Send Gold to: Chrispytoast
Send Gold to: Chrispytoast
Elementalist: Asura
Engineer: Human/Charr
Guardian: Norn/Human
Mesmer: Human/Asura
Necromancer: Human/Asura
Ranger: Human/Sylvari
Thief: Human/Sylvari
Warrior: Charr
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There is no right answer for this, just want to know everyone’s opinion.
Format:
Elementalist:
Engineer:
Guardian:
Mesmer:
Necromancer:
Ranger:
Thief:
Warrior:
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Buying picks is not a huge gold sink. And because the pick is soulbound on use it means that to have one on every char you will have to spend $50-$80 depending on how many you have. I think they are ok taking away that small gold sink to make more money.
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Does that mean we should always land on our feet? Cause I have landed on my face many a time
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I saw this build and have been using it. It is a lot of fun and making the enemy bleed and burn helps out. It is great for killing lots of people at once but less great at solo targets.
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I don’t know about getting dungeon gear without tokens, but I would like to see some kind of solution to help out people who have trouble scrounging up the time and/or party members to grind enough to win a dungeon set.
This could be solved by something like an in-game LFG Tool, or some alternate method to obtain tokens at a reduced rate.Simply stating “It’s dungeon gear!” doesn’t address the poster’s issue, and it’s not even an argument. All you’ve done is describe the status quo. For a while, Ascended gear was “Fractal gear.” Then they allowed multiple methods of obtaining that stuff, and guess what — it didn’t destroy the game.
If it’s solely “dungeon armor,” and it’s only for the enjoyment of those who run dungeons, then maybe you should only be allowed to wear it inside dungeons. I don’t see why the vast majority of the most interesting armor skins in the game is gated entirely behind this one particular activity that not everyone has the ability to do with any regularity.
I don’t think this gear should be made “easier” to get, but I would like to at least be met half-way on some alternate methods of getting tokens, or something.
Time to clear 1 path: 30m-1hr
Tokens Awarded: 60+
Tokens Required for all gear: 1380
Runs needed for gear: 23
Time needed for gear: 11.5hr – 23hr
Days required 1run/day: 23
Days required 2runs/day: 12
Days required 3runs/day: 8
Ascended gear is fundamentally different than Dungeon gear. Ascended gear has an effect on gameplay. You are not able to get far in Fractals without Ascended gear. Can you get far in dungeons without Dungeon gear… well yeah because we run dungeons to get the gear.
If dungeon gear gave you something special that other exotic gear did not then yes it should be available in another way. It does not, it only affects how you look so keeping it for people who run dungeons only is how it should be.
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We should in fact get to choose what gear we want in the character customization screen and then we can just all log off and not actually do anything because I only enjoy the goal, not the journey.
I did that in City of Heroes, except after customizing my character, I played the game, because it was fun.
How’s City of Heroes working out for you now?
I fail to see the problem here. It’s the same dungeon no matter how many times you clear it, excluding Fractals of course. And we’re not talking about something like Thunderfury, where generally its the MVP of the group that’s most likely to get it.
I don’t have to grind more HoM points every time I want more Heritage skin appliers.
So by your logic all armor and weapons should be account bound because If you get it once you should get it an infinite number of times. All your alternates should match the same level as your main because its the same leveling no matter how many characters you have.
Sorry that my replies sound a bit snooty but I fail to see how you don’t understand that the reason Dungeon Armor is Dungeon Armor is because it takes time to get. Not every level 80 has a set or multiple sets. You feel accomplished when you complete a set and being able to obtain them in any other way than running the dungeon ruins the purpose of the armor.
If they ever add an option to buy the skins rather than spend time running the dungeon I want it to force a Title on you that says Wannabe so that everyone know you didn’t do anything special.
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That better? Is it really so hard to just remember where things go? You can waypoint to them when you’re in Rata Sum anyway, it’s free. You don’t have to walk at all. How did it take 30 minutes. There are only 3 corners.
As for the future gates? They’re in the future, right now they don’t matter. But the answer will still be, “Go to Lion’s Arch. It’s the one with the relevant race standing in front of it.”
You seem very angry at this suggestion, I don’t know why because this change would not have a negative effect on anyone.
Rata Sum is the most confusing starting city of all the cities.
