Fear used to be classified as both a condition and a stun. They removed the classification as a stun with regards to lengthening stuns (Sigil of Paralyzation) but did not immediately remove the classification with regards to lessening stuns (Rune of Melandru). By doing so recently, they have normalized the condition.
Except you can’t use those if you already have access to Grandmaster Tier traits.
The vendor accessed by doubleclicking on a Golden Fortune Scrap offers the Zephyr Rucksack and Desert Rose backpiece skins for 200 Fortune Scraps/1 Golden Fortune Scrap, where the Black Lion Weapons Specialist vendor does not.
This seems like an inconsistency likely fixed by adding the skins to the Black Lion Weapons Specialist.
Below are two examples, the first of the Black Lion Weapons Specialist, and the second of the vendor accessed by doubleclicking on the Golden Scrap.
@ Da Sonic, I had thought about doing that. But at the bottom of the report menu there is a warning saying they’ll ban you for reporting people without proper evidence being in the chat logs or whatever. I saw no way of acquiring that evidence as a cheater will never be stupid enough to admit to it in game.
Specifically the reason I mention it is because while that warning is there, it also says “GMs may conduct a careful review of that player’s behavior. If it is confirmed that the player has beeen running a bot, that player’s account will be banned.”
That leads me to believe that they don’t only check chat logs for botting reports.
If you’re absolutely sure a player is modifying the game client, you’d be best off reporting them for botting, or at least that’s what I’ve been led to believe.
Let me put forth another situation.
Say for example I am a Guardian, running [some amount of skills that heal me]. So actively, that is [an amount of health] every ~30 seconds (the time it takes one of my shouts to recharge, give or take). If a [warrior] is auto attacking me putting up [2k damage] on me, I have to [heal] them, but he can continue to [damage], causing another utility to be burned. Then, of course, he continues to [autoattack], and I have to burn yet another [heal]. I have one left, the [warrior] knows this, and begins to [just attack more with a greatsword]. This then causes me to have to burn my last [heal], but, he can continue to keep [just attacking with his greatsword] while all of my [heal] is on cooldown. Why is this okay? If I’m fighting just one [warrior], that’s okay it’s manageable, but what about fighting a [Thief]? I can handle it for a little bit, but they cause [domages] more rapidly then they can be [healed].
Long story short, that’s an issue. If you’re going to leave the hole in your roof, you’re eventually going to run out of buckets with which to catch the rain. Kill the Ranger, Necromancer, pistol Thief, etc… or expect to be pressured to death.
Rangers should get no stealth at all, its the thiefs main feature and should stay so..
What comes next ? Warriors getting stealth too? This is ridiculous
Hunters Shot could have been improved with somethign different than stealth alot more
Usable every 12 seconds, meaning beasically they can use every 9 seconds stealth now.
With the trait that reduces bow skilk recharges by 20%, the cooldown gets to 9,6 seconds leading to stealth every basically 6 seconds !! and that from ranged position !!
A thief instead always has to be in melee combat for situational stealth via weapon skills, except by using utility skills.Thiefs should be the most superior stealth class and this change imo takes away massively their superiorness about this skill mechanics.
This stealth doesn’t even begin to touch the affinity to stealth Thieves have. Anyways, Engineers, Rangers, and Mesmers already have access to limited stealth. And there aren’t really any mechanics that any classes monopolize, just ones that some classes excel at. Fear/torment are Necromancer conditions, but Warriors/Thieves have longer, higher cooldown fears, and thieves, mesmers, and warriors have access to torment.
Thieves have stealth skills with no cooldowns, stealth skills that require no target, stealth skills that give 15 second of stealth to up to 5 allies. Rangers have a single stealth skill that requires a target. Doesn’t seem to be encroaching on thieves territory much, especially when you realize that they can’t use it effectively for running away, since their pets are going to leash after 2000 range regardless.
I’m not too keen on moving a Grandmaster trait to be an inherent ability that allows someone to run D/P + D/P and get initiative even easier.
To be fair, most levels 80s today are just men and women who worked in sweatshops producing hundreds of swords, leather caps, and meals for other people.
