I would love this
your choices quickly devolves into Trahere’s story that he so graciously lets you follow around and watch.
He leads the pact and you answer to him.
He gets the legendary sword and you watch.
He purified Orr and you watch.
You kill Zhaitan yet vegetable marry sue is in charge of the mordrem assault…never mind neither he nor his precious pact play hardly any role in season 2.or most of season one.
It sounds like you and half of the other complainers hate Trahearne purely because you weren’t allowed to be that Mary Sue character instead.
Trahearne was necessary. He did all the hard work of uniting the pact, giving orders, organizing troops, drawing up the plans to invade Orr, overseeing production of the weaponry, and dealing with all manner of responsibilities and pressure … which is a bunch of “grown-up stuff” that’s not fun and would have no place in a video game. And while he’s being responsible with all this boring “grown-up stuff”, this gives the player character the freedom to do all the fun stuff like blowing huge undead dragons out of the sky with Pact airship cannons.
Nevermind the fact that, as others pointed out, you cannot take Trahearne’s place because you belong to one of the orders, and that would be sketchy due to internal politics between the three orders.
Nevermind the fact that the ONLY thing he “steals” credit for is the naming of Fort Trinity, which was most certainly a simple writing slip-up and not intentional because Trahearne is a very humble character, if anything. Aside from that, Trahearne is always deferring to the player character’s opinions, giving the player character credit, and telling the player character that none of this would be possible without their help.
But even that wasn’t good enough for some people, it seems.
News flash: Guild Wars 2 is bigger than your character. It’s about stopping the Elder Dragons, and no one person can do that. The single most defining theme of the story is that people from different races, backgrounds, and cultures must put aside their differences to unite against a common foe. You’re but one piece of a very large puzzle, and no one person should get all the glory or attention, because it was a joint effort by many, many different characters.
If all that bothers you, because you want to play as “the chosen one” where literally the whole world revolves around your actions and you get all the glory and attention and credit for everything that ever happens so you can stand on your pedestal and feel special, then go play an Elder Scrolls game.
EDIT: I apologize for the saltiness, but I’ve read these complaints about Trahearne for years and I find them so self-centered that it really annoys me.
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You want to nerf backstab?
Lol, that’s seriously the only thing still keeping the thief relevant.
Sword/pistol got nerfed
Riccochet was removed
The acrobatics traitline was butchered. No extra dodges 4 u.
Pretty much the only playstyle left is d/p backstab.
Anet said riccochet was too much RNG, so it had to be removed? That is BS, plain and simple. Firstly, what about the RNG from other classes? They’re fine, but riccochet is not?
Secondly, there’s an easy way to remove the RNG factor: 100% chance to bounce, but does 50% damage on the second target, and 25% on the third. This is not complicated.
Anet could have went down this route, but instead of actually trying to rework the skill, they just outright removed it, despite that a sizable amount of players heavily relied on the skill. This is a very poor way to address game issues.
I’m sure this won’t be a popular opinion, but temporary content is Anet’s way of rewarding people who continue to play over a long period of time.
Have you owned the game for a long time? Are you a loyal supporter of Guild Wars 2? If so, I think it is your every right to have access to rewards that are no longer currently available.
Did you get the game after Scarlet attacked Lion’s Arch? Then you shouldn’t have access to the same rewards as the people who actually completed all those challenging events and did all the work required to rightfully own those back pieces. In contrast, making those back pieces available to everyone invalidates all the hard work the original players did.
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the only thing worth using an upgrade extractor on is generosity sigils, for almost anything else your spending many many times the items value to recover the upgrade from the gear.
I can’t stand this.
What is the friggen point of those extractors if they cost more than buying a new sigil?! Is it just a scam to get not-so-knowledgeable people spending money to buy gems? This is ridiculous.
I have not touched my thief since Anet removed riccochet and nerfed the heck out of Acrobatics. Those two really needed eachother, since p/p had poor mobility and no shadowsteps, you HAD to rely on a lot of dodging. Signet of Malice is also nowhere near as good without Riccochet. Basically, my entire build has been killed.
I don’t want to sound extra salty, but with these changes, plus the other nerfs, it feels like Anet is telling us to “go dagger backstab or go home”. Thief feels so incredibly restrictive and limiting in playstyle now.
I have not touched my thief in ages and that saddens me.
