(edited by Blizt.3086)
Automated Response will now give a 50% reduction in condi duration when HP is below 33% instead of the 100% reduction under 25% hp.
Also, try using a different browser.
Well that’s not too bad and reasonable.
I however can’t wait to see, how those who insist de-cap’s OPness is from AR, will react after they realized the reason they couldn’t beat de-cap was not because of AR, but because of their own incompetence in learning how to deal with it
Got a question.
You guys said in that blog post that “You are simply carrying over your looks between game types”, and “You will be given a one-time allotment of Transmutation Charges based on your rank in PvP so you can restore or change your looks.”
It made me quite uneasy, can you guys clarify on the carrying the looks over part? What if I like wearing different looks in PvE and PvP? (which I currently do on a regular basis) Would I still be able to do that in PvP without spending Transmutation Charges? What happens if I changed my look in PvP and then went back to PvE? Would my looks changes (carry back) and the game tells me to use Transmutation Charges?
There are also times that in PvP I just feel like using another weapon skin to play with since it doesn’t cost anything, with the new patch applied, would that means every time say that I change from Rifle A to Rifle B I would require 1 Transmutation Charge?
I do not understand this boss design. It is known that condition is already less viable and have issue in PvE, and Anet even mentioned about how they will try to improve the situation, yet they rolled out such a effect, just what are they thinking!?
If not all 3 Assault Knights have the anti-condition effect, we can at least split those who use direct damage and condition damage players to different Knights, or if there was certain mechanic installed in the fight that allows player to forcefully switch the Knight into phase 2 without the anti-condition effect, then I have no problem with this effect.
But the truth is harsh, there’s really nothing you can do about it. Fighting any of the 3 Knights will have the same result, you can’t do anything or can do only so little if the Knights won’t switch mode themselves.
Also those who said just respec is plainly stupid and selfish. Yes condition is more weak in PvE, but there’s nothing wrong if players still chose to play it, let alone being punished for it.
Just try to step into other’s shoes for once, imagine all 3 Knights got this anti-direct damage instead, and you run a full Berserker build, how would you feel?
1. Ranger
2. Engineer
3. Elementalist
The first time I dc’ed, it took about 10 mins before I’m able to log in again. And after checking the reddit posts as well as from my guild members (some of them didn’t even experience dc), it seems the game was good again.
I didn’t think it would go back to being unstable so soon again…
You’re not the only one suffering from the unstable server they got there…
Earlier today I left a game because I had to go, which was my fault alright. But then I joined two solo queue matches about a hour ago, one dc’ed me near the end of the game, another dc’ed me around the start of the game.
Then when I finally logged back on again, I got a 2 days 19 hours long debuff, just great…
I submitted a ticket, hopefully they will remove it or at least shorten it to 1/3 of the duration (as I was partly at fault).
If they could do something like, by default throwing/consuming elixirs automatically remove 1 condition on you, or making Cleaning Formula 409 remove 2 conditions instead, that would help us much better I believe. So builds that are not heavily centered around elixir or the Alchemy line, can still get some condition removal benefit by having 1 or 2 elixirs slotted in their build.
Or, at the very least, change how Automated Response works please…
Since the launch, I always find it funny that when you actually fell to 25% HP, existing conditions won’t get removed.
It is not uncommon for an AR Enginner, falling to around 30% HP, then got burst down with loads of condition while AR did nothing (or close to nothing, as it will only deals with the new conditions applied after the 25% HP mark).
(edited by Blizt.3086)
So I have just encountered this issue as well, getting stuck on that 1 vial of Condensed Mists Essence, what a pain…
Looking at their patch note back then, while they did say “All of the ascended back-item pieces that required 1 vial of Condensed Mists Essence can now be forged with Bloodstone Dust instead.”, they also clearly stated that only 8 new recipes have been added (there were 10 recipes for the book/quiver), making me think that they left out those two on purpose.
I really hate this.
After checking carefully of all the traits, I can safely say that the ONLY trait I never used, or ever intend to use, is Acidic Elixirs.