Thief/Thief or Thief/Guardian are probably more effective than Thief/Mesmer, unless you’re planning on running bunker Mesmer, which is about as exciting at watching paint dry. Guardians can output a decent amount of damage while staying incredibly tanky, have lots of crowd control options, and are great for powering through a res, especially since the thief can stealth themselves. In addition, it allows for an easier transition to larger small-man play, as a Guardian in a 5 man situation is arguably much better than a Mesmer.
Thief/Thief great for obvious reasons, ability to benefit heavily off each other’s stealth, large spikes.
The issue with Thief/Mesmer is that a glass Mesmer is great the moment people ignore them. Most roaming thieves are built to be constantly dropping in and out of sight, which means the Mesmer will be taking the majority of the damage. Glass Mesmers cannot be nearly as effective while being defensive, so it’s sort of an anti-synergy, which means they have to run bunker confusion builds to synergize, and bunker confusion builds…………..
Overall, my opinion is that Thief/Thief > Thief/Guard > Thief/Mes.
The arah torch is dark blue and has a blue flame but the torch itself is ugly.
[&AgF3lAAA]
This is actually the Fractal Torch.
Well, with no leaps or reasonable teleports (Flesh Wurm useful situationally) to speak of, Necromancer surely isn’t the most adept at getting away. It was nice to be able to DS off cliffs in WvW and kill 5 people chasing after you who were a little too gung-ho, but that ability did tend to break a lot of other parts of the game, so it was probably for the best. I’ll miss it dearly, but I’ll get over it.
At least my marks can hit people now.
Well, it actually puts you in a specific spot every time, not the place you last were, but the premise is there. Puts you on the map, then puts you on your server’s waypoint.
Are you a EU player playing on an NA server or vice versa? I’ve heard of similar issues from a EU friend of mine on my NA server.
Also, to put multiple attachments onto one post, preview and add another.
Another issue that has recently popped up, is health bars dropping to zero the moment you start reviving someone. Often you’d see a player who has already recovered some of his health, but isn’t up yet. And the moment you start reviving, his health reset back to zero again.
I’m inclined to believe this is actually a bug with health displaying on certain items. Certain things, mostly inanimate objects, but also defeated players, when their health is set, display at about 1/3 health. When you interact with that number in any way (damaging the inanimate object, beginning to revive the player) it changes its actual value as one would expect, and the display shows the new correct value. You can see this pretty easily yourself on the Snowblind fractal, the Elemental nearly always shows 1/3 health when you arrive in his room, but after you attack it, it reverts up to the expected full health.
Mace
Auto Attack Chain, less single target damage than Dagger, but cleaves up to 3 targets. Gives 2 Life Force on second attack, Third attack gives 4 Life Force and applies 3 seconds of weakness. (Concept is cleaving melee, which Necro lacks, weakness to play into the attrition style Necro were originally intended, and less life force than Dagger auto attack to ensure dagger still has a purpose.)
2nd skill, 10s cooldown block a-la Mesmer offhand Sword, doing slightly less damage, but giving Vigor on block. Ability to cancel early for life force. More attrition, life force generation out of combat, access to Vigor, which Necros sorely lack.
3rd skill, 12s cooldown, Necromancer smashes mace into ground, blast finisher, PBAoE damage, applies 10 stacks of vulnerability for 10 seconds to targets it hits, 10 stacks of vulnerability to the Necro for 5 seconds. Pretty self explanatory, blast finisher for team play, corruption-esque effect applying the condition to both enemies and himself, which allows for transfer or consumption, but a negative if used unwittingly.
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Hammer
Auto Attack, Necro hits ground with Hammer, hands (like from Grasping Dead) grab enemies, applying 1-2 stacks of 6s bleeds depending on range (1 <600 range, 2 >600 range) 1.5s cast time. 1200 Range (Think Mesmer Greatsword, but condition based)
2nd skill, 8s cooldown 1200 Range Throw Hammer to target location, applies 5 stacks of Torment for 5 seconds. Hands grab the hammer and bring it back to Necro, applying short (1-2s) cripples on their path back.