This was my #1 complaint about the revenant, and I appreciate OP for making a nicely-organized and thoughtful first post.
The revenant needs weapon swapping of some sort. It is far too restrictive without it.
I’ve enjoyed running FT in PvE even before the condi change, but never in PvP. Now I’m trying it out in PvP again.
FT makes great use of Rabid gear. I also have Flame Legion runes (they are expensive now now that burning is powerful, but I bought them back when they were dirt cheap). I prefer IP over Juggernaut in most situations, personally, just because the damage output is so high. I like to sneak in Rocket Boots for the quick escape and burning from the toolbelt skill, and I switch off between elixir S and C depending on which one I need more. It’s not the most effective build but it’s very fun!
“Few options”
Rev needs more weapons, and weapon swapping, because right now it feels exactly the opposite of engineer and ele’s, which are both incredibly versatile. With the rev you are locked into a single weapon set, and all 3 of the choices have very defined roles with little versatility. You have hammer for weak ranged AOE, staff for melee support/healing, and mace/axe for melee conditions. That’s it.
There’s no heavy-hitting DPS weapon, no ranged condi weapon, no multi-hitting weapon for crit builds….
Incidentally, all 3 classes I mentioned do not have weapon swapping. But engies and ele’s make up for that with their class mechanics (weapon kits and elemental allignments). The revenant does not make up for the lack of weapon versatility, and the class feels like it has very narrowly-defined roles with little flexibility.
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2. Allowing weapon swap on legend swap (ie, having a weapon in the secondary weapon slot that got swapped to when swapping legends, and vice-versa). This I feel would be the more practical and easy to implement solution, requiring the least development time while still making legend swapping in combat feel much better than it currently does.
I feel like this is the most agreeable and sensible option, especially due to how each weapon is tailored to a specific legend.
After playing with the revenant, I feel like there’s a severe lack of variety in the available weapon skills. Engineers and Elementalists cannot weapon swap, but they have weapon kits, and elemental alignments that change what their 1-5 skills do. That more than makes up for their inability to swap weapons.
The revenant does not have any such mechanic.
Being able to switch utility skill sets does not make up for this huge shortcoming. Many of the skills are party support skills, not damage dealers, and ones like Ventari’s skills cannot deal damage at all!
The revenant also has a very, very small amount of available weapons, which makes the issue even worse.
In my opinion, both of these issues need to change because they make the revenant feel extremely limited in playstyle. If I want to play a condi revenant, I basically have to go axe/mace, which means I have NO ranged weapon attacks … and to me that is inexcusable. I need to be able to switch to a ranged weapon in times that melee is not preferable.
Likewise, if I am in a position where I must switch to ranged attacks with the hammer (which I must do out of combat), I now cannot deal condition damage with any weapon skill. I can swap to Demon Stance, but that merely grants me: 1 ability that gives confusion, and 1 that gives torment. And both only have a range of 600. That’s it. This is ridiculous, no other class has such few options.
TL;DR The ability to swap between 2 sets of utility skills does not make up for the incredibly limiting weapon options.
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I know I am not in the majority but I actually would have preferred sylvari to look more plant-like. Personally, I don’t like how most of the faces are so human-looking and overly pretty. Then again, I’m thinking with my brain and not with what’s between my legs.
I have nothing against those who want pretty human faces, but I would have preferred more variety in my choices.
I mean, if I’m gonna play a race that looks just like a human, I might as well play human characters … so what’s the point of having different races if they’re all so human-like?
EDIT: for clarification, I would have liked more faces like this male sylvari one below. Now that is something that looks more like an actual plant creature. It’s not “pretty” but that’s not the point. The point is you are playing something that isn’t human, so it shouldn’t look exactly like a human.
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All you guys are claiming the sky is falling already. The game is still in beta. The revenant is NOT finalized. We don’t even know what the rest of the legends do, and not all of the revenant’s utility skills are in the game. We don’t even know what the elite specialization is or how it changes the class!
How can you claim this class sucks when you don’t even know everything about it yet????
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I jumped into a random map and beat tequatl with 8 minutes left today.
To be honest, I preferred the higher difficulty.
I never complain when content comes out that appears to be too hard. It just means folks need more time to figure the content out. People said Tequatl was nearly impossible when it was first updated with the new mechanics way back in one of the living story updates! Now look at it … the content has been considered an easy boss for a long time, now everyone has figured out the mechanics.