There are other traits that are slightly more lackluster than the most, but sometimes out of reasons such as just for fun, or when you simply had no better choice, you may still pick them up.
Acidic Elixirs however, I fail to see any usefulness out of it.
The damage sucks, and only remove 1 boon, which is something hard for you to control if enemy has multiple boons up. If I really want to have boon-ripping ability, what reason should I use this over just taking Throw Mine/Mine Field?
Also, in the first place what thrown elixir would you even sacrifice for this pitiful trait?
Toss Elixir S? You want to waste a 42~60s CD stealth skill for the effect?
Toss Elixir B? You want to waste a 4s stability skill for the effect?
Toss Elixir R? Please tell me you’re joking…well, to be fair if enemy only has stability on and you’re about to go down, then it may be useful, but what are the chances?
Toss Elixir U? How would this even work? Unlike other thrown elixirs being AoE effect, this thing’s a freaking line…good luck hitting moving enemy with that.
Now that only leaves Toss Elixir C/H. Toss Elixir C still has its usefulness, so I would still call it a waste to use it on your enemy instead of on yourself.
I have no objection of using Toss Elixir H with Acidic Elixirs, since this skill is just so random that you wouldn’t rely on it.
So then, you basically only has one useless elixir skill to work with this pitiful trait, which Engineer on their right mind would take this? -_-
It is just too pathetic even for an Adept trait.
(edited by Blizt.3086)
If this skill still heal for decent and acceptable amount, I guess it’s alright.
Although, I think 1% is just way too low even for a great deal of heal, and considering the heal will be delayed instead of the usual instant.
5% or 10% seem much more appropriate to me, which will likely heal less than the 1% version in their mind. But I mean, even if they let you heal back to full HP with 1%, how many people can actually do it? o_O
A.E.D.(4s):Damage from enemies cannot kill you. Heals when it ends or when health is reduced to below 1%.
Aw sorry, I read the skill info on reddit, which didn’t include that last bit on gw2db’s page :x
Well then, I take back what I said and would like to see how this goes
If this skill still heal for decent and acceptable amount, I guess it’s alright.
Although, I think 1% is just way too low even for a great deal of heal, and considering the heal will be delayed instead of the usual instant.
5% or 10% seem much more appropriate to me, which will likely heal less than the 1% version in their mind. But I mean, even if they let you heal back to full HP with 1%, how many people can actually do it? o_O
You get back another soulbound item with the skin. That is the reason you need to use a Transmutation Crystal.
I see then, thanks again for the help
You can do that, you’ll just need an extra Transmutation Crystal reapply the skin since the item you get back for the skin is not a skin item(things that can be used to apply a look without using a Transmutation Crystal) but an actual piece of equipment.
There is no problem with forging transmuted items. The only time there is an issue is if you are trying to use the item providing the look as a forge ingredient. Basically an item is considered to be whichever item is providing the stats.
Awesome then, thanks a lot for the help
If you don’t mind, I got another questions after looking over your answer:
- If my Slickpack was initially an unused skin, and was applied to that back piece. Then I used the splitter, would it be separated back as an unused skin, or another soulbound item with the skin?
(edited by Blizt.3086)
So the thing is like this, I’m planning to make an infused Ascended back piece from scratch, then to transmute my Slickpack skin (currently applied on a Rare back piece) onto it when it’s finished, so I wouldn’t lose the skin when mystic forging it to the Infused version.
However, getting 250 more Glob of Ectoplasm is not easy task for me, I don’t really want to wait that long to finally be able to transmute the skin.
I’m wondering that:
if say I transmuted the skin onto the non-infused Ascended back piece right now, then one day when I get 250 Glob of Ectoplasm, I use Transmutation Splitter on the back piece to separate them, can the non-infused Ascended back piece still be put into Mystic Forge for crafting the infused version?
I checked the wiki, but it only says the items will be soulbound while not mentioning anything about if any of the items would still be in “transmuted” status (which I believe can’t be used as ingredient in MF).
I would greatly appreciate the help, thanks.
Not sure if you’re asking this for PvP or WvW, but this is my bunker build in PvP: http://tinyurl.com/p4mstw8
It has very limited offensive abilities, but it can survive for a long time, provided that you don’t get stunlocked or immobilized (unable to dodge) for a long time.
Use Elixir C to target Vulnerability/Burning/Bleeding to turn them into Protection/Aegis/Vigor.
Use your Rifle and Tool Kit’s Magnet to get people off point, Rune of the Grove also help if someone decided to spam long range attack while heading to your point, 50% chance he will get rooted.
If all else failed, there are still Toss Elixir R/Supply Crate/Automatic Response that may help you in a pinch.
You can also tweak the build a bit by replacing Bomb Kit with Tool Kit.
With Dec. 10th’s new balance change, you won’t be able to get perm. Vigor, but it shouldn’t be that much of a problem as you still have plenty of methods to get Vigor up. The new change to Transmute and Armor Mod will also further improve this build.
(edited by Blizt.3086)
Oh and…“I guarantee you that very few, if any of the posters here will argue in favor of other professions is we get rune set that is triggered by gadgets.”
You sure? You really sure? Imagine Anet put out a rune set that “gives 3s invulnerability when Gadget is used”, you really think other classes will behave and have reaction like what you described? Not only they won’t, they will also just behave like us who are complaining here, that I can assure you.My point exactly. You would hypocritically condone such a rune set when it works in your favor.
And which source did you want?
Anthony Ordon’s ?
Mark Katzbach’s ?
Jon Peters ?Not hard to find, some of the discussions are stickied in other sub forums, and some discussions are in the sub forum with the same update title as today’s update. I know the search function is messed up on the forums here, but it is not rocket science to peek in on the entire forum section named for this update and click on one of the threads with an Anet emblem on it that has the same title as the rune set.
Don’t put words in my mouth, thank you very much.
In the example I used, I only said how the left-out classes would behave and react to that supposed rune set, when the effect is so powerful. I never said that just because I would be on the beneficial end, I won’t have any problem with the posing balance issue.
And I’m sorry, sometimes not everyone has the time to search for everything, even more so when how bad this forum’s search function is. I always had to use Google, which is not the best method most of the time either.
If the dev actually said such posts, I’d imagine more people would also saw them like you, and then more people would show up and tell me that I’m wrong, because dev did say them.
But so far, I only see you, who can’t even give out the source, why should I believe you?
That is not exclusive to us Engineer, it is merely more convenient for Engineer who happens to use Med Kit, any other classes or Engi who use Elixir H or Healing Turret can still benefit from it, they still have the option.
Wait a minute here, let me get this straight. Your suggesting that something our profession and only our profession can do, is not exclusive to us??
As far as the Rune of Resistance is concerned, they stated it was the first of more runes to come. Because one rune set it attuned to signets is not big deal. You guys are making a mountain out of a mole hill. I guarantee you that very few, if any of the posters here will argue in favor of other professions is we get rune set that is triggered by gadgets.
Like I said, “Med Kit Engineer” merely has “more convenience” than other classes and Engi who use other 2 heal skill, EVERYONE can benefit from the said rune, thus said rune is NOT exclusive to Engineer.
And again, you said it is the first of more runes to come, source please? And if you don’t mind, please add the source for your previous post as well.
Oh and…“I guarantee you that very few, if any of the posters here will argue in favor of other professions is we get rune set that is triggered by gadgets.”
You sure? You really sure? Imagine Anet put out a rune set that “gives 3s invulnerability when Gadget is used”, you really think other classes will behave and have reaction like what you described? Not only they won’t, they will also just behave like us who are complaining here, that I can assure you.
(edited by Blizt.3086)
Unless in the future they release an equally powerful rune with effect that is absolutely exclusive to Engineer (and I mean really ONLY JUST US), this anger of mine is not going down.
We already have runes almost exclusive to the engineer. As well, with the med kit, we have a very very exclusive ability to use “on heal” benefits of runes in almost every case at a rate 50% faster then any other profession.
Not to mention they suggested they had runes in the works that would benefit the engineer in ways they will not benefit other professions along with more possibly profession exclusive runes. Perhaps you should have read the dev post on the matter before jumping on the defensive.
That is not exclusive to us Engineer, it is merely more convenient for Engineer who happens to use Med Kit, any other classes or Engi who use Elixir H or Healing Turret can still benefit from it, they still have the option.
But Rune of Resistance is nothing like that, we DO NOT even have an option that every classes have.
As for your second paragraph, I apologize if there is indeed such post, but if you’re not even giving a source, I can’t believe that.
So in the end they still added that rune in the new update…either us Engineer’s voices didn’t reach them, or they just simply don’t care and ignored us, pfft.
I really wished that I couldn’t read that line when checking the patch note, because just reading it makes me mad…
Unless in the future they release an equally powerful rune with effect that is absolutely exclusive to Engineer (and I mean really ONLY JUST US), this anger of mine is not going down.
That was very interesting, thanks for sharing.
Although I don’t think using these trick in tPvP would be a good idea, likely getting reported or whatnot, quite a shame :/
funny how everyone forgets the naughty stuff we can do with weapon swap sigils and runes that other classes cant. I run a might stack build based off this example.
I am however not agreeing with engineer’s being left out of the loop, …. again. just thought i would point it out.
The one funny here is you actually.
You talk as if only Engineer can get the benefit out of the weapon swap sigil, but we all know that all classes can get the good out of it.
Sure, you may say we Engineer can swap the kit freely around at our will, so you may think it’s unfair as other classes have to wait 10s to swap, but that’s just how the class mechanic it is, it has nothing to do with the rune itself.
Also care to expand on the runes that benefit only Engineer on your mind? If you’re thinking Rune of Engineer, “bundle” is not exclusive to kit only, but also stuff like banner and conjure weapon; you may say they don’t benefit that much from that 5% boost as much as kit may has, but whether they are or are not is not the point, the point is that other classes can benefit from this rune too.
I know that feel…
Honestly I wasn’t too happy when I read that line, because I suddenly remembered that every other classes except Engineer have Signet.
It’s not like there aren’t already runes that would be exclusive or useful to certain classes, for example Rune of the Necromancer’s +20% fear duration, and Rune of Tormenting’s +15% Torment Duration, but those are just the minority.
Even something else like the Rune of the Ranger’s +5% when you have a companion, which may seem like a Ranger-exclusive rune at first sight, but other classes can still use item or skill that summon companions to get the benefit effect; it’s nothing like this rune here that outright excludes ONE SINGLE class.
Even if the CD is long and the Aegis is only 2-3s, that’s still a powerful ability, I can’t believe they would do something like this.
Either don’t introduce this kind of rune in the first place, because they can’t avoid the problem of Engineer having no Signet, OR they could change it to “granting Aegis when using Signet OR Gadget” for instance.
I’m really disappointed in Anet this time.
(edited by Blizt.3086)
I think the new recipes from the Toxic Alliance release have reduced this cost sharply.
Only if you already own a rather large number of pristine spores.
Untrue, even if you have 0 spore, the cost of buying 250 spores plus that 1g for the recipe, it’s only about 5g right now.
While the prices may be a bit different, here are my experience in using the new recipe to level huntsman level.
Each try would cost about 62~65s, and produce 5 oils. You can sell them for about 10s each, or at least 8s each to the highest buyer; suppose you choose the later, that’s still 40s back for you.
According to someone I know, he said until about 485 would the exp tier for it to become blue tier. I myself used booster and crafted 60 oils (12 tries), and that got me from kitten to 471, it’s pretty kitten fast and cheap compare to the one posted on gw2craft (requiring 140~150g for 450 to 500).
EDIT: somehow the number four five five became “kitten”…
(edited by Blizt.3086)
I just want to know if there’s any rumor or post from Anet, that ascended equips other than ring and back item, may be infused through the mystic forge in the future too?
The thing is, right now I’m in the process of making an ascended rifle, and plan to transmute another skin onto it. If they do make weapon infused-able in the future, I would have wasted my time and effort since transmuted item can’t be used in mystic forge, so right now I wanna make sure of the facts before I continue :/
Regarding Engineer, there are quite a lot of people complaining about the IP and perm. vigor nerf. But personally, I really welcome the new changes you guys bring, the new Transmute and Armor Mods are really something I can get excited about.
However, I do think you guys can make some small changes to some of the skills & traits listed below:
Engineer SUGGESTION:
(for PvE/PvP/WvW)
Weapon Skills:
- Blunderbuss – 100 range for increased effect is way too short, even for a shotgun, 180~200 range seems much more like it
Utility Skills:
- Regenerating Mist – 1s of Water Field is way too short, extremely hard to combo (whether with teammate or just user itself); counting the 1/4s cast time, user essentially only has 3/4s to react for the combo, resulting mission-near-impossible. 2s excluding the cast time seems much more appropriated
- Mine Field – Random placement of scattered mine makes it confusing even for the user, some sort of patterned placement should be implemented (ex. user spot is the center point, mines placed in a circle around user)
- All turrets excluding Rifle/Healing Turret - compared to other summon allies in the game, turrets should have larger health pool (by default, not by trait improvement) to compensate the fact that they must and can only remain stationary
Traits:
- Accelerant-Packed Turrets – 120 radius is way too small for this trait to be effective, 180 radius like the Mine would seem to be more appropriated
- Deployable Turrets – good trait that allow turret to be placed on hard to reach spot, but at the same time, this also caused longer CD recharge since the user has no way to retrieve it as well. Purposing a 10%~20% CD reduction effect to be added to this skill when turret is exploded
So what would you like to see?
A “ready” button that appears before the match is created, and if someone doesn’t hit it within some time-window the match is aborted and both teams are returned to the queue? Perhaps the non-responding players kick out of the team, or kicked out of the entire queue?
One way would be to check your heartbeat every so often with a “are you still here” button, but that would be kind of annoying. It also doesn’t address the players who leave because they don’t like the team they are paired with.
We could just ramp up the dishonor system.
I know the team has their own thoughts on this, but I’d really like to see if someone here can come up with something awesome.
Why do I sense a great deal of sarcasm from you…?
I can’t help it, but your post almost reads like: “So what better idea can you guys have huh? We thought of this, we thought of that, most of them are too silly to use, so we ditched them. If you think you are better than us then tell us your thought!”
In my opinion, if you cannot control the players, and inevitably there will be disadvantageous situations such as 4vs5 for one team, why not look it from a different direction?
You could like give the team missing 1 player some sort of boost, for example normally you would get 1 point / 2 sec from capping point, if your team is short on 1 person, you get 1.2 point / 2 sec instead; normally you get 5 point from killing people, instead you get 6 point from killing if your team is missing people.
The above are just some examples I come up right on the spot, those value could be fair, or not enough at all, but it would at least compensate the team at the disadvantage a bit.
Believe it or not, there are games with such mode indeed, not sure if anyone here’s heard it, Cosmic Break is a good example.
EDIT: And what about those who’s there but afking? Simple, just let the team themselves to decide kicking the guy or not…
(edited by Blizt.3086)
NO AND NO.
As much as I hate to say that many aspect of Turret are still buggy and disappointing, I love my Healing Turret and Thumper Turret.
Knote already explained the full usefulness of Healing Turret, and Thumper Turret? Ever since they added breakstun and 1s stability effects on its toolbelt skill, I almost always use it in my PvP CC bunker build.
Sure, Rumble’s CD is a bit long even if you put some points into Tool line, but considering it is a stunbreaker, blast finisher, and a source of stability, the length of its CD is completely understandable.
1s stability may seem laughable, but when you use it together with rifle’s Overcharged Shot, you can prevent the self-knockback, which can be useful at time.
Thumper Turret’s overcharge ability is also nice, just when those people who think they mastered the technique of dodging our O’mighty Big O’ Bomb, they usually did not expect that I would put Thumper Turret right below their foot and blow them away in an instant (the radius is pretty big too).
Currently, I never left my turrets on the field for more than 5 sec, either I’d pick or explode them right up, before someone even tried to destroy it, so I don’t really have the constantly-talked-issue of “turret cannot withstand AoE attack”.
I think the first thing they should do for turret, is giving us a trait that reduce Turret’s CD, many of turret’s CD are still too long when exploded.
(edited by Blizt.3086)
For PvE combat, that increase may be like nothing (as pre-patch’s range was plenty enough), but for PvP? God it is just awesome! Trying to hit constantly moving target is completely different.
Honestly, I never used this trait except when I’m first new to the game.
Imo it’s pretty useless, because as long as people know about this trait of Engi’s, moment they see Engi disappeared after using an immobilize skill, they will just keep attacking that spot (something that I do too against Engi who think they will be safe with that simple invis).
Someone actually guessed it right, Anet managed to make the list of turret bug even longer.
Rocket Turret now no longer apply Burning, kitten ~ >_>
That was one of its good feature, doing AoE Burning and all, now gone…
Hmm, I guess for this skill to work, you’re not suppose to use it on any moving object, but instead target a specific spot that you’re gonna enter soon early on.
It would be nice if they can add a little side effect though, like 1s stun, or 1s immoblize, or maybe 3s confusion~ then it might has some tactical use.
I remember that during the beta, we had a “Mine kit”, with no more than 5 kittening mines…. Could you imagine a real mine field in WvW ??? Awesome !
Sadly they removed it
What is more sad was that every single mines from the toolbelt skill used to be Blast Finisher, it was freaking awesome back in the day when you can use it to get 15 stacks of Might or 15s of stealth easily :/
I use this in my PvP Bunker build, it’s a really nice skill for interrupting, or controling your enemy’s position with it.
There is really only one thing I hate, which is that its toolbelt skill place the 5 mines randomly, it’s a great annoyance when for example you see a Warrior with Stability incoming, you used the skill, and they’re all placed behind you…
If they could make it that all 5 mines will always placed in a circle with your character being in the center, that would be nice.
The problem is not the rifle itself, but the skins available to us Engineer.
- Temple of the Silent Storm map layout re-work (took out the water)
Hmm…personally, I like the water in that map, it provides a shortcut as well as an escape route, and hardly anyone do water battle there, unless you jumped in yourself and was prevented by opposing team from going out of water…
Really don’t see why people would complain about that. Anyway~ as much as I don’t wish the water to be gone, I wonder if the hole on top is gonna be filled or not. Because if not, when part of the Temple become a mini Skyhammer, people’s reaction is gonna be hilarious I bet lol.
I don’t know…don’t you think this is more of a player issue than the map itself?
Usually when I lose on this map, it’s because there are people who seem not to understand that capping point first > grabbing an orb that slow you down with hardly any ability to fight back.
I don’t usually join in battle centered around the orb, because I just see that as pointless. If enemies want to pick up the orb, let them! Just use whatever you have to slow/stop them from reaching any point, unless you only got yourself to stop him, or the guy’s got his entire team supporting him, it’s not too hard to kill him before he reached any of the point.
What frustrated me wasn’t the map, but the player, especially when you see something like enemies capped 2 point, our home point’s being de-capped, and 3 or 4 of my wonderful teammates decided to grab the orb…(facepalm)
Seriously, where did the little fella go when the event was happening?
Before the cutscene I looked around the surrounding for a bit, thinking maybe he was taking a walk somewhere, but I did not see him.
Then even after the battles have started where Rox and Braham joined me, I didn’t see Frostbite beside her too.
Or perhaps my eyes had failed me and he was actually there? o_O
They never said giving all weapons to all professions, they ONLY said adding new skills and traits for each professions.
Honestly, of all the available weapon types there, only Hammer somewhat fits with Engineer’s theme, using anything else like Focus or Sword is just weird.
If anything, while other classes get more weapon types unlocked or simply getting new weapons, we will probably get more unique kits imo.
I’m hoping they’d add a kit that’s leaning more toward long range combat, with an attack speed faster than that of Grenade Kit’s flying speed…
@Canguro
I’d give that maybe 7/10 I guess?
- While the color choice you used makes you look unique and standing out, that blue and red mix is a little bit weird… (-1 point)
- Not exactly your fault, you lack a good looking helmet! >_< (-1 point)
- I think there are better and cooler looking gloves out there for you to mix into your set~ (-1 point)
So yeah haha…well, here’s my own:
I’m trying to get that medium’s-always-trench-coat feel off a bit, and have my Engineer’s look leaning more toward like a heavy class
There isn’t really good and fitting hat, so I just used a mask that I think looks best with it, and I really gotta love that guild rifle with the shining blade attached to it XD
sigh It’s not just the tail too, there’s problem everywhere whenever you put some cloth on Charr.
- Neck hair (if your Charr has any) magically disappeared when you equip some hats that shaves your hair for you.
- Ridiculous amount of clipping compared to other races.
- Where did my horns go?
Either they’re lazy or the program/coding they’re using restricted them to these behaviors, well whatever the reason is, I don’t care and I’m not happy >_>
Asura’s ears also have similar problem too…poking out when there’s no hole on the helmet at all, or just get squeezed inside.
Or maybe, change one of Explosive’s Grandmaster trait (remove Acidic Elixirs so Autodefense Bomb Dispenser will move to Master trait tier), that bomb kit’s skills now use ground targeting. And then we can somewhat time enemy’s movement and place the timed bomb on their path, exploding when they’re just around it.
But obviously this would make it quite similar to grenade kit, so even if they are willing to do this, the range would have to be limited to 600-900 something like that…
(edited by Blizt.3086)
I have been playing since BWE1, and honestly, after the beta ended, other than appearing as reward in person story quest, I don’t think I have ever gotten another key from “drop” to this day…
I really don’t understand ANet’s decision on making Fractal weapon so random and hard to get, the whole thing spells heavy farming…why can’t they do it like other dungeons??
I used the trait and it increased the range from my turrets around 100 units. There was no information on the tooltip so it isn’t an accurate estimation. But for what I remember, it doesn’t increase range from Healing Turret neither Thumper Turret, but it does substantialy increase the range from Flame Turret, making the cone AoE much bigger and much more effective when fighting groups of ennemies.
I see…so basically other than Healing and Thumper Turrets, every other turrets get a roughly 100 range increase?
Guess even when they did fix this trait, it’s still unlikely that I’ll use it…increasing Net Turret’s range from 600 to 700, it’s still too short >_>
Ok, I know that after the recent patch, a lot of turret’s traits became broken/not functioning. But BEFORE the patch, is there anyone who used this trait before, and can tell me about how much range it increases for each turret?
Do they all get the same increased range, or differ depending on what turret is it?
Most notably, I’d really appreciated if someone who used RTB + Net Turret can tell me the approximately increased range.
I can’t seem to find this info anywhere, and I don’t really run dungeons that often, so I’m a bit confused.
Do I have to be on the same map of the said-instance in order for the joining window to pop up?
Or when someone entered the gate of dungeon, would I see the window even if I’m far away?
Reason I ask this is because yesterday I was joining a AC party, with my teammates already in the instance, the window did not pop up when I joined, but when I just entered Plain of Ashford, it immediately showed up…
Hi, I’m looking for a NA server that have some decent number of players running in the lower lvl zone, especially the starter area, for my little brother who haven’t played since BWE2.
We’re currently in Northern Shiverpeak, my former server before I moved to Stormbluff Isle with my guild (which is now dead along with the PvE area lol…). NS didn’t leave a very good impression for me during the stay, while SBI seems more focused on WvW, which both me and my bro are not really interested.
At the moment we’re not looking for a new guild to join either, mostly because I want to try to get him to like the game a bit more before doing that. Any suggestion? So far from what I read in other similar posts, Boris Pass, Tarnished Coast, Jade Quarry seems to be what people suggested.
(edited by Blizt.3086)
I don’t understand how something this simple isn’t in the game. All the icons/tabs on the top except Hint have a shortcut key, why isn’t there one for PvP tab?
You know, if you hate that close up FoV, you can just stand there to wait for another kind of effect and then proceed?
As for the blinding flash you mentioned, no comment on that…