Not doing something for the future because something is not there yet that would use it is dumb. “Let’s not make an animation engine because all are characters are static models right now. We can just throw that on top when we get animations.”
Why are you so against this suggestion. After a while you learn all the gates and where they go. Why should it take any time at all to know where they go? Why can’t it be as simple as looking at your map?
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So as most people know when playing a char you recruit your own warband and they help you during your personal story missions. What happened to them? Why would me choosing an order and helping Trahearne prevent them from following me? Am I not their legionnaire still? What are they doing in my absence?
My warband should accompany me in all my story missions at least to some extent. Maybe one member joins on a mission just so that it feels like the first 30 levels of working with them are not pointless
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I completely fail to understand what this is in reference to. I only know of 8 asura gates.
The five in Lion’s Arch, they make a hand. Divinities Reach is the Thumb, Rata Sum is the Index finger, The Grove is the Middle finger, Black Citidel is the Ring finger and Hoelbrekt is the Little finger.
The three in Fort Trinity, I forget the order, but the order re kitten tanding in front of their portal.
What else do you need?
You forgot the one to Ebon Hawke, all the gates in Rata Sum, plus all the currently inactive ones in Lion’s Arch that will most likely be add in future updates/expansions.
It is not currently required no. Your point of seeing the name when standing in front of them completely ignores what I was suggesting. If you are playing with someone new that has not memorized the gates yet and you tell them to head through this gate to meet you how will they know what gate that is?
The first time I was in Rata Sum my friends and I spend 30 minutes trying to figure out how to find the exit to get to the starter area. If Asura gates are labeled it increases the player experience.
If ANet adds more Asura Gates in the future wouldn’t it be nice to be able to pull up your map and easily see “Ok to go here I need to go through this Asura Gate, then this one.” Rather than “I see an Asura Gate there but I do not remember which one takes me there”
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My problem with dungeon arrmor is that its priced as it is because it has stats. Just sell me the skin appliers for a “token” fee. Making me run them once, I understand. Making me farm tokens, I do not.
Runs dungeon once to get skin appliers, puts them on exotic gear, walks around in “dungeon” gear
Selling the skin for cheap goes against everything everyone has been saying in this thread. You are not running the dungeon for the gear. You run dungeons for the gear skin.
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I think when Guild Halls are added some of the Hanging out may get moved to there. I remember in GW1 I was in a guild that would have parties and we would sit around, drink our tonics and play with fireworks and have duels for prizes.
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If we have gone through an Asura Gate, when we open the map and hover over it please say what portal it is rather than the Generic “Gate to far away places” or whatever it is.
This would not be a game breaking change in any way since you would now just have more information on the gates you have been through when looking at your map.
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I was not clear. I would like to get the skin of Dungeons in another way. I’m not saying easy, but different. For example, those who buy with Token can sell them in the TP.
You were clear, you just may not understand our answers. The skin is what is exclusive the gear and stats are not. You can get exotic gear in many different ways but getting different skins requires you to do specific things. Are you being punished for not doing Dungeons? Not at all, you can get max level gear without having to run dungeons. The point of having Dungeon armor is that when someone sees it they instantly understand that you spent a decent chunk of time running through dungeons to get all the gear. Having ambiguous ways to get gear mean that people no longer know if the way you got your gear is worth respect or not
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Some classes don’t have the option for 2 builds. So its not fair.
What Class are you playing that your build for PvE, Dungeons, and WvW is the same all the time?
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Please give us the option to save two builds that we can switch between easily in any town. Many times I have been running a good Solo PvE build but one is not suitable for Dungeons. Everytime I want to switch I have to travel to town, find the trainer and reset my traits. I then have to remember what the traits I had were and fill them in. I would be ok if we had two builds and we would still have to pay to reset them but with such variables in content from PvE to Dungeons to Fractals to WvW it would be nice if some of the headache was taken out.
Say you are in WvW and your guild mates want to run a dungeon, you just pop into town, select your dungeon build from the drop down menu and you are off to the dungeon.
