Showing Posts For Aveneo.2068:

[PvX][Engineer] Mortar

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

Going to post my list of suggested changes again

For me, the Mortar would do well with the following fixes/buffs:

  • Increase range to 2,000 (2,500 with trait)
  • Fix the arc bug so it can be used on towers in WvW
  • More attack power (needs at least +700)
  • Ability to crit with the mortar shells
  • Reduce hitbox on Mortar
  • Increase health on Mortar
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[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

I didn’t believe JP was going to actually balance healing signet and bring it in line with the other heals; and once again he proves it. He just loves his signet warrior too much.

This 8% ‘nerf’ is but half of the joke though, because the other half will be that he will compensate the ‘nerf’ by buffing the active too (and you can bet it will be more than 8%).

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(edited by Aveneo.2068)

Empathic Bond nerf incoming

in Ranger

Posted by: Aveneo.2068

Aveneo.2068

I’ll definetly try air+fire on my zerker longbow ranger…. mmmm

Is ANet going to fix OnCrit sigils then so you can have 2 proccing at the same time?

Yeah, 2 on crit’s WILL proc together (i.e fire/air). The RNG is looking like its going to be removed and will just be activated on crit with an ICD.

Ah cool. Good to hear they’re finally going to fix it and allow 2 OnCrit effects with separate activations instead of having both fighting over who gets to proc. Can’t wait to put an extra Air in next to my Fire as well then! :P

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Empathic Bond nerf incoming

in Ranger

Posted by: Aveneo.2068

Aveneo.2068

I’ll definetly try air+fire on my zerker longbow ranger…. mmmm

Is ANet going to fix OnCrit sigils then so you can have 2 proccing at the same time?

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Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

This would be the second uncompensated nerf to celestial gear in a row. Considering how long it takes to make, it would be nice if they added boon duration to make up for it.

Yeah, I’d love to see some compensation for when they simply removed Magic Find without giving anything in return.

+38 Power
+38 Precision
+38 Toughness
+38 Vitality
+38 Condition Damage
+38 Ferocity
+38 Healing Power
+1% Boon Duration

That would be a nice setup methinks!

1% boon duration is incredibly low. Would need to be like 3 to 5% per piece imo.

Not entirely sure, but as I recall level 80 exotic Giver’s armor also only provided 1% Boon Duration per piece. And a full Celestial set (including weapons) could then have 14-15% Boon Duration which is not too shabby imo

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Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

This would be the second uncompensated nerf to celestial gear in a row. Considering how long it takes to make, it would be nice if they added boon duration to make up for it.

Yeah, I’d love to see some compensation for when they simply removed Magic Find without giving anything in return.

+38 Power
+38 Precision
+38 Toughness
+38 Vitality
+38 Condition Damage
+38 Ferocity
+38 Healing Power
+1% Boon Duration

That would be a nice setup methinks!

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[PvX][Engineer] Mortar

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

Actually, my original post was providing a counterpoint to all of the “mortar is pointless and useless” posts in this thread. I didn’t think I would have to provide an exposé of the issue/match in question in order to make that point clear, but I suppose some people require additional explanation so that they don’t make unwarranted inferences about me—that I was “whining,” for instance.

Most people who want to “get to the truth” just ask.

No, your original post made it sound as if you were whining about permastability and mortar being annoying because you were not used to it but didn’t bother to do something about it. As such I made a mild jab in order to get you to clarify. Nowhere in your post did I get the impression that you were actually in favor of seeing mortar be made into a more useful elite; just that you found it annoying and complained about permastability.

Please learn to read instead of immediately being on the defensive and lashing out by calling them condescending when they provide an opinion.

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[PvX][Engineer] Mortar

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

I saw mortar for the first time in PvP not too long ago, actually. The Engineer parked themselves on a ledge and mortared away with the help of permastability. They actually made it very annoying/difficult to contest and cap the mid point, especially if you were fighting other players in addition to the mortar pressure.

Did anyone have the idea to simply take out the engineer on the ledge? As I recall you have equal numbers on both sides in PvP and a mortar is meant to apply pressure and it sounds to me that the opponents were simply not used to anyone using that particular Elite and got ‘annoyed’ because it forced them to change their tactics.

Yes, upon finding out that my ranged attacks were doing nil damage, I attempted to reach the ledge. I tried it once, failed, and then decided my time would be better spent helping at the other two points because even if I did get to that ledge—and did enough damage to kill them or force them down—I would have to rinse and repeat the process throughout the match. The other people on my team reached the same conclusion.

Thanks for the condescension, though.

As I recall, the Mortar has a rather low amount of ‘health’ so I find it odd that you were not able to remove it with ranged attacks. In WvW a few stray hits were often enough to destroy it and force me to run for my life. I assume the ledge itself wasn’t bugged or something? Because if it is, you might wish to talk to ANet about it.

However, it is good to hear you actually made a tactical decision to continue pressing the point and just accepted the risk of mortar fire.