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Patch update aaaaaaaaaaaaaand…
… still no fix.
I know, I got really disappointed when I saw Anet ignoring the issue yet again.
That’s a really shallow and conceited reason to not want to play a thief.
I play an asura thief because I like the play style of a thief, and because I like the personalities and racial traits of asura.
I did not choose an asura theif so I could look at whatever daggers I equipped and feel special for having neat daggers, or parade those daggers in front of other people to feel even more special … which seems to be your priority. I have no other idea why you would want bigger daggers. Dagger size does not affect gameplay in any way.
Besides, I think my daggers look just fine. They don’t need to be any bigger than they already are. If anything they are a bit too big compared to her body.
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there has been a big shift by Anet to have most future armor skins to be released as Outfits instead.
And this is why I won’t be buying anything from the gem store any time soon. I intensely dislike outfits, because there’s no customization that you get with mixing and matching different pieces of armor.
Wanna look like a monk? Sure, you’ll look exactly the same as every one else that wants to look like a monk.
Wanna wear that snazzy noble suit with a tophat or monocle? Too bad, it’s an outfit!
Does anyone else think it is ridiculous that bosses should have such small and specific crit spots? Especially when the crit spots don’t actually correspond to any kind of logical weak spot?
Personally, I find it dumb that people stack below the base of a dragon’s neck and hack at the empty space under there to magically gain critical hits.
Personally, I think the new bomb kit looks absolutely ridiculous. It’s like you are carrying around a big bomb that craps out smaller bombs everywhere you go. I mean, come on! That doesn’t even make any sense!
I think the weapon kit should be a bag full of bombs held in the hand (think of the Zelda series’ ubiquitous bomb bags). Or maybe one normal-sized bomb in each hand. Or at least a stack of bombs held in both hands. Just please get rid of this big mamma bomb that craps out baby bombs everywhere you run.
On my thief, I ran a d/d build with sinister gear, sigils of earth and agony, and mad king runes.
Even before the changes to condition damage I could get 25 stacks of bleed that reached over 2k damage per tick. Just shadow step in (steal), throw down caltrops, spam your death blossoms, and watch as everything melts.
I have no idea what kind of damage she does now … I haven’t touched my thief since the change because I also ran p/p with acrobatics and both of those got heavily nerfed, so I am pretty jaded on thieves now.
When I played P/P I relied on Riccochet for the damage boost, and for the extra healing from Signet of Malice. With no Riccochet, that signet is nowhere near as strong now, and hurts a lot of the p/p thief survivibility.
I also relied on Acrobatics since P/P lacks good mobility or escape potential. And oh look, the Acrobatics trait line is absolutely terrible now, too.
And pistol mastery has been reduced to only doing bonus damage while the target is crippled, so p/p does less single target damage now, too.
So now, p/p thieves can’t tag more than one target, can’t reach as far, can’t heal as well, can’t dodge as well, and can’t hit its main as hard, and does much less damage overall.
Sorry, but p/p is dead. OP is trying to make the best out of a ruined weapon set, but the usefulness or viability just isn’t there anymore.
No more grenades? Well, I’ll just go back to flamethrower-oh wait, that does a lot less damage now and there’s no ability cooldown reduction, since they removed deadly mixture and fire-forged trigger
Well, I’ll go back to bombs-oh wait, they removed elixer-infused bombs.
… the tool kit is pretty cool, right?
I don’t think this means thieves are getting kits. It doesn’t look like a kit.
But between this and the staff image, it looks like its all but confirmed that thieves are getting some sort of ninja-like class spec. Only, it won’t be called a ninja, because Anet is like that. And it won’t be called assassin, because that’s a GW1 class (same reason why Anet didn’t reuse “ritualist” and came up with “revenant”). Maybe it’ll be something like “Shadow Warrior”.
Personally, I still want my sniper rifle deadshot, but its hard to complain with ninjas. Ninjas are always cool.
I second raptor and skelk pets. Griffons would be cool, too.
There’s so many interesting critters in GW2 and it’s very disappointing to find that all of of the tamable ones are several variations of the same creature, with most being mundane earth creatures.
I don’t think any player would have asked for five different colors of moas to tame.
I think a lot of players who’ve played E-sport type games will concur that if there’s a game breaking bug/exploit/build most companies would be quick to address it with a hot fix.
