Showing Posts For DanteZero.9736:

"This is a skill-based game"

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Posted by: DanteZero.9736

DanteZero.9736

I think some of the arguments in this thread are really reductionist. Reductionist to the point I would have to wonder why some of those people making those arguments are still playing the game or getting on these forums. The truth of the matter is that they don’t really believe those arguments and that makes those reductionist arguments invalid. There are many places in this game where you can’t just auto attack. Let’s not sell the game short.

While it’s true that there are places where you can’t simply auto-attack, that doesn’t diminish the fact that CC isn’t all that useful against specific enemy ranks and passive defense via stats aren’t helpful at all due to scaling.

That’s why berserker’s gear, might stacking, and all melee stacking is viewed as the only way to go for some players: sheer damage efficiency since dead enemies = no damage and dead players = more frustration and time spent on rezzing.

As for defiant, how many pug teams can effectively remove 8 stacks of defiant in a timely manner so they can CC again? Don’t forget some CC skills on some classes take over 30 seconds (untraited) to cooldown.

As for toughness/healing power scaling, it’s not really helpful. With 3k armor, you reduce about 39% damage (taken from http://gw2buildcraft.com/calculator/ ).

As for healing power, we all know that it scales badly. It’s no problem that Anet wants to eliminate the healer role, but imo, adding any stat that improves healing goes against the whole concept.

No, I’m not selling the game short, but I believe there is alot of room for improvement and it’s been about 17 months since release with no announcement or addressing of these issues. I also believe much of the negativity stems from the lack of news on any improvements to the combat mechanics.

Improvements needed for the royal terrace

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Posted by: DanteZero.9736

DanteZero.9736

I don’t understand the ‘not getting kicked out when switching characters’. Are you suggesting that the pass works for any character on an account, whether in said characters’ possession, or not?

That seems a bit much, to me. And, if that is what you are suggesting, then I’m guessing you want the same ‘convenience’ for Salvage-O-Matic, Unlimited Crafting Tools…anything account-bound.

Currently, if you are inside the royal terrace and you logout or switch to another character then switch back to the character that was inside the terrace (even with the royal pass in the inventory), said character will be forced out of the place. You have to double click the pass to reenter.

What has been suggested (not only by me) is that the character that holds the royal pass in the inventory shouldn’t be kicked out if you log out of your account or switch characters and switch back.

Also, note that the only suggestion that I actually made was #2, adding a dungeon teleporter and dungeon token collector. Other players suggested the ability to pay for an upgrade to be account wide and I merely listed it.

Improvements needed for the royal terrace

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Posted by: DanteZero.9736

DanteZero.9736

Despite suggesting #2, I think # 1, 5, and 11 should be paid the most attention first.

Guild Wars 2 graphics, HOLY SWISS CHEESE.

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Posted by: DanteZero.9736

DanteZero.9736

My views as a fan: I love them to death and I love the choices in color and lighting (especially the warm lighting in parts of Langmar Estate).

My views as someone trying to get into the industry: I can’t help but notice alot of the seams on some materials/textures (particularly dolyaks). It doesn’t help that I start noticing alot of things about the armor that makes me cringe when I realize it’s not really what it seems (the female human idle stretching animation causes insane stretching on the heavy ascalon chestpiece because it’s not a modeled out chestplate, but the entire chestpiece seems to be one big texture baked onto it).

Improvements needed for the royal terrace

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Posted by: DanteZero.9736

DanteZero.9736

Since the suggestions forums are now archived and we’re supposed to make suggestions in the related forums, here goes nothing:

The royal terrace is supposed to add major convenience at a price. However, it’s not as convenient as several others have found out (you can see things posted in the suggestion archives).

Here’s a list of things that multiple people have suggested they’d like to see (and yes, one of them is from me):

  1. Not getting kicked out when logging out or switching characters
  2. Dungeon teleporter and token collectors (including fotm entrance)
  3. Trait retrainer
  4. Black lion weapons trader
  5. Not getting kicked out when logging out or switching characters
  6. Activity NPCs
  7. Karma vendors
  8. Festival item vendor
  9. NPC vendors unique to seasonal events
  10. Access to the orders of tyra’s HQ
  11. Not getting kicked out when logging out or switching characters
  12. Account upgrade option for alt heavy players (preferably a UI button instead of having to open the inventory to double click-remember, a luxury convenience item should be all about the convenience)

CDI- Character Progression-Horizontal

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DanteZero.9736

Why not an open-world scavenger hunt? For example, lets say you want to acquire a new skill, called Jormag’s Breath which is available for all classes.