Truthfully, to me your first post sounded more like general whining because someone used a previously unused skill and you were not accustomed to it. If my response forced you to clarify, I’m happy I was condescending enough in order to get to the truth. As such it is good to hear that it actually caused you and your team to discuss strategy in either going after the mortar or taking the fire while trying to focus on the center point.

After all, better to experience something new once in a while than to just do the same-old like a bunch of zombies every single match right?

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[PvX][Engineer] Mortar

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

I saw mortar for the first time in PvP not too long ago, actually. The Engineer parked themselves on a ledge and mortared away with the help of permastability. They actually made it very annoying/difficult to contest and cap the mid point, especially if you were fighting other players in addition to the mortar pressure.

Did anyone have the idea to simply take out the engineer on the ledge? As I recall you have equal numbers on both sides in PvP and a mortar is meant to apply pressure and it sounds to me that the opponents were simply not used to anyone using that particular Elite and got ‘annoyed’ because it forced them to change their tactics.

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[PvX][Engineer] Mortar

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

The mortar should be a vehicle, some kind of crappy mini tank that can move and still use mortar skills. The range should be 2k yes, it’s a MORTAR. Also the damage should be better aswell vulnerability should be applied too. And fix them lags… finally…

That’s just lead to players finding ways to exploit the range.

Could you clarify on this? At present time an Arrow Cart in WvW has a range of 2,500 (2,800 with trait). And the actual Mortar in WvW has a range of 9,400.

http://wiki.guildwars2.com/wiki/Mortar_%28siege_weapon%29

Personally I feel that a range increase for the Mortar Elite to 2,000 (2,500 with trait) would not be so bad. I don’t see where exploiting the range would come into play.

For me, the Mortar would do well with the following fixes/buffs:

- Increase range to 2,000 (2,500 with trait)
- Fix the arc bug so it can be used on towers in WvW
- More attack power (needs at least +700)
- Ability to crit with the mortar shells
- Reduce hitbox on Mortar
- Increase health on Mortar

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(edited by Aveneo.2068)

Warrior: On demand blocking

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

I must say I’m impressed! At first I took this for yet another useless thread when in fact it is entirely the opposite and could not only adress the current issue regarding that ridiculous passive healing but also allow for actual active play.

Linking it to the Adrenaline bar would be perfect as the basic mechanics are already in place.

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How to counter thief stealth

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

You guys realize that, in the linked thread, the silvermember dude has a better grasp on what balance is than anyone else yammering, right?

Indeed, to me this Caed dude looks more like an elitist jerk as the linked post has no constructive value whatsoever. Silvermember on the other hand provides a very good synopsis on what is actually wrong with the thief at present time.

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How to counter thief stealth

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

In my opinion ANet should give Rangers access to a form of stealth detection. Maybe a GM trait that allows them to see stealthed targets within a certain range. They could be made to be the natural counter to a Thief.

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[PvX][Thief] Last Refuge

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

Why not change it to camouflage instead? That one grants ‘stealth’ as long as you stand still and does not grant revealed as far as I am aware.

http://wiki.guildwars2.com/wiki/Camouflage

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HS OP? and troll unguent? sorry its condibunk

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

So you used a FOTM Warrior build because you like to pwn easymode and then you came across a Ranger that played you for it? Is that how the scenario went?

Because I find it laughable that a Warrior (of all classes) would dare call a Ranger OP. No offense

Why don’t you look up your own condibunker warrior and be immortal as well in a 1v1? Not that this game was build with 1v1 in mind, but I see more and more people whining about losing duels and calling the other person OP because they couldn’t win.

I sincerely hope it has not come down to a select number of people in their private little sPvP clubhouses who want to dictate terms on game balance just by looking at things from a 1v1/2v2 perspective as the game was never built for that.

But for the OP, try another build. A zerker warrior is a very poor choice against a bunker ranger and you should have decided to break off the fight and not mindlessly continue when you could see that you were outmatched.

Rock-Paper-Scissors indeed. The Ranger was Rock and you were Scissors.

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(edited by Aveneo.2068)

[PvX] Rangers and Their rubbish pets..

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

I still miss my Loque’nahak and I still recall the thrilling time I had scouring the zone for days in my little helicopter until I suddenly saw him in the distance. Heart racing, I flew there as fast as I could and dropped my frost trap. Just then he moved out of range of my tame ability and I was getting very afraid some random person might show up to attack him.

But sure enough nobody came and eventually he traced his way back to me, allowing me to start taming him. Taking a mighty leap and landing straight in my trap I had just enough time to tame him. He always remained my faithful companion until the day I stopped playing WoW.

Taming pets in GW2 was nowhere near as thrilling or memorable though. It’s just reading up where to find them, walk up to them and press ‘F’. Such a shame and wasted potential really. Then again considering how much of a joke pets still are I guess it fits because they can’t hit crap and getting them to use their F2 is a nightmare

Still, I wouldn’t mind to see ANet adding their own special pets. I’d love to have a Mistfire Wolf as permanent companion. It’s F2 could be the summoning of those little pups.

Attachments:

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[WvW]Balancing the PU Mesmer

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

Then thieves should also be forced out of stealth when someone gets damage from traps, caltrops, thieves guild etc.

and rightly so. ANY damage caused by ANY skills used should remove the player from stealth.

I can live with that (because I’m fed up with the stealth mechanic in general and wished ANet had never implemented it in the first place)

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[WvW]Balancing the PU Mesmer

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

You want to know what’s currently OP? It’s those ‘Boom&Zoom’ Warriors!

A PU Mesmer does not kill you; your own stupidity does. The key to winning is to stop acting like a zergling that’s mindlessly mashing buttons.

Calling others dumb is disingenuous and will not convince them that PU mesmers are balanced. From my numerous encounters with PU mesmers, I almost always die. They don’t kill you particularly by stacking confusion, they kill through overloading bleed + burn.

I didn’t call anyone dumb though. But maybe I should have stated the old ‘L2P’ mantra that thieves are usually preaching when defending their class. Regardless, the PU build may seem potent, but they usually have very very poor means to give chase.

That’s a big nerf to them because illusions constantly do 0-5 dmg to random crap.

Yeah that is the only issue. Maybe make it so its affected by ONLY phantasms?

Then thieves should also be forced out of stealth when someone gets damage from traps, caltrops, thieves guild etc.

Forcing mesmers out of stealth just because a phantasm attacks would make all their stealth useless imo as Mesmers would then get the Revealed debuff constantly and randomly.

Besides, phamtasms are not the issue as they can be killed very easily and do not benefit from any OnDeath traits.

Effectively your suggestion would just be another sledgehammer nerf to mesmers. Already we’ve seen numerous nerf to phantasms (LoS required, no summon on Block/Dodge/Invulnerability and reduced overall health). So no need to make mesmers completely useless by making stealth unreliable as well.

Just my opinion though.

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Wintersday tonic recipes still broken?

in A Very Merry Wintersday

Posted by: Aveneo.2068

Aveneo.2068

The Toy Golem recipe is bugged and will give you a second Plush Griffon entry in the crafting window. Also, crafting it will not give you a Toy Golem either atm.

I really hope they plan on fixing this soon.

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[WvW]Balancing the PU Mesmer

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

You want to know what’s currently OP? It’s those ‘Boom&Zoom’ Warriors!

A PU Mesmer does not kill you; your own stupidity does. The key to winning is to stop acting like a zergling that’s mindlessly mashing buttons.

Best post 2014.
Please refrain to post in this thread again. You clearly have no clue even what a PU mesmer is.
There IS a reason why PU is banned from renown sPvP dueling servers.

Care to explain? Did you just compliment me or insult me?

A PU build is referred to as a “punishment style” build. The more you attack the PU mesmer, the more difficult the fight will get. It revolves around OnDeath effects of clones while the mesmer has a high stealth upkeep with potent boons while in stealth. However, you can just walk away as they have almost no means to pursue and catch a target that decides to disengage.

So your own stupidity will kill you if you randomly mash buttons like a zergling against a PU mesmer and try to stay in the fight. Then you’re playing right into their hands as they want to prolong the fight and they want you to kill their clones.

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[Ranger] List of very bad traits

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

(this is a post I made almost a year ago)

While I fully agree that Ranger Traits are probably the worst random collection of crap, here is a small list for some of the other changes the Ranger needs in my humble opinion

  • A Camouflage utility (be it as an opener or escape) – 3s Stealth + 10s Swiftness (similar to the Wintersday Scout ability). Could replace the active effect on Signet of the Hunt because currently that active effect is pretty pointless.
  • Point Blank Shot: Change name to Sniper Shot and add a secondary effect. If you tap it once it will function as it currently does, but if you choose to press and hold the ability, it will channel and fire one shot dealing massive damage (as per the Wintersday Scout ability).
  • Signets should apply their active component to Pet and Ranger by default without requiring you to use Signet of the Beastmaster.
  • A utility or effect that allows Rangers to see stealthed targets. At present time stealth has no counter and is not fun to play against. The Ranger would be most befitting to provide that counter (being a tracker and having pets). See the video on Counterplay: http://youtu.be/BRBcjsOt0_g
  • [i]for the above, if signets would apply their active effects to Pet+Ranger without the need for Signet of the Beastmaster, that Grandmaster trait could be changed to Sight of the Beastmaster, allowing stealth detection as a passive ability and make stealthed targets appear in a similar fashion as we now see stealthed allies (that Predator like camouflage) if players spend 30 points in Marksmanship and choose the trait[i]. In my humble opinion the Ranger should be the direct counter to a Thief.
  • Some signet active effects need a rework because some of them are pointless (even dangerous) to use (try Signet of Renewal with Signet of the Beastmaster active).
  • Some shouts need a rework as they mostly revolve around sacrificing your pet (~30% of your damage potential) at present time.
  • A ‘fix’ for all the OBSTRUCTED messages when firing arrows when there’s absolutely no reason for them to become obstructed.
  • More reliable AI and pathfinding for our pets and being able to hit moving targets (maybe increase their effective attack radius and cleave?).
  • 75% reduction of AoE damage for our pets (with the option to trait it to 95%).
  • F2 abilities that fire near-instantly. The pet just has to cancel any current action and immediately go through the F2 command.
  • Some traits need to switch position as it makes no sense in having Trap traits in Skirmishing when they should be in Wilderness Survival. Same with traits like Martial Mastery which should have been in Skirmishing instead of Wilderness Survival. As stated above, trait lines are just one gigantic mess at the moment and make no sense nor offer any form of synergy.
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[WvW]Balancing the PU Mesmer

in Profession Balance

Posted by: Aveneo.2068

Aveneo.2068

You want to know what’s currently OP? It’s those ‘Boom&Zoom’ Warriors!

A PU Mesmer does not kill you; your own stupidity does. The key to winning is to stop acting like a zergling that’s mindlessly mashing buttons.

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Mesmers and Stealth

in WvW

Posted by: Aveneo.2068

Aveneo.2068

So because a single very specific (PU-condi roaming troll) build works because people are dying due to their own stupidity is a valid reason to make up ridiculous ‘facts’ in order to nerf all Mesmers?

Dat logic yo!

I’m going to take a wild guess that you play mesmer? If it makes you feel better, people QQ just as much (if not more) about thief stealth.

Actually, I have all classes at level 80 and have clocked quite a bit of time on each. As I recall my Thief has the most WvW ranks and my Ranger the most PvP ranks.

Most of what people have said about mesmer stealth is pretty reasonable (minus those who clearly play PU specs). PU builds (both power and condi) are easy to play, dish out heavy phantasm dps, and give mesmers a wealth of low cd defensive options from stealth (regen, protection, aegis, and the pain of having to re-target). As far as I’m aware, these aren’t “ridiculous ‘facts’”.

Same could be said about D/D or D/P thieves.

No, people make stuff up as if it applies to all Mesmers and make big lists of all things Mesmers can apparently do (if they have a 30/30/30/30/30 build). Only a few actually use ‘PU’ to indicate a specific build which may be perceived as performing above-average. But it seems a lot of people just generalize like crazy and instead of all their dribble they could have just posted “Waa waa waa Mesmer kill me OP NERF!” as that’s what it comes down to.

And no one is calling for nerfs to “all Mesmers”, as you suggest. A good number of mesmers don’t play stealth-heavy PU builds (myself included). I honestly think having phantasms reveal the mesmer upon damage would be a fair change, given the way stealth works for other classes.

Which ‘other classes’ are you referring to? As far as I know only the Thief class has actual stealth as Utility skills (next to weapon combos). Ranger has a very pitiful stealth on their LB which was slapped on so ANet could remove vulnerability and place a nerfed version on Rapid Fire and they have the Hide In Plain Sight master trait (20 points in WS) which only works when incapacitated (and isn’t Stealth, it’s Camouflage). Engineer has it on a thrown Elixir S or as a combo when blasting a smokefield from a bomb or flame turret with their rifle.

As to their workings… As I recall, Thieves Guild minions attacking a target does not drop a Thief out of stealth nor grant Revealed and as far as I am aware traps getting triggered does not cause the Thief to drop out of stealth nor grant Revealed either. Only a direct attack will cause revealed, but only if the attack actually lands to my knowledge. But separate minions dealing damage or a trap triggering does not.

So when ANet would give Mesmers Revealed status when their phantasms/clones attack Thieves should get Revealed too when someone triggers a trap, gets hit by the Thieves Guild or gets damage from caltrops. Does this sound like a good deal?

Might be better to remove Stealth from the game entirely (which isn’t such a bad idea in my opinion).

So no, it’s not really fair to give Revealed to Mesmers whenever a clone or phantasm attacks because this would make stealth completely unreliable and pointless while similar style attacks do not cause a Thief to be Revealed either.

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Mesmers and Stealth

in WvW

Posted by: Aveneo.2068

Aveneo.2068

So because a single very specific (PU-condi roaming troll) build works because people are dying due to their own stupidity is a valid reason to make up ridiculous ‘facts’ in order to nerf all Mesmers?

Dat logic yo!

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Mesmers and Stealth

in WvW

Posted by: Aveneo.2068

Aveneo.2068

So much blind hate and you are now just making up ridiculous statements that completely warp the truth in hopes to see Mesmer nerfed into oblivion.

I’d love to play this 30/30/30/30/30 build with all weapons and instant phantasms though.

Mesmers are not gods of stealth and everything else. That’s thief. But I guess all these whiners are thief players spamming their IWIN macro and got their kitten handed to them by a PU mesmer.

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CDI- Character Progression-Horizontal

in CDI

Posted by: Aveneo.2068

Aveneo.2068

Something which may have been suggested already, but if not I’ll do it here.

At present time there’s very little to do in the cities; even though there are quite the number of activities already in place. I’m talking about persistent minigames which could add to the longevity of this game as well as divert more people away from Lion’s Arch and into the other cities.

FOR INSTANCE

Rata Sum: Polymock Arena
- We have an Asura Gate and the Polymock Arena area is visible on our map, yet we cannot go there.

I believe a lot of people would LOVE to collect Polymock pieces and play in this arena. Similar to Unidentified Dyes you could have Unidentified Polymock Pieces.

The pieces themselves could be random drops to be traded on the TP and a ‘Polymock Starter Pack’ containing 3 random common/uncommon pieces could be made available through the Gemstore.

By participating in Polymock you could play against npc’s or other players and gain points and tokens. These points could then be linked to titles and the tokens to exchange for special prizes like skins, mini versions of the ‘stone’ Polymock Piece etc.

Divinity’s Reach: Carnival
- Several times I’ve gone through this area on multiple characters and I’ve always wondered when the shooting range would finally kick those nobles out so we can play. The carnival itself would also be a perfect spot to have minigames.

Lion’s Arch: Mini Battle Arena
- We’ve all seen that red circle that looks suspiciously like the ArenaNet logo and we’ve all seen spectators watching the two minis inside. The perfect place to add a functional Mini Battle Arena where people could bet on matches or bring minis of their own for fighting against one another. The latter might need some form of instancing though because a single arena would not be enough if hundreds of people want to participate in mini battles.

Not sure what might be added to the other cities, but I’m certain that ANet could breathe more life into these cities so people want to visit them instead of simply camping out in front of the bank in Lion’s Arch all the time.

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Mesmers and Stealth

in WvW

Posted by: Aveneo.2068

Aveneo.2068

You fight them in exactly the same way you fight a perma-stealth thief.

Except mesmers can deal tons of damage while hiding in stealth. Thieves have to reveal themselves, but a mesmer can have the clones up dealing damage the whole time they are hiding.

Clones hardly deal any damage and Phantasms can be killed easily. A thief on the other hand has a ridiculously powerful alpha-strike every time with its stealth attacks. Besides, a mesmer does not ‘hide’; they use the precious few seconds of stealth to reposition themselves.

Also, mesmers have to slot utility skills for stealth, so they are limited as to how often they can stealth (all on pretty long cooldowns). Thieves can just pop in and out of stealth without a care in the world; even when all their utilities are on cooldowns because of their almost unlimited access to smokefields and finishers.

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CDI- Character Progression-Horizontal

in CDI

Posted by: Aveneo.2068

Aveneo.2068

I also don’t like the idea of more hearts. Anet tries to get rid of them (see: high level zones) because they are just static quests.

To my knowledge they were actually added so that people would be able to go to these known ‘quests’ in order to explore the world and stumble across dynamic events along the way.

Not having them in Orr has nothing to do with wild claims that ANet is trying to ‘get rid of them’ so kindly stop spreading misinformation as this is simply not true.

take a look at this statement:

Lewis: If Elona or Cantha are released, would we expect more vista’s, skill points and hearts or would they be more like Southsun or Bazaar?

Hearts would be the least likely thing we’d add. The renown system we felt did a nice job to guide players through our world at lower and mid levels

Colin: There could be, but hearts would be the least likely thing we’d add. The renown system we felt did a nice job to guide players through our world at lower and mid levels, but we feel at higher levels we really can embrace the events system. I think you’ll see is a larger sense of innovation and growth in what dynamic events can do for a zone. That doesn’t mean vistas and skill points are out the window as it’s highly likely you’ll see those come back with new zones as well.

http://www.guildwars2hub.com/features/interviews/colin-johanson-interview-looking-ahead-part-2

“Least likely to add” is not the same as “Anet tries to get rid of them”. Thanks for the link though.

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CDI- Character Progression-Horizontal

in CDI

Posted by: Aveneo.2068

Aveneo.2068

I also don’t like the idea of more hearts. Anet tries to get rid of them (see: high level zones) because they are just static quests.

To my knowledge they were actually added so that people would be able to go to these known ‘quests’ in order to explore the world and stumble across dynamic events along the way.

Not having them in Orr has nothing to do with wild claims that ANet is trying to ‘get rid of them’ so kindly stop spreading misinformation as this is simply not true.

The game originally didn’t have hearts from what they said. However people wandered about not knowing they were supposed to join in on events, so hearts were added to help train people to do events. I think we’ve evolved enough from the dark ages of MMOs that we can do without more hearts.

The first part of your post is basically the same thing as I just said; hearts were specifically added so people would not feel lost. That other poster however made a false claim as to why there were no hearts in Orr which I intended to rectify.

Your reference to ‘dark ages of MMOs’ however feels like a pointless remark of personal preference which holds no real substance for discussion in this thread.

As to this thread itself, Colin or Chris specifically asked for ways to add horizontal progression with a specific mention on how to communicate it to the players without them having to go to third-party sites. I personally believe that new hearts (different color?) is a good suggestion and could assist in showing people where to go in order to look for these new additions.

What I would like to suggest is new areas where these things take place. At present time almost half of Tyria cannot be visited. What better way to add horizontal progression than by adding these new zones. Traversing the Ring of Fire Islands or the Far Shiverpeaks or the Crystal Desert? Cantha and Elona? To me new zones would be a perfect staging area for things like specializations, different looking gear (Rice Hats!), previously unavailable weapon sets and new abilities in general as these could be integrated perfectly.

Also having a Home instance worth visiting may be a nice place for horizontal progression. Player Housing can be worth a lot to many people and would be a perfect candidate in my humble opinion. I need a place to call home instead of slumming in front of the bank in LA. Besides, I want to display my complete set of Destiny’s Edge minis somewhere

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(edited by Aveneo.2068)

CDI- Character Progression-Horizontal

in CDI

Posted by: Aveneo.2068

Aveneo.2068

I also don’t like the idea of more hearts. Anet tries to get rid of them (see: high level zones) because they are just static quests.

To my knowledge they were actually added so that people would be able to go to these known ‘quests’ in order to explore the world and stumble across dynamic events along the way.

Not having them in Orr has nothing to do with wild claims that ANet is trying to ‘get rid of them’ so kindly stop spreading misinformation as this is simply not true.

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More Counter Stealth Play

in WvW

Posted by: Aveneo.2068

Aveneo.2068

Mesmers could get a Glamorous Glamour that envelops a target in purple butterflies causing them to get Revealed for the duration!

Rangers could see their Signet of the Hunt reworked where the active component would cause any stealthed target within range to become visible to the Ranger and Pet for the duration!

Engineers could see their Utility Goggles reworked so ‘Analyze’ would function as an AoE stealth detector.

Guardians could get a Sense Life Meditation that would envelop any stealthed enemy in blue flames!

Elementalist could get a bag of flour to throw on stealthed enemies! And Warriors can throw flour too! And don’t forget to throw eggs afterwards for extra detection!

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(edited by Aveneo.2068)

Siege Placement Malarkey.

in WvW

Posted by: Aveneo.2068

Aveneo.2068

While I always appreciate free siege, the one thing I’m wondering about is how they can drop siege so fast that it looks like the snakeline from your picture.

Feels like someone is using macros and that is not alllowed by ANet’s EULA.

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We Need More Gem Store Character Cosmetics

in Suggestions

Posted by: Aveneo.2068

Aveneo.2068

Cultural differences for Engineer kits so (for instance) my Asura Engineer can run around with a flamethrower that looks like it was engineered in Rata Sum instead of some human slum.

And it seems parts of such items already exist, like this Asura flamethrower in the screenshot below:

Attachments:

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CDI- Character Progression-Horizontal

in CDI

Posted by: Aveneo.2068

Aveneo.2068

A quick top-3 from me:

1. More weapon choices for classes (I’ve been dying for a Mainhand Pistol on my Mesmer)
2. Give minis some love by adding a Mini-slot to the Hero Tab so a mini can be slotted there instead of having us carry it around in our invisible bag all the time and requiring us to manually select it every time we zone or die. Also, mini-mini-games like Polymock and that arena in Lion’s Arch.
3. Player Housing with options to display things. I would love to have a display case in my house where I can put the full set of Destiny’s Edge minis.

Also, personally I’ve just about had it with all this temporary content and would rather see you guys adding persistent content by focusing on opening up the rest of the map. At the moment it feels like more than 50% of the existing map of Tyria can’t be visited (Ring of Fire, Crystal Desert, Magus Falls, Maguuma Wastes, Far Shiverpeaks etc). Why not turn it into expansion packs that we have to purchase through the Gemstore if needs be, but a lot of us would really like to see and visit the rest of Tyria!

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Make minis more desirable

in Guild Wars 2 Discussion

Posted by: Aveneo.2068

Aveneo.2068

I am also very much in favor of a dedicated mini-slot on the hero tab. Now I have to go into my invisible bag every time after zoning or death to get my mini back. A lot of hassle just to have a mini out.

Made a quick mock-up some time ago showing how a mini-slot could work on the Hero tab:

Attachments:

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Mesmer stuck after blinking

in Bugs: Game, Forum, Website

Posted by: Aveneo.2068

Aveneo.2068

In WvW I also get stuck quite often after helping build siege and it transitions from buildsite to the actual siege item.

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Dec 27th Desolation/Aurunny Rock/Ganderpa

in Match-ups

Posted by: Aveneo.2068

Aveneo.2068

Lol i dont think AR hate you, you are just a server like all other …
Maybe if it happen again u should try to party someone from AR and talk about it

I don’t see how inviting a random person from AR is going to help in any way. And it is not happening ‘again’, it has apparently been going on continuously this entire week as every time we cap that particular tower a treb from within the Citadel starts shooting at the door and wall. This is no longer a coincidence but deliberate exploiting.

So I have posted these messages here instead in hopes that the people from AR who are playing on their borderland to report the other people from AR who are exploiting or tell them to stop.

I mean, every single player that runs from the Citadel to Cliffside is going to see the people who deploy, build and man those trebs and the person using it knows exactly how to aim it. So the decent thing to do is tell them to stop or report them if they won’t.

Thank you for your time.

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Dec 27th Desolation/Aurunny Rock/Ganderpa

in Match-ups

Posted by: Aveneo.2068

Aveneo.2068

2 days later and someone from Augury Rock is still cheating by using a treb from within their citadel and firing on Cliffside. This is not an isolated incident anymore, this is deliberate and continuous exploiting!

People from Augury Rock, if you see someone exploiting with siege inside your Citadel please do us all a favor and report them. I know that some of you guys seem to hate Desolation, but trying to win by exploiting is not the way to do it.

Attachments:

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Simple Stealth balancing.

in Suggestions

Posted by: Aveneo.2068

Aveneo.2068

In my opinion Stealth upkeep in general should be tuned down so going into stealth actually becomes more tactical and meaningful. But this stealth-stab-stealth-pewpew-stealth is complete kitten and Revealed is a joke.

For Thief their stealth mechanic should have been on their F-keys in my opinion. And I also wouldn’t mind if my Mesmer had it on one of her F-keys instead as well.

EDIT: just found my old post from another thread

The main issue (as I see it) is not the concept of stealth; but the way ANet has implemented it.

Just look at all the benefits a Thief can get through traits that apply to stealth.

  • Cloaked in Shadow (Blinds nearby foes)
    * Fleet Shadow (Move 50% faster while in stealth)
    * Hidden Assassin (Gain might)
    * Hidden Killer (100% crit chance while stealthed)
    * Shadow Protector (Grant targets of your stealth skills Regeneration)
    * Infusion of Shadow (Gain 2 initiative when using a skill that stealths)
    * Patience (Regain initiative faster)
    * Shadow’s Embrace (Remove one condition every three seconds)
    * Shadow’s Rejuvenation (Regenerate health)

From my perspective Stealth should have been a mechanic that would allow for setting up an ‘ambush’ or ‘escape’. But ANet went overboard by attaching so many additional bits of junk through traits. It’s like they couldn’t come up with a more interesting mechanic, so they just went with: “When in doubt, add more (stuff to) stealth”

To me, Stealth could have been a great tactical class-mechanic (for the F# keys) with a limited number of traits to enhance it. Instead they made it a shallow gimmick that’s almost mandatory to use with traits giving out measly little bonuses everywhere.

So personally I think they should have used Stealth for a class-mechanic and used it for F2/F3 with additional effects depending on the type of weapon you had equipped. So using F2 or F3 with a D/D would have a different ‘type’ of Stealth ability compared to using S/D or SB. That would have made Stealth an interesting, dynamic and tactical mechanic.

And in return the Thief could get more base health (same as Ranger) and more mobility. I personally wouldn’t want to see the Stealth mechanic vanish entirely, just reworked into the F2-F3 and merging some of the traits so its function becomes more tactical.

Applying Stealth whenever a Thief breaks wind doesn’t strike me as interesting and makes the Thief look more like an annoying clown that’s trying too hard to be funny.

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(edited by Aveneo.2068)

New Pets for Rangers

in Suggestions

Posted by: Aveneo.2068

Aveneo.2068

Dolphins! They are already in the game and swimming around, but a Ranger can’t tame them.

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One shot Theif, teach me

in Thief

Posted by: Aveneo.2068

Aveneo.2068

Probably full zerker with Steal-C&D-Backstab. And the really fast ones cheat by using a macro (which is against the EULA, so don’t do it or you’ll get banned).

Traits might include Mug, the longer range on Steal and that one that gives you Quickness on crit. But the experts on playing easymode can probably provide a more thorough explanation. :P

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Main Hand Pistol

in Mesmer

Posted by: Aveneo.2068

Aveneo.2068

Bump for the new year! Best wishes to everyone and here’s hoping 2014 will give us a Mainhand Pistol for Mesmer!

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Please give us a Sylvan Pup Mini!!

in Suggestions

Posted by: Aveneo.2068

Aveneo.2068

Bump for the new year! Best wishes to everyone and here’s hoping 2014 will give us a Sylvan Pup Mini!

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Stability for us now!

in Thief

Posted by: Aveneo.2068

Aveneo.2068

Just give us instant 15 seconds stealth on shadow refuge. I hate when enemy push me out from my refuge

Enemies knocking you out of it is the whole point. If they do, they have a chance to fight you, If they don’t, you have 15s worth of stealth.

So you’d rather have 15s of stealth every 60s(48s) which cannot be countered by any means because of what? I do not see any reasoning behind your argument apart from wanting things to be easymode because you’re annoyed that other people actually provide Counter Play and using one of their skills in hopes to counter yours.

Please watch:
http://www.youtube.com/watch?v=BRBcjsOt0_g

Same thing with people wanting Thief to have stability. What is the reasoning behind this? Warrior and Guardians have it too? That’s not much of an argument. So I can’t help but wonder if the only reasoning is so Thief players can just have another get-out-of-jail-free card to add to their already impressive collection.

So let me say something that I always got thrown in my face when visiting the Thief forums:

L2P

Play with what you have instead of wanting god-mode handed to you on a silver platter.

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Isn't Mesmer too easy ?

in Mesmer

Posted by: Aveneo.2068

Aveneo.2068

Mesmer too easy to play? That one would definitely go to Warrior and Thief. Warrior can just jump in and stunhammer you to death or 100b while shouting like a moose in heat; and usually just gets away without a scratch becomes impossible to catch. Thief just C&D+backstab you for all your health and remains invisible for the entire duration with equal means of getting away afterwards.

So please don’t say Mesmer having it easy just because you were killed by one. A good Mesmer actually has to work really hard for their kills, unlike easymode GS/HA Warrior and DD Thief in my opinion.

Yea right, I’ve been dueling with the 20/20/30 pu builds in pvp and they’re probably the easiest to fight with amongst all of the classes I’ve played.

Now d/d ele or power ranger or shatter mesmer (but let’s be honest, out of the entire mesmer community maybe 5% IF THAT run shatter builds because pu is so broken and easy to play and get kills with), that’s working hard for your kills.

Well, I constantly get my kitten handed to me by every Thief or Warrior in WvW and have to work really hard to keep myself out of harms way. I currently run a (zerker) Phantasm build even with that I’m often not even able to take enough health off a Warrior before they passively regenerate it back up and I can’t stop them because conditions like my cripple just won’t stick.

And Thief has a field day as they can just use their Steal-C&D-backstab macro from up to 1200-1500 range and I’m dead on the floor before I can even see them. And even if I see them coming, I can’t summon my phantasms because they need a target and the Thief is invisible 90% of the time and can reset the fight whenever he wants while all my skills are still on cd.

So it sounds to me that people only have an issue with this PU build because it is apparently very potent and easy to use, but that does not make the entire Mesmer class easy to play when my Phantasm build can’t do anything to stop a Warrior or Thief from killing me and then happily get away without any issues.

That was what I was trying to say. Just because someone got killed by a specific Mesmer build does not mean the entire class is easy to use.

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(edited by Aveneo.2068)

Isn't Mesmer too easy ?

in Mesmer

Posted by: Aveneo.2068

Aveneo.2068

Mesmer too easy to play? That one would definitely go to Warrior and Thief. Warrior can just jump in and stunhammer you to death or 100b while shouting like a moose in heat; and usually just gets away without a scratch becomes impossible to catch. Thief just C&D+backstab you for all your health and remains invisible for the entire duration with equal means of getting away afterwards.

So please don’t say Mesmer having it easy just because you were killed by one. A good Mesmer actually has to work really hard for their kills, unlike easymode GS/HA Warrior and DD Thief in my opinion.

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Highly Over Powered Explorers [HOPE] – Desolation EU

So how many characters do you have?

in Guild Wars 2 Discussion

Posted by: Aveneo.2068

Aveneo.2068

Human Guardian (80)
Human Mesmer (80)
Sylvari Ranger (80)
Sylvari Thief (80)
Asura Engineer (80)
Asura Elementalist (80)
Charr Necromancer (80)
Norn Warrior (80)

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Dec 27th Desolation/Aurunny Rock/Ganderpa

in Match-ups

Posted by: Aveneo.2068

Aveneo.2068

Someone from Augury Rock is cheating by firing a treb from within their spawn area on Augury Rock Borderland and hitting Cliffside with it! Ofcourse I can’t report him/her, but I urge AR to report that cheater if they see him using trebs in invulnerability areas because it gives your entire server a bad reputation.

Attachments:

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Name 2 things you hate with mesmer

in Mesmer

Posted by: Aveneo.2068

Aveneo.2068

1. Illusionist’s Celerity should have been kept as Adept Minor
2. No Mainhand Pistol option for Mesmers

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Just installed..had a choice of gear...

in Guild Wars 2 Discussion

Posted by: Aveneo.2068

Aveneo.2068

Easiest way would be to place the items in your bank and then retrieve the item(s) with the character you want to use them on. You bank is a shared space for all characters on your account

Be advised though that once equipped, the account bound gear will most likely become soulbound to that character.

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