You clearly have never played Starcraft 2.
at the very least make an armour option of each because I personally would buy them all if they had use other than hiding actual other armour.
This is a valid complaint of costumes, IMO. I really would prefer to have all those costumes function as armor pieces so I can recolor and mix with other armor to make something unique looking.
For example, the noble outfit … while it would be a no-brainer to be able to use the top hat or monocle headgear with that fancy looking suit, you can’t, because its an outfit. That is counter-intuitive.
There’s a lot of talk about the unveiled specializations, particularly thief, with those recently datamined images. This one in particular: http://i.imgur.com/xA8qvVk.png depicts a ninja-like character wielding a staff.
But have any of you guys considered that that the revenant will get a specialization as well? It is, after all, a basic profession, just like the warrior or guardian. It makes no sense for the revenant to miss out on the specialization mechanic simply because it is a new class. Otherwise, once the novelty of using a new profession wears off, the revenant will feel incomplete compared to the other eight professions. It would have less options for customization, less traits to choose from, and balance-wise that wouldn’t be very fair.
So with that being said, what do you think a specialization for the revenant would play like? That’s hard to say considering we don’t know much about the class to begin with. I can guess that their new weapon will be ranged, since all current weapons we’ve seen have been melee so far.
My guardian is Ulfgar Grawlslapper, Hero of the Norn.
I suggest Wilderness survival instead of Beastmastery for more reliable Fury through Wilderness Knowledge and overhall sustain.
Rune of the Warrior could also be interesting to get back into GS and proc Fury faster
I took Beast Mastery for Resounding Timbre (this makes We Heal as One the best healing option) and Two-handed training. I am not running with any survival utility skills currently which makes Wilderness Knoweledge useless.
But, if you want to add in Lightning Reflexes or Quickening Zephyr, The stunbreak is nice for PvP and can certainly replace Battle Roar for non-charr rangers. I think both options have their merits, WS definitely the better option for survivibility and better CC management, and is better for PvP. Solid choices, there. I don’t play much PvP so I am glad you brought this up. I’ll add it to the OP.
Rune of the Warrior doesn’t really mesh well with this build as much as Runes of Rage IMO, because of how often you’ll be granting yourself fury. With rage runes, you effectively have a near-permanent 5% damage buff.
Check out runes of evasion.
I don’t prefer it because it requires you to essentially trade a dodge for fury, and I already have enough ways to give myself fury without needing to waste a dodge. As I said above, I prefer runes of Rage for the almost permanent 5% damage buff.
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I’ve played thief and engineer for almost 2 years. I’ve never enjoyed a ranger despite owning one for nearly 9 months … but when I saw all the changes to ranger with the recent patches, my ranger has since become my new favorite character and my goodness is he an absolute monster. Just FYI I dunno how well-known this build is (surely I’m not the only one who came up with this) but I thought I’d share it anyway.
TL;DR below
Lets start with Marksmanship trait line:
Normally, Opening Strike gives you: when you enter combat, your first attack does 125% damage and 5 stacks of vulnerability. Remorseless used to proc on kill or stealth, but it received a overhaul with the new trait changes: Regain Opening Strike whenever you gain fury. Opening strike deals more damage. Combine those two traits with: Precise Strike – Opening strike always critical hits.
… and you have a recipe for some serious damage.
There’s no cooldown on Remorseless, which allows me to regain Opening Strike as often as every time I grant myself fury. Because of this, I can do many 150% damage attacks with a guarenteed crit. I will be taking advantage of that damage boost with Maul, the #2 Great Sword skill.
Now, as for stacking fury to get all those lovely Opening Strikes: for my pet I use red moa F2 skill (grants fury), Clarion Bond (Marksmanship, grants fury on pet swap), the ranger elite shout Strength of the Pack, along with Battle Roar (it’s a Charr racial skill that grants might/fury/swiftness), and that’s 4 separate ways to instantly grant myself fury, at any time … which means 4 additional OSes whenever I want them. (If you don’t have a charr ranger that’s fine, it only means one less OS at your disposal).
Now, add in Beast Mastery for all those bonus ways to grant fury, and Skirmishing for Quick Draw, and by alternating between weapon swapping, pet managemant, and skills, I can easily get out near-back-to-back OS Mauls with guaranteed crits. These mauls are all hitting for about 5-6K damage on my ranger.