To start off the scavenger hunt, you have an NPC in your home instance that will tell you a short story or text with some background lore on this skill and any special legends around it (best if you include some GW1 lore in there for nostalgia).

After that, you are given a quest that will ask to you to visit all the Shiverpeak zones, doing various activities. For example, you may be requested to kill the Maw once, complete 5 events (that are related to Jormag-lore), kill X number of Svanir, as well as as taking down Jormag himself.

Now here are some possible concerns related to this, and some ways to alleviate it (ignoring the technical aspects since I do not know anything about them)

Issue #1 – Not readily available to new players
Since you are required to visit various diffferent zones at diffent levels, new players won’t be able to get this quest. But I don’t find this too much of a concern considering the system we have now doesn’t permit new players to obtain all skills (unless you use scrolls)

Issue #2 – Communication. How do we communicate this quest for a skill point? You can go as simple as mailing everyone in game with some lore-related communique, or create a new achievement tab for all new skill quests with instructions for which NPC to visit

Issue #3 – Not worth the time investment for a skill which may not be worth equipping.

I think you need to attach other incentives for those people who are not interested in going for the skill. They can be currency-related, for example. You could have a one-time offer of gold, karma, exp and laurels. Maybe even throw a free level scroll there!

Don’t forget that if a scavenger hunt involves a fixed location, then the path of least resistance would be to look up the location on sites such as dulfy.net.

Necromancer Overhaul

in Necromancer

Posted by: DanteZero.9736

DanteZero.9736

Why not rework spiteful spirit to be more reminiscent of it’s GW1 incarnation by making the trait have a 15% change to apply one stack of five second confusion on hit?

Collection: Missing NPCs in the Royal Terrace

in Suggestions

Posted by: DanteZero.9736

DanteZero.9736

Pass as Account Upgrade for people with more than one character <- this is the most important one.

As a guy who runs dungeons alot with alot of alts, I couldn’t agree more. Personally, I’d say the top five things needed right now are (in order of personal importance):

  1. Account upgrade option
  2. Trait trainer
  3. Dungeon access
  4. Dungeon and festival item collectors
  5. Activity NPCs

Still, I think an account upgrade option would be rather pricey on top of the 1000 gem cost.

lightning flash Vs Blink

in Elementalist

Posted by: DanteZero.9736

DanteZero.9736

Something I noticed is that the nerfing cantrips didn’t stop them from being widely used because they offer survivability and much better utility than most glyphs, signets, and arcane skills.

Seriously, how is glyph of elemental power, which provides us a passive buff that causes conditions on attacks, fit in as a stunbreaker? Most of our stunbreakers are skills that provide some sort of defensive benefit E.G signet of air causes AoE blind (which is still pitiful imo) and arcane shield provides three blocked attacks over five seconds.

Edit: Lighting flash was considered too good so it got hit with a nerf. Personally, I think it was just fine.

New graphics options?

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DanteZero.9736

Wow, I feel slow now. I never noticed those options up until today!

New graphics options?

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DanteZero.9736

Has anyone noticed the new options? It took me a moment, but I realized there’s a slider for camera rotation speed as well as ultra settings for certain graphics options (such as LoD and shadows). Was this added on the Dec. 10th update??

Royal Terrace Vs Ebonhawke

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DanteZero.9736

I remember a while back I was joking in some thread there should be a VIP area for people that buy gems. Now we have it LOL. The all you can eat buffet could use some improvements but the pole dancers are top notch.

Wait, you mean to tell me we were supposed to have pole dancers?? Well shoot, without them, I’d have to demand a refund-wait, I spent gold on it, crap.

On a serious note though, it’d be nice to have a way to access all the dungeons from the royal terrace as well as all the dungeon token collectors. I imagine that would make the royal terrace passes a much more attractive sale to prospective players.

Add a dungeon teleporter to royal terrace

in Suggestions

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DanteZero.9736

Incoming thread merge in 3… 2…

Add a dungeon teleporter to royal terrace

in Suggestions

Posted by: DanteZero.9736

DanteZero.9736

If the royal terrace is the ultimate in convenience, shouldn’t it include a teleporter that takes you inside the dungeon of your choice (assuming you completed at least story mode)?