This could be something you buy in the Gem store. I would just like the ability to have two builds to switch between so that I do not have to spend so much time re-specing
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From the GW1 Wiki
In the days before the Gods of Tyria brought the humans to Tyria, the Charr battled with the Forgotten in the Blazeridge Mountains. Long after the Forgotten stopped threatening the Charr, the humans appeared and, with the help of their Gods, pushed the Charr from their southern borders, conquering the land that became known as Ascalon in 100 BE. Along with being pushed back, the Khan-Ur was assassinated, preventing any hope the Charr had to retake their lands. The death of the Khan-Ur caused a schism among its four children, who became known as imperators, and brought the establishment of the High Legions – the Ash Legion, the Blood Legion, the Flame Legion, and the Iron Legion.
Then, the humans came, an infestation caused by beings called gods that had been enemies to the Charr since the beginnings of history. The humans worshiped and revered these gods, and in return were given magic the likes of which the Charr had never before. This upstart race spread like a plague across the continent, and the Charr soon faced the true challenge to their dominance–the threat of humanity.
Driven back in the first war against the humans, the Charr were forced to surrender the lands that would become Ascalon. Undaunted, and now truly unified against a common foe, the Charr prepared to launch a bitter counterstrike, intending to burn everything in their retreat. However, as they planned the assault, tragedy struck the empire–the Khan-Ur was assassinated.
The humans took full advantage of this time of disunity, building the Great Northern Wall to defend their newly won lands against the bands of the Charr. It would be generations before the Charr would see these lands again. As time passed, the Charr were pushed farther and farther north, and the humans even began to build settlements beyond the wall, deep into Charr territory. The humans solidified their claim and named their lands Ascalon, and the fragmented Charr could do nothing to stop them. The wall provided a choke-point the Charr could not get past, so they had to content themselves with raids against Surmia and other northern Ascalon encampments.
From the GW2 Wiki
The first time the warbands of the charr united was under the rule of the first Khan-Ur long before the arrival of humans in order to put an end to internal conflicts. Some internal conflicts remained, but the unity of the Khan-Ur allowed the charr to expand their territory southward, into the area now known as Ascalon. But the end of one enemy brought the start of another: the humans. Due to humanity and the aid they received from the Six Gods, the charr were forced to give up the southern portion of their lands. This strife caused a complete unity in the charr; however the Khan-Ur was assassinated and in leaving no clear heir, the Khan-Ur’s four children split the race into four legions.
Eventually, the charr began to feel that the reason the humans were able to best them was due to their gods. In desperation, the charr sought for gods to call their own, and found them when the Burnt warband of the Flame Legion traveled to the Hrangmer volcano. There, in a pillar of fire, appeared the titans, beings of fire that the charr would call gods. Upon their return, the Flame Legion’s Shamans began to worship the titans and were soon followed by the other High Legions’ Shamans. Eventually, all the charr agreed to unify under the banner of the Flame Legion – except for Bathea Havocbringer. She spoke out against the Titans, and became a sacrifice to the new gods; her actions also led to the removal of female charr from the battlefield, forced to do domestic duties.
Once more united, the charr finally resumed the war against the humans in 1070 AE, in a war known to humans as the Charr Invasion. They struck without warning and with a devastating new power, granted to them by the titans. Using the Cauldron of Cataclysm, they brought forth the Searing, destroying the Great Northern Wall and invaded the three human kingdoms: Ascalon, Kryta, and Orr.
So in a nutshell… The Charr were fighting the Forgotten and controlled most of the northern continent. When the humans came it cause a large war that pushed the Charr out of “Ascalon” and united them under the Khan-Ur. The Khan-Ur was assassinated and split the Charr into the 4 factions seen in GW2. The Charr misguided started worshipping the titans and gave power to the Flame Legion. With this newfound power the Charr tried to take back their lands and caused The Searing of GW1. After the events of Nightfall the Charr were reunited and took back their lands.
Now I am not saying that the Charr didn’t do bad things. But the humans kicked the Charr out of their lands first so “reclaiming their land” is really just taking back what they took from the Charr originally
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Why should a new generation MMO not have these constraints? You are free to get exotic gear in any way you like. You can run dungeons, WvW, or craft it. Of course guild wars is going to put constraints on how you achieve certain items. By your logic that there should be no constraints everyone would be running around with a Legendary weapon.
As many have mentioned above you can easily run a couple dungeon paths in the two hours that you play. It will take a while but it is supposed to take a while. It would be silly if as soon as you hit 80 you run 1 dungeon and get enough tokens to get all your gear.
I only get to play for about two hours a night on nights I do get to play and I got one piece of my gear in 1 night.
The “basic concept of GW2” you mentioned is still there. Because you can get exotics in many ways, you do not have to do anything you do not want to. However it is not one of GW2’s basic concepts to allow you to get any armor any way you want. It was not that way in GW1 and will never be that way in GW2.
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“Had to defend our kingdom against the Charr”… after you know forcing the charr out and building your kingdom on their land… freaking pilgrims
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It seems like most elite skills are rarely used in GW2. This is because they have such long cooldowns that no one wants to use their elite skill until the right moment. The Warrior elite banner is on a 4 minute cooldown. 4 minutes! Now this is a very good skill, no doubt about that but what if you want a skill that is better than normal utility skills but without the ridiculous cooldown?
I want an elite skill that is only on a 30 second or 45 second timer. GW1 had elite skills that were up every 5 to 10 seconds. I understand that because we are not using mana that cooldowns have been the mechanic to prevent skill spamming.
What if for an elite Warrior shout it granted stability for 10 seconds, removed 1 condition and had a cooldown of 30 seconds but caused adrenaline to build half as fast when the skill was on cooldown? You could then use this skill very frequently to help your group from getting knocked down but the lower adrenaline rate would significantly decrease your overall dps. You could then choose to either be support or damage at certain times better.
My main is a Warrior which is why I use them as an example but the same applies to all classes. The thief has the lowest CD elite of 45 seconds where all other skills range from 60 – 240
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At this point i think they should just throw us a bone and allow bar modification if you’ve leveled to 80 and have the Gladiator title.
While they’re at it, put cast bars in so skilled interrupting can become a role again.
You can tell when people are casting things, they move very obviously.
Being able to see the cast bar allows you to wait until the last possible second before interrupting them. This allows for the greatest time of doing damage and makes a huge difference if you interrupt at the beginning of a 2 second cast or at the end.
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If you think GW1 skills were balanced you are living in a pipe dream, there is a reason so many builds were complete trash in GW1…
Yes you could make a build that was absolutely horrible or one that worked well. The point is you got to try things out. For free. You didn’t have to pay to have your traits re-speced so you could try out a straight damage build, a condition damage build, a 55 monk.
Most skills didn’t get used. But ANet tried very hard to make it so that at least in PvP builds were balanced. Utility skills take over some of your skills so you do not have all attack skills. Most utility skills don’t get used though.
I use my utility skills very often.
But still, I agree more freedom was enjoyable. But with how many skills there are atm that are already useless, some utility/healing/elite skills should imo be redone. Weapon skills are meh, the idea is a skill kit you use for X situation. The only thing that sounds intriguing is the option of different chains for melee weapons.
I use my Utility skills all the time. What I was saying is that after you put enough skill points into your Utility skills you can easily point out Utility skills that will never be used.
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You should not be able to get Dungeon Armor without doing the Dungeons. I decided that I wanted to get the Nightmare Armor so I started doing TA. I like that in order to get some items you cannot just throw money at it. If you do not do the dungeons you do not deserve the Dungeon armor. It takes time to get the armor by running the dungeons and acquiring them any other way cheapens the achievement of those who have it
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If you think GW1 skills were balanced you are living in a pipe dream, there is a reason so many builds were complete trash in GW1…
Yes you could make a build that was absolutely horrible or one that worked well. The point is you got to try things out. For free. You didn’t have to pay to have your traits re-speced so you could try out a straight damage build, a condition damage build, a 55 monk.
Most skills didn’t get used. But ANet tried very hard to make it so that at least in PvP builds were balanced. Utility skills take over some of your skills so you do not have all attack skills. Most utility skills don’t get used though.
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At this point i think they should just throw us a bone and allow bar modification if you’ve leveled to 80 and have the Gladiator title.
While they’re at it, put cast bars in so skilled interrupting can become a role again.
I don’t think you need to have the gladiator title as that would mean people who only PvE cannot switch their skills around, and being level 80 would mean that you are already set in your ways on that char and wouldn’t need the switch.
I support the cast bars and the skill switch just do not think there needs to be a requirement for it after you learn al 5 skills. Before mastering all 5 skills switching them should be locked
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I would love to have customizable weapon skills. The reason I doubt it will ever happen is that ANet designed each weapon to fill a certain play-style. Weapons might be designed to excel at direct damage, condition damage, defense, crowd control, or group support. And as such, the weapons (more or less) do a good enough job of this.
So adding skills to a weapon that fall outside of a weapon’s designed purpose probably isn’t going to happen. And adding skills that fall within a weapon’s designed purpose would be redundant and/or present balancing issues (i.e. why take that great sword skill when this one is clearly better).
But as a man hoping to one day have an actual blocking skill on my guardian’s shield, I hope I’m wrong.
I believe that the ANet team would be able to develop two more skills for each weapon that still fit the weapon’s designed purpose. The purpose of the Warrior’s Sword is to apply bleeding and do condition damage. You could have a skill that does straight damage rather than bleeding or cause poison damage. These would not change the designed purpose of the weapon which would still be condition damage. Changing a bleeding skill would allow for a little bit more direct damage or allow you to do condition damage in a different manner.
I in no way think that this would be an easy task. Coming up with 2 new skills that still fit the general feel of the weapon and remain balanced without becoming redundant is difficult. I do however think that if they did add these 2 new skills per weapon it would change everything dramatically.
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Adding 2 more weapon skills per weapon would be incredibly difficult to balance and I don’t think anything like that should be on their to do list until they have fixed the many things wrong with the ranger class (and possibly others but I main ranger so I don’t know)
They balanced them before. In GW1 they had a ridiculous number of skills you could use and continually balanced them and added more for every expansion. I don’t expect this to be their top priority, it is just something I would like to see.
Imagine if you chose to get rid of barrage on your ranger for a single target skill that had slightly lower damage than barrage and now single target. You would now be a single target ranger and there could be another ranger that replaces Point Blank Shot with a low damage AoE that causes bleeding? You would now be more of an AoE Ranger than the other ranger but would still be using the same weapon. Now expand this further to your second weapon and you are a completely different ranger than another ranger.
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You currently have 10 keys to choose from and two weapons sets equaling 20 keys of skills, wanting more is ridiculous I don’t need 40 keys on my hot-bar where half are useless like other MMO’s.
What are you talking about? if you switch weapons that replaces 5 skills in your hotbar. It does not add to them. The two new skills would be interchangeable like the utility skills are now. There would still only be 10 skills to use ever.
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I would love to see each weapon receive two more weapon skills. They would take much longer than the current 5 take. I believe that learning the 4th to 5th skill takes 25 kills? Correct me if I am wrong, I have not leveled a new char in a while. I would want the new skills to take much longer like 100 kills or maybe require special conditions for you to unlock them like 50 kills while poisoned or 50 kills with 10 or more stacks of bleeding on the target.
The skills could then replace other skills on your bar. This would encourage different playstyles and for players to try out different weapon skills together.
My main example is the Warriors GS which has 2 melee attacks, 1 ranged attack and 2 gap closer attacks. You can chain these skills together in interesting ways but what if you are fighting a boss? All you want to do is hit the boss, that leaves you 2 main skills. You can use they other skills but they are not as effective. If you had 1 more melee skill to choose from you could replace your ranged skill with this and have an extra skill to use in this scenario.
This also works in PvP, say you are still running a GS warrior but your main concern is catching up to an enemy, staying alive and keeping them occupied until your team arrives. If there was a skill that was blocking with the GS that could add more survivability to your build. This blocking could return damage to the opponent for hitting your sword and also cause you damage but less than what you would have taken from a direct hit.
I think adding 2 more skills per weapon is not unreasonable to ask for. I understand it would take work to test and balance so many more skills but I think it would help the game get back to its roots of GW1 while still maintaining all the greatness of GW2
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Is there any plan to continue the acquisition of skills for weapons past the current 5? I remember from somewhere that utility skills were going to change how some weapon skills worked but I cannot find it.
I enjoyed getting my weapon skills all leveled up. I think it would be great if they added more skills to each weapon but exponentially increased the amount of kills needed in order to get the new skills. After the 5 skills are obtained you would not see the progress bar like you do for the first 5, instead after getting kills a notice would pop up saying that you have improved your weapon proficiency and unlocked a new skill. I would not want these skills to be stronger in any way. Just have different mechanics.