But we can get even higher damage than that! This is where longbow comes into play: if you begin your fight with LB#2, this nets you 15 stacks of vulnerability, 20 if you wanna pop one of your fury-granting abilities during the animation. You then close in for melee, popping LB #3 along the way.
After that, you then swap to GS, (Furious Grip grants fury upon weapon swap), which nets you another OS. You then IMMEDIATELY follow through with maul, then another fury-granting skill, and then another maul, which is possible due to the reduced cooldown of maul granted by Quick Draw. Already you should have done roughly around 14-15k damage, probably more depending on crits off of the longbow’s Rapid Fire.
After that what you do is up to your discretion. Since I took Two-Handed Training, I keep a watch out for when my GS hits grant me more fury/ another OS, and save my next maul for that occasion. While my other skills are on cooldown, this is also when I typically activate Signet of the Wild for another 150% damage boosted Maul. Or I can switch back into LB if I want to start re-adding those stacks of vulnerability with LB#2. GS #5 is also useful after the first maul, just don’t waste an OS on it.
This is a zerker gear build. Currently I’m not running full zerker, since I am at the moment testing some more defensive accessories for a little more survivibility. I added Rage runes, since I’m under near-constant fury and this gives me a near-perma 5% damage buff. Since you have a roughly 50% chance to crit (before fury), this build is great for sigils that proc on crit! I suggest sigils of air, fire, or strength for their low ICD. Peril works too.
Aside from all this, remember you are running zerker and are rather squishy, which is why I’ve taken the We Heal as One shout with Resounding Timbre (Beast Mastery, reduces cooldown on shouts, adds 10 sec regen) for as much healing as possible.
With some adjustments this build is viable in PvP. Boon stripping? Not a problem, since you’re granting yourself fury every few seconds. Stealthy thieves/mesmers avoiding your Mauls? That’s what Sic Em is for (6 seconds of Revealed). The main problem will be CC. For this you want to swap Beast Mastery with Wilderness Survival, and take Oakheart Salve, Shared Anguish, and Wilderness knowledge. Then equip Lightning Reflexes for a stunbreak and Signet of Renewal for condi cleanse. Since you are losing Resounding Timbre you may want to stick with Healing Spring instead of We Heal as One.
… And that’s about everything there is to say! Whew. Here’s the build, for those who want a TL;DR: http://intothemists.com/calc/?build=-K;4sE-u-VEgDV-0;9k3;2YZb;0257136247;46JF0D;1PedaPedao-FW0-w6;2VOVTWYXcYi3o42o-G-2iF
FYI, this is the first time I’ve ever shared a build. I know it’s not the most polished so feel free to suggest changes, improvements, ect! It’s appreciated.
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There’s already light, medium and heavy armour for each Order. Don’t think we need more than that.
I think this is fine the way it is. Especially with the wardrobe changes, one can now mix and match the look of the different order armor sets, which I’ve done with a number of my characters.
Personally, I dislike outfits for the very reason that it’s an all-or-nothing clothing option … there’s no way to take an armor piece of one outfit and mix it with other armor that looks good with it.
Please no. Go play some Japanese anime MMO if you want cat ears.
Please no. Not only is this ridiculous and out-of-place for Guild Wars, but I really don’t want to bring furries into my game. Go play a charr if you want a tail and fur.
When I saw all the forum posts complaining about Feline Grace and Acrobatics in general I thought it was an over-reaction but, after playing my thief for a few hours I realized that was not the case.
Wow, just wow. Where’d all my dodges go? Only 2 seconds of vigor? I could hardly notice a difference between investing into Acrobatics, and not. I can’t even run the same build I had before the change due to being unable to invest into more than 3 trait lines, but with these changes, Acrobatics was the easy choice to nix out of the 4 traits I had. Only now, I’m just as squishy, and I can’t rely on dodging to stay alive anymore.
Between this, and the loss of Riccochet, A-net has killed a lot of my enjoyment out of playing thief. P/P got nerfed so hard … there goes a big chunk of my healing from Signet of Malice, which further hurts my survivibility. And there goes any viability in PvE. Now I’m forced to use SB if I want to hit more than one target.
You would think Anet would have at least given some kind of compensation for removing Riccochet, or, hell, just rework it to be less RNG-based since that apparently was why it was removed. What about other RNG-based skills? You don’t see mesmer’s Chaos Armor being removed … you don’t see ranger’s Nature Spirits being removed … so why Riccochet? It’s hypocritical!
Thief used to be my favorite class. Not anymore. I’m unable to run my old build, and several of my favorite parts about theif got nerfed so bad that I simply can’t play thief the way I used to. I’m not mad or angry, just … depressed.
I can only hope that if we all complain loud enough Anet will listen and return riccochet, or at least give us a worthy compensation for it.
https://en.wikipedia.org/wiki/M224_mortar
From article, "The mortar can be fired in the conventional mode or the handheld mode. "
So we certainly could have a handheld mortar.
No, handheld mode merely means it can be fired without a tripod. You still must be crouched and stationary while you use it. just take a look at the image of a soldier firing it in handheld mode:
Also remember that mortars do not have rifle stocks, sights, or triggers. The engineer’s “mortar” does, however.
I definitely wouldn’t mind an actual bazooka instead.
I just want something else than a rifle, skin and how it’s held.
I will always say that Horrik’s cannon was a perfect skin for the mortar.
Charr engineers already have the charrzooka, though.
I would LOVE to have a shoulder-mounted cannon like Horrick’s. That would be awesome!
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Don’t you all love how A-net just completely gutted the viability of p/p, instead of, you know … actually compensating the huge nerfs in some way, such as giving pistols pierce, or reworking Ricochet to be less RNG-based (since that was apparently why it was removed)?
A-net’s handling of pistols strikes me as short-sighted and even apathetic. It’s like they didn’t even bother trying to make it viable.
I loved my p/p thief to death. And now I have to rework the character because my favorite build is no longer viable. It’s not like p/p was overpowered to begin with … why nerf lesser-used niche builds? What sense does that make?!?
Because that’s what it is, now.
Mortars are stationary artillery weapons with a high-arching trajectory meant to bypass walls and fortifications.
But the kit we have now is designed like a grenade launcher. It has a stock, grip, and trigger like a grenade launcher. It’s projectiles have the ballistic trajectory of a grenade launcher. It is meant to be carried and moved around like a grenade launcher. It is, for all intents and purposes, a grenade launcher.
But it’s called a mortar.
Maybe we can compromise and call it an RPG, to distinguish it just a little bit more from the grenade kit. And while we’re at it we should get a new model for it, so it looks more like a steampunk grenade launcher/RPG designed by a talented engineer, and less like a bargin-bin level 5 rifle.
I think it would be nice if Ascended gear were 10% better, but with the catch that ascended gear is easier to obtain.
My three main characters are:
Pistol/Pistol thief
Flamethrower engineer
Flame guardian
ALL THREE of those builds received major nerfs. Wow. Just wow.
I’ve lost any and all interest in continuing to play this game. I don’t want to put forth all the money/effort to completely rebuild ALL my characters with new armor and weapons and runes and sigils, and then learn new builds that I don’t want to play just because all the builds that I enjoyed got nerfed into the ground.
I have no idea why ArenaNet decided that nerfing a bunch of niche builds and decreasing playstyle diversity was a good thing,.
Great, my FT engie now needs to be rebuilt.
Sigh, time to go find a new set of runes, and maybe even new ascended armor with different stats.
Thanks, obama.
Why 1600? Isn’t a character slot only 800?
I feel like 1600 way too high of an expectation. I sincerely doubt that Anet would ever give 1600 gems away to all current players who buy the expansion.
I really wish that instead of just not mentioning any of the removed traits as if they never really existed in the first place, A-net would be frank and honest about which traits were completely removed and briefly mention WHY they were removed.
More communication between devs and players is never a bad thing.
Just tell me fireforged trigger is baseline so I can rest a bit…
Don’t forget deadly mixture! Without it Anet is effectively reducing FT and EG damage by 15%, which is a big nerf.
No more ricochet for the thief?!? WTF did p/p thieves ever do to warrant this?
This is a huge nerf to p/p on thief. I don’t understand why it was removed.
EDIT: and Deadly Mixture/Fire Forged Trigger are gone, too … great, now both my p/p thief and FT engineer got huge nerfs … These changes depress me.
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So me and a friend were down in Orr, frolicking among the pretty fields of flowers and poppies … nah, just kidding. We were shooting and stabbing a crap ton of zombies. After a little map completion we jumped in the ocean to reach an island and after a couple underwater fights my friend started laughing and asked. “Do you still have your flamethrower equipped on your engineer?”
And I said “No, I’m underwater. It can’t be equipped.”
Then she said “Well, that’s funny, because I can still see you using it!”
I didn’t see anything unusual … I had my grenades equipped. Turns out this glitch was on her screen only. But lo and behold, she took a few screencaps, and …
http://puu.sh/hls7v/d259d5b7bb.gif
http://puu.sh/hls1S/a8f29f8585.gif
Somehow, by jumping into the water while using the flamethrower, I was granted a permanent stream of fire erupting from my poor charr’s chest. This gives a new meaning to the phrase “heart burn”! And what was great was it never went away, no matter what I tried:
I climbed back onto land …
http://puu.sh/hlsht/251b817158.gif Still there!
Tried using all sorts of different abilities and weapon kits …
http://puu.sh/hlsn6/ab40d5a1f5.gif Still there!
I guzzled all kinds of tonics and transformation potions …
http://puu.sh/hlt2E/81ad79b75c.gif Still there!
Afterward, I had to go to the local botanist and get checked out. It seems that transforming into a Mordrem Teragriff gave me a strange burning sensation when I pee.
http://puu.sh/hltaj/bcd3eac6f0.gif
I … AM … PIG-DRAGON! The only pork that can cook its self!
In summary … 10/10, would glitch again (if I knew how!).
The attachment below just about sums up my thoughts.
Attachments:
(edited by Ausfer.1853)
If I were to only go on what we know from the Living Story, and if I had NOT seen what these “new allies” look like, I would assume they are The Forgotton.
Physically, they closely resemble the mursaat, yes, and I am not ruling that out, but there’s so many of you focused on the physical appearance of these “new allies” without putting any consideration into more basic facts. Lets take a look at some things we can safely say we know so far:
-The Living Story has brought up the Forgotton and related subjects multiple times since season 2 started.
-Our vision from the Pale Tree showed golden towers, like the architecture we see in the HoT trailer. Taking Glint’s egg to the Forgotton makes tons of sense, since they are protectors of Glint’s legacy just as the zephyrites were. The mursaat would probably despise the egg as it comes from the dragon who prophesied their downfall.
-Based on their past history, it seems very unlikely that the mursaat would ally themselves with the rest of Tyria. The Forgotten served Glint. They are more likely allies.
-The Forgotton are said to have come from the Mists, and as such would be great candidates for teaching the revenant profession to Rytlock. The mursaat have no connection to the Mists.
-Most importantly, the door to Caithe’s hiding spot with all the golden architecture (and likely, the entrance to the new areas in the expansion) was kept shut by a Forgotton seal. A Forgotton city protected by a Forgotton seal makes plenty of sense. A Mursaat city protected by a Forgotton seal does not.
If we disregard their physical appearance, it would seem most logically that these “new allies” are indeed the Forgotten in some form. I don’t think Arena-net would radically change their design without good reason, which leads me to believe these allies aren’t literally the Forgotton … or rather, not in the way we’re used to thinking of them. Perhaps they are some kind of avatar for the Forgotton to speak to us from the Mists, or constructs built by them that house their memories. We do know that they are a very ancient race with powerful magic … because we know so little about them, practically anything is possible.
(edited by Ausfer.1853)
I have a mesmer I’ve leveled to 80 but I’ve not touched her since because the class seems really lackluster to me. I’ve always struggled to find ways to deal enough damage and I have trouble dealing with multiple targets. Overall, I feel like there’s a lot of utility and support skills/abilities the mesmer has that don’t come in handy as often as they should. Can I get some help on how to play her? I mostly play PvE and occasionally WvW.
I ran a pure power GS/ S+P shatter build while leveling, using phantasms to deal damage then shattering them for boons + damage and whatnot. And while it was sorta fun, it seemed like a lot of effort and micromanagement for only decent DPS. Then I tried switching to a condi build with the scepter (and even got an entirely new set of exotic armor for it) but again, I felt like I wasn’t doing much damage.
What annoyed me the most about illusions is that I am forced to shatter them when the target nears death since they will disappear anyway when they die. So I feel like every time I fight, I start out weak and have to work to build up my damage, and then once I finally get my DPS going, the target dies and I become weak again and have to start building up all over again. It feels like a lot of effort for not a lot of gain.
Is there something I am missing about the mesmer that makes the class awesome? Should I be using different builds? Help, please.