3rd skill, 12s cooldown 900 Range, projectile (a-la Staff Autoattack), pierces, transfers 3 conditions to any enemy it hits. Can be detonated to apply 10 seconds of Poison, but doubles cooldown. (a-la Orb of Light, Guardians)
4th skill, 18s cooldown 600 Range, Leap Finisher (leaps up to 900 range, but only hits up to 600, a-la Savage Leap), Applies 5s Chill if it hits, can be triggered after the leap for a max of 4 seconds to teleport back to where you leapt from. (Think Illusionary Leap, but backwards, to apply chill and keep range)
5th skill, 40s cooldown 1200 Range, 1.5s cast time. Obvious animation. small damage component, Corrupts 3 Boons, applies 1s Fear if enemy has no boons right before they’re hit.
Concept for the hammer is mostly just another viable condition weapon that isn’t just utility from staff.
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Oh, and giving Axe either 900 or 1200 range, having it at 600 range is a joke, you’re in melee range for all intents and purposes, and do considerably less damage than Dagger.
Immobilize (also including what I assume you mean by rooting, the Ranger skill Entangle) is not prevented by Stability, that’s intentional.
A Necromancer skill, Corrupt Boon, can be used on players with Stability, and it converts it into Fear, that would explain why you are being feared out of Dagger Storm.
Not all skills that break stuns provide stability, lots of them break any stun you’re currently in and that’s it.
If you have video evidence of being knocked down or stunned while you have stability up, that might shed some light on the situation, because while you say it happens to you all the time, I’ve never had it happen to me, and I’ve never seen that happen to other players.
Nobody ever said the Living Story is PvE only. PvE’ers have options to do 16 achievements without stepping foot in any type of content that is competitive with other players, There are 6 for Sanctum Sprint, which is competitive but not nearly PvP, the single kite, and the new minigame activity gives one achievement. The Kite achievement for getting 7 is a reward to those who do PvE and dip their feet in WvW. While putting it in the OS is a terrible idea regardless (Servers with no WvW population can be locked out of their EB keeps for weeks, and you can’t guest to resolve the issue), it’s not even preventing you from getting the meta achievement for the Bazaar. I don’t think those two achievements are something you should complain about. Complain about there being zero achievements for sPvP players who want to enjoy the Bazaar.
Or, perhaps a bit more clearly,
Do you even read?
With regards to your last question, it’s a PvP area, where P’s verse P’s. I fail to see why you should report P’s for veeing the P.
Long story short: No way in hell this happens. The game is a fashion show, and you need Crystals to make yourself a unique snowflake, so they’re going to have severely limited access to the crystals from non-gemstore purchases.
I’m pretty sure it’s intentional, if someone starts using a skill, it will finish, regardless of your stealth or not.
1 silver is 100 copper.
I’m pretty sure if you’ve done damage in the past ___________ seconds to an enemy, you’ll rally off of them when they die. Pretty sure it’s intended.
Fastest would be to fork over the cash for http://wiki.guildwars2.com/wiki/Koss_on_Koss or something similar.
I hope they add the ability to infuse Amulets/Accessories with Mists Essence, would give the ability to do another 1/2 tiers legitimately.
I’m sure the first thing on ArenaNet’s mind is how to progress the game forward so players like you can flaunt and have bragging rights over being at higher level fractals. I’ve been in a 30+ group and it’s nothing but skipping every mob pack and skipping some fractals entirely. There’s nothing to brag about.
Oh and to the original question I have no idea.
Don’t assume that the only level 30 you’ve done is the only way to do it. I run 38s and 48s, and we only ever restart if Cliffside is first, because it takes forever and gives no loot. We do it if it’s 2nd or third, simply because at that point the minor inconvenience of doing it isn’t worth starting over.
We also kill most mobs we pass, although that’s more for fun, not for loot, because honestly the only reason you do fractals lootwise is for the Fractal Weapons and free Ascended Rings, which at level 40+ you’ve surely got more than enough of.
The reason you notice people skipping mobs and fractals is because at that point they’ve seen everything there is to see in fractals, and there’s not really much sense looking at the same thing again, every single fractal. “Oh look, cave bats in the cave that stand still and drop Chipped Fangs 99% of the time. I’ve only seen this hundreds of times before.”
I think these are not given for the first week or two you’re on a server to prevent people from just transferring to servers for that reason. You’ll get it eventually.
Go to WvW, doubleclick the types that are giving you issues, then put them back into your pockets (skill 2) without placing them down.
It’s because there needs to be a “new” type of tradeable blueprint in your stack to convert the entire thing, and doing the fix I mentioned counts as a new version.
1) Open Hero Tab
2) Go to Achievements
3) Doubleclick Zenith Dagger Skin
4) ???
5) Profit
Lyssa runes also don’t work underwater at all, no condition removal, no boons.
Make sure you have a rune in your rebreather. When you’re underwater, it will replace your helmet with the rebreather, so if it’s only in your helm, you won’t get the 6 rune bonus.
In PvE and WvW it’s impossible to attach a superior rune to a water breather due to the fact that it’s impossible to obtain a rebreather with a higher rarity than Masterwork, which only accepts minor runes. Oversight, perhaps?
This is just straight up not true, you can put Superior Runes in Masterwork Breathers. I’ve done it on several occasions. Runes are level based, are you sure you have the proper level breather?
Vote Dhuum!
He promises to remove waypoint costs entirely, by removing the ability to resurrect!
He promises to deal with each ban individually, taking unworthy souls to the underworld, never to be seen again!
He will kill you if you don’t vote for him.
If you don’t want a plume of doom, vote Dhuum!
(edited by Da Sonic.6521)
There are some maps with areas that count as areas for the [Region] Explorer titles, but don’t have any map completion things in them. I don’t know any specifically by name, but if you look at the wiki pages for each, you could identify any you’re missing.
If you mean you’ve been losing world completion %, that’s because they added a few waypoints over the past few months, make sure you’ve got those.
1.] For Structured-PvP. which professions can play a huge part in “Support” game-play & what are the “Unique” differences among them that separate them from the rest.
The most viable option for support would likely fall to Guardian, which has lots of area of effect buffs (giving teammates access to Stability, Protection, Retaliation, among other things). Its ally healing isn’t quite as strong as Elementalist, but they rely more on prevention than restoration.
Staff and Hammer provide area control, each with a Ward that prevents non-Stability enemies from passing through. Staff provides little for personal offense, but can give a substantial team damage boost with its ability to give might, while Hammer does reasonably offensively, with point blank aoe protection from the auto attack. Hammer also fits more into the control with an immobilize and a launch.
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2.] For Structured-PvP, can I expect any professions to be singled out when competing on a serious level? If so, why?
Warriors are generally regarded as the worst PvP profession, because their profession is vastly more straightforward than other options. This means that their options are predictable, and while they can be devastating if they catch their opponent making a mistake, to win often requires their enemy to make that error. They have good mobility, but lack stealths, teleports, and have extremely limited invulnerability frames. They are still viable, but they are not nearly as effective as other pressure can be, especially given their affinity to melee instead of ranged combat.
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3.] For PvE, I love farming items. It was my main focus in Guild Wars 1, because it felt like my 3-D MMO styled “Diablo” game. So in other words, can solo farming for items be rewarding? Can you find exceptionally great items solo?
For reference, a Legendary Weapon costs from the range of 1000 to 2000 gold.
Some of the most sought after and expensive drops you can get, precursors (a component of a particular Legendary) can range from 30 gold to 700 gold, and can be dropped from literally any enemy in the game that can drop level 80 loot. That said, they have an incredibly low drop rate (and can be obtained a small amount of other ways). So it is possible to get exceptionally great items alone.
On the other hand, a much more consistent method of making money is farming the quickest available dungeon with the most damaging team composition possible, which requires 5 people. This method can quite easily make 5 gold an hour, all the while providing chances (through chests/enemy kills) at the same precursors.
There are not too many areas with great options to farm in the open world, and those that get too popular are systematically nerfed.
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On that note, if you have any questions or want me to elaborate on my answers, don’t hesitate to yell at me ingame.
The thing is, if there wasn’t a PvP chest at all, you wouldn’t be complaining.
So I have a solution. Rightclick the PvP Achievement Chest, and delete it. No longer a nuisance!
You already get skins every 1000 points that are useable in PvE and PvP.
It’s working for me. Keep in mind not all speed boosts give the feet trails, that’s specific to the boon Swiftness. You can see this pretty clearly with any movement speed signets, which speed you up, but don’t give that trail.
It’s only a 15% speed bonus though, so it’s relatively insignificant and easy to miss.
Pretty sure that’s because they actually have to “move” through the mark in some form.
Not really, you can use it on stationary targets and it will work just fine.