The reason I would want the new weapon skills to increase exponentially is because then you could tell what people spent their time playing as. You may want to take a Guardian with more Hammer Mastery than GS Mastery to make use of some of those extra skills. This would allow for players to feel more customized than the current weapon skills.
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Sweet, thanks for getting back so quick
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I am unable to listen to the Livestream because I am at work. Can someone make a list of things they talk about?
Please and Thank you
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In expansions/updates how many more weapons/weapons skills are you planning to add to make the weapon abilities seem less stale?
Are you going to add low cooldown elites like WoH or TripleChop where their abilities are something you use in your normal skill rotation rather than at specific points?
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What is going to be done to make the character’s class have more impact on their personal story? Currently if you make the same default choices as someone else of the same race but you are different classes the story is the same. This hurts the idea that my character is unique.
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My guess is that there will be a new batch of skins next year adding to the rarity of the current ones. Then when you have one of the rare ones several years down the road people will be amazed you have one
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That are level 80 and can get the mats to craft them or have a spare money tree to use to pay for the keys…
Am I wrong?
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Agreed, also make the skins giftable, I would like to get a skin for my wife and surprise her with it.
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I would assume that the recipes are added to the game and will always be there. The only thing you would need to do during this event is make sure to stalk up on the items that are only available during Halloween. I think ANET had a smart enough state of mind that making these rare skins only available for a week to get all the crafting mats would be dumb. That’s my hope and thoughts
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It is not just the bugs, Adding more content for level 80 players, making dynamic events more fun and interesting and changing the DR so that people who play in the orr don’t hit it, making boss battles more fun, dungeons more meaningful to clear etc.
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There was another update from IGN about them adding more dynamics to their dynamic events making it change based on how many people were there. I hope this continues in spades to make doing Dynamic Events fun again.
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So I am excited for today’s update for two reasons, the first being that I love the holiday events. The second being that hopefully after this event launches much of the manpower that was behind it will help with fixing bugs and balancing the game and making it better.
I am not saying this game is horrible but I am sure most people can agree there are some major issues that cause this game to be lacking. I hope that when their focus is off the event they will get back to the game as a whole.
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5. This is not just for bots. This would be a great addition just to make the events more dynamic. If you lost a fight with 20 troops wouldn’t you come back next time with more? This would make doing the same event again interesting. This would let more players see greater number of event chains because it wont always be a success
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Quality of Life – Battle Standard tooltip needs to be updated to clearly identify that only downed players are resurrected not dead players. Currently says “…revives Fallen allies…”
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I think that rezzing the dead would be overpowered in PvP, they could apply the cap of 5 so that it would become overpowered in WvW but would be a great skill in Dungeons.
Fallen is not common sense for downed, fallen could mean downed, dead, knocked over etc. If they do not change the skill a fix of the tooltip is all I’m asking.
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Then make it like GW1 where skills had differences in PvP and PvE, make it rez downed and defeated in PvE but ownly downed in PvP. Or they could fix the tooltip to say downed not fallen. Fallen does not help you understand the skill at all
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From the Wiki
Battle Standard:
“Place a battle standard that revives fallen allies and grants fury, might, and stability to allies”
Revival:
“Revival is the process of bringing a player or NPC back from a downed or defeated state.”
I believe Battle Standard only brings people back from a downed state not a defeated state. Please either fix the tooltip or better yet fix the skill to revive defeated party memebers.
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Quality of Life – When losing adrenaline after not being in battle when it goes down a full bar the Warrior will still say “gaining adrenaline”.
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Link works if you copy and paste, for switching between two hammers are the cooldowns shared? Is the only reason you are switching for the on switch triggers?
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I hate this. I am running trying to get to an event, the quickest way is through trash mobs that will barely harm me, I run by them get hit by one and bam 50% slower just because I am in combat. Then it takes forever to get back to normal speed after I kill the mob.
Why have two different speeds for out of combat and in combat? why not have two speeds for sheathed weapons and weapons out, that makes sense, that way if in combat I need to move faster I can sheath my weapons. I lose the ability to fight for an increase in speed.
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