Infusion slots: Only Ascended gear has infusion slots. Currently, they can hold at most +5 stats each. I feel it is extremely likely Anet will use these slots as their next phase of vertical grind. The +5 will become +7, then +10, etc. If you don’t start your Ascended grind now, you’re going to be facing a much steeper one in the future (I’m guessing on the order of months).

Nornta Clause visits LA

in A Very Merry Wintersday

Posted by: islarose.7356

islarose.7356

Early Christmas Morning, while running through Lion’s Arch, I noticed a long line of players in queue and stopped to realize “Nornta Clause” and his little helpers were visiting and giving gifts to all of the good little boys and girls of Tyria.

Everyone formed a line and took turns meeting Nornta, and the player-event lasted well over an hour (perhaps even two?) and those who hadn’t been naughty left with some rather nice gifts.

Attachments:

I need assistance :3

in Engineer

Posted by: coglin.1867

coglin.1867

what is the engineers playstyle?

Personally, I feel that this right here, and the fact that people ask it, is in itself a hinderence to the community, and expresses to me exactly why you were so surprised to be beat by them. If you look at a profession as a a play style in this game, you are limiting yourself right off the bat. you can build almost any profession to any play style. I know a thief commander on my server who is build extremely tanky. He commands, then subsequently plays the role of support as being the guy who can get any downed player up, anywhere, at anytime.

So the question is not what role or play style can the engie fulfill. The question you should be asking, is how to build to fulfill the role you want. Honestly, the engineers design really allows it to be fluid and easily taken from one extreme to the other in what it can do.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

How do you use A.E.D?

in Engineer

Posted by: Chaith.8256

Chaith.8256

I just wanna know how are people dealing with this new healing skill.

I don’t deal with this new healing skill.

Let’s review?

Just as an opening observation, you can only use A.E.D one way. If you want to have comparable healing to taking other heals, when you use A.E.D, you need to have your health reduced to zero, and you need that 12k ‘defy death’ heal. If you use it without the possibility of ‘defying death’, then the game is telling you that you’re bad and should use any other heal. A 4.5k heal on a 40s cooldown without any secondary effect (evades, water fields, condition removal, etc), easily takes the ‘worst heal in the game’ award. So, use A.E.D properly.

Weak Synergy with existing traits & abilities. This is how it disagrees with a lot of good Engi mechanics:

  • Automated Medical Response (Inventions 15pt). This trait works with all the other heal fine – you’re going to use your healing skills as early as possible without wasting the healing to get maximum healing over time. Naturally, when you hit 25% and your heal refreshes, it’s like ‘oh, sweet, this trait is awesome’. With A.E.D, you hit 25% and the trait is rendered useless because the ability isn’t even on recharge until sub-15% typically. It’s true you can track the internal 90s cooldown of this trait, and know when your heal is about to refresh – enabling you to use A.E.D at high HP without ‘defying death’. But really.. I don’t have time for that crap.
  • Automated Response (Alchemy 30pt). This trait has the opposite effect that you want when you are sub 25%. When you’re sub 25%, and want to ‘defy death’ using A.E.D, the last thing you want is to have a never-die trait kick in, pretty much hindering your goal of getting the full A.E.D heal. People typically run very glassy builds, or use A.E.D for enemy zerg denial – traits like Automated Response combined with passive healing makes it extremely difficult to get the ‘defy death’ A.E.D heal, and therefore have bad synergy.
  • Speedy Gadgets (Tools, 10pt). This trait brings A.E.D down to a 32s cooldown, which is cool. The biggest question is how can one justify taking this over Speedy Kits, Static Discharge, Power Wrench, or other essential traits? Not super attractive. It’s not that A.E.D is bad because of this, but since it’s a Gadget, it’s subject to all the lackluster gadget traits (or lack thereof).
  • Condition removal. Equipping A.E.D pretty much removes all the viable ways Engineer has to remove conditions. 1) Healing Turret, and 2) Cleaning Formula 409. The only other significant condition removal you can get while running A.E.D is from Elixir C. Even if you manage to make this work in your build, you’re pretty much at the ‘shatter mesmer’ level of condition removal outside those long CD Elixir C uses. In PvP, as an Engineer with relatively low evade/invuln/stealth uptime, that’s like asking to be burned for 30s straight.
  • Static Shock (A.E.D Toolbelt ability). It hits decently, that’s good. 3/4s cast and 1/2s aftercast equals 1.25s of self CC for 1s of enemy CC. That part isn’t so good. You only have .5 seconds to actually do something with this stun. I can see this being fun in a Static Discharge build, but one has to be extremely quick. Meh, overall. Useless outside of a Rifle SD build if you don’t even have enough time to cast a skill after using it due to the big aftercast.
  • Opportunity Costs. Healing Turret is pretty much the best sustained healing, the best condition removal, hardest to interrupt, the best group utility, that requires no traits. Might Stacks decently well with Enhanced Performance too. Med Kit is great sustain with deep tools builds, and the best at might stacking. Elixir H is the best in Elixir Builds. I think these are the real reasons why A.E.D seems so disapponting – Engineer has really well integrated and awesome healing skills – and A.E.D is like 3 steps back.
Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

This guy just won wintersday

in A Very Merry Wintersday

Posted by: lordhelmos.7623

lordhelmos.7623

He even mailed me presents when I waved at him!

Attachments:

Guild wars 2 IS alt friendly

in Guild Wars 2 Discussion

Posted by: morrolan.9608

morrolan.9608

I think the argument falls in the Entitlement category.

Ah yes entitlement, the fallback position to demonise those who don’t want to grind.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

Appreciate ascended armor you dang kids!

in A Very Merry Wintersday

Posted by: VOLKON.1290

VOLKON.1290

I tell you right now you ungrateful little brats, back in the day we couldn’t just grab us a roll of cloth and smear some blood on it and call it ascended or infused or whatever you dang kids are calling it these days. We had to do it like MEN! We stormed up a mountain in the middle of winter carrying the gear we wanted to infuse with us just to talk to some old hag so ugly she’d make your eyes puke, only to have her direct us to some vile, nasty beast we had to kill, slice open and carefully remove some despicable organ full of some reeking goo and carry it back to the hag so she could smear it on our gear while we stood around in the bone chilling cold waiting, then wear that stinking gear back to town while it dried! Half the time half the party would wind up half dead, and the other half wholly half dead! We did it like MEN and were proud of it! You brats have it easy these days! Now git off my lawn! I’m going to take a nap and expect QUIET!

#TeamJadeQuarry

I found the Next champion of Kralkatorrik!

in Guild Wars 2 Discussion

Posted by: dusanyu.4057

dusanyu.4057

come back Please give dragon youe essssence please

my applogies to Jim Henson but someone HAD to do it

Attachments:

We are ready for Jormag

in A Very Merry Wintersday

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I know we’re probably not going to see anything Elder Dragon related this Wintersday, but we’re ready! We’re ready to move on from the Scarlet plot, and get a taste of the other dragons. Winter is coming, and it is about time Jormag made his move. Perhaps this is an opportunity to drop the first couple of hints that his army is moving south?

We are ready Anet.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)