Additionally, if they were to do that (and they’d also differentiate WvW rewards, which they technically already do via WvW chests), both WvW and PvP would get achievement chests at a far faster rate than PvE due to the amount of accessible points.
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I agree with pretty much everything else you said, but you do realize that the achievements that are WvW specific account for a grand total of 891 achievement points, half of which come from maxing the tracks. To max any of the tracks except player kills would take several years to get if you dedicated every second of your life (no sleeping or eating, you unfaithful killer) to a specific track. Only one track.
Compare that to PvE, where all 45 Jumping Puzzles can be marathon’d in less than a day for 450 points, Explorer nets 400 for walking, between dungeons and fractals, you can get another 495. Heck, the largely PvE oriented events have netted over 1400 possible achievement points.
PvP is barely off any better, with 520 from winning 150 tournament games/ 200 games with each profession, and then the points from rank points, which goes up exponentially.
The wiki isn’t tied directly to the game?
/wiki <search term>
It’s not in the game, yes, but it is tied directly to the game.
I get that, the point is there are ways to display this information while on the trading post itself that would not require having to /wiki (a simple sale fee indicator, and taking the listing and sales fees into account for the expected profit would alleviate all of these questions).
You can always /wiki pretty much everything in the game, but that doesn’t mean you should expect that to be the standard for telling the players information.
There are a different type of PvP Weapon that you can put in the bank, they provide nothing extra, and are just there to fill spots in tourney reward chests, which these seem to replicate.
I don’t play Scepter Elementalist, so I’m not sure how that works, but I know for a fact that the application of combo blasts is an area around the spot where the blast finisher and combo field take place. The Area Might combo popup just tells you that you’ve created the combo (either by placing the field, comboing into it, or both) not that you were affected by it in any way.
I doubt that you could get Area Might to apply to yourself at 900 range before, and if you could it was most likely not intentional. Do you have any videos of getting it at 900 range, pre-update?
Sorry for the necro, but does the loot ‘rolling’ occur when the mob dies and the loot is placed on the ground, or when I pick it up?
When the mob dies, assuming Magic Find works the same way as Gold Find, which will not modify the gold dropped by bosses in dungeons if you apply it after the boss dies.
It’s not a bug, but it is something they should change, since clearly (…) it is the source of a lot of confusion.
Don’t forget the incapability of many people to do even the simplest search for “TP” in the wiki, or ask anyone with more than 2 days in the game about the matter
Yes, it’s readily available with sources not directly tied to the game, but the format they show it with is confusing when you look at it the first time. It tells you there will be a cost to post it, and then tells you the projected profit, which are two separate things displayed like they are the same thing.
It would be like (this does not happen, to clarify) if your armor cost 2 silver a piece to repair, and when you went to repair 4 pieces of armor, it told you the cost was 2 silver, then took 8 silver when you repaired. Anyone can let you know that’s the cost for each piece, but the way it was displayed was clearly subpar because it is not immediately apparent.
Turn up your graphical settings?
I run gw2 on max, and this happens to me. It only lasts for a brief moment, probably less than a second, but it does happen, regardless of settings.
There is a 5% listing fee that you pay up front when posting an item, and a 10% sale fee when the item is actually sold. They don’t show this very readily, and it causes players to come to the forums and complain about bugs that are really just poor communication between the game and players. It’s not a bug, but it is something they should change, since clearly (this being approximately the 7,649th thread about this) it is the source of a lot of confusion.
That Zephyrite is just a ditz and forgets everything she sees five minutes later.
You can’t not deposit them because they’re soulbound, you can’t deposit them because you already have a pair in your PvP locker.
All PvP items are soulbound to the character they’re on, you can only have one of a particular type in the locker at any given time.
So is the pvp locker character specific then? I thought the locker was account based.
I’m not sure how I would have gotten one of these gloves before though, I don’t PvP.
No, it is account bound, but I’m almost 100% positive if you go to the locker, you’ll have a pair of Stalwart Gloves sitting in there.
You can’t not deposit them because they’re soulbound, you can’t deposit them because you already have a pair in your PvP locker.
All PvP items are soulbound to the character they’re on, you can only have one of a particular type in the locker at any given time.
Nicely done. The only reason there’s no reward for doing that is because I’m pretty sure the only way that’s possible is if Mesmers checkpoint each other and go refresh the skills, so it wouldn’t be fair to the other classes.