To me, accessing all the dungeon locations in one single location would vastly increase the perceived value of buying a royal pass (both temporary and permanent) because you don’t need to waypoint to or near the dungeon. You also don’t need to wait for certain dungeons to be open coughCoE/CoFcough.

71 tequatl kills and no drops

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DanteZero.9736

Someone earlier today managed to get an ascended armor chest from teq. It was a zintl’s armor chest and while I don’t use those kind of stats, I wouldn’t mind getting an armor chest for certain light armor art.

As for me, I got the usual “superior rune of I’m never going to use this ever” and many others got themselves an exotic “what does this trinket have anything to do with my build?”

To be honest, I don’t think it’s really worth it at all considering the low chances.

Where is Justice, Liberty, for Ranger class?

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Posted by: DanteZero.9736

DanteZero.9736

I am still waiting on the big Ranger Redesign that has been said, we woud see to happen.

Wait, when and where was this said?

New Pets for Rangers

in Suggestions

Posted by: DanteZero.9736

DanteZero.9736

I wouldn’t mind seeing the return of the obsidian drakes from GW1 (typically found in FoW) as pets. Also, seeing the return of the phoenix and especially the rainbow phoenix would be amazing.

CDI- Character Progression-Horizontal

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Posted by: DanteZero.9736

DanteZero.9736

1. More weapon skills—what we have now is far too low.
2. More non gemstore armor art as rewards for completing high level content.
3. Armor modularity: customizing certain parts such as gloves, shoulders, and helmets (and if possible, coats and pants) would really expand player options and allow for more unique aesthetics.

How much gold do you have?

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DanteZero.9736

Question to people with 500+ gold:

Wtf are you doing to get that much gold? Champ farming?

Doing what I like to do and do best:

  1. Fully exploring maps with my alts.
  2. Running dungeons for tokens to gear my alts (this is big, because I rarely purchase armor and weapons unless it’s something that can’t be crafted).
  3. Running fractals to gear my alts in ascended rings (though this has come to a standstill lately). I rarely have exotic rings unless it’s because I haven’t decided on the right build yet.
  4. Salvaging rare items, selling off the major runes/sigils, and selling off the ectos in large piles (Ascended armor isn’t worth it, and I don’t do much Mystic flushing).
  5. I don’t champ “farm,” but I will run an event or five to quickly finish off a daily if I’m pressed for time.
  6. I got a bit lucky and had quite a bit of crafting materials hoarded over a year so that gave me a very nice boost.
  7. Having alot of achievement points = achievement chests. I use said boosts on alts for exploration, crafting, and random goofing off. Also, they give some money which adds up quick.
  8. I rarely bother with exotic accessories since I “merc” with a large and rather active guild that completes guild missions weekly for all six commendations. This means ascended accessories galore. Also, it pays off in the long term.
  9. When I get an exotic item drop, I look it up with a buy order and see where the lowest ten to twenty sell orders are pricing them and make a decision based on that. If the sigil/rune is worth more, I use one of my way too many black lion salvage kits (all from dailies). NEVER BUY AT THE LOWEST SELLING PRICE, NEVER SELL AT THE HIGHEST BUYING OFFER. Always check the prices for anything suspicious.
  10. Running orrian temples for dragonite orr every now and then (used to be daily, now once every two to three months). This ties in with number four on this list.

Also, the reason why I met your criteria is because I’m frugal. I plan on crafting a legendary item but at the current moment, the only legendary that has caught my eye is the Predator. That’s good for my engi, but my main is an ele and I’m not a fan of the Bifrost. If Anet adds more legendaries with more artwork, I would at least hope they put the artwork to a community vote first.

Some thoughts on D/D Dual Skill Death Blossom

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DanteZero.9736

When I play d/d on my thief, it’s always in PvE so I rarely bother with death blossom. The problem I’ve been having is that it applies bleeding and outside of my necro, I rarely bother with bleeding on any other class.

As Doggie said it would be a very helpful move if death blossom was made into a high damage melee aoe skill instead of applying bleeding. It doesn’t help that the aftercast is so ridiculously long and the long animation time has such a short evasion time.

tequatl empty all the time

in Guild Wars 2 Discussion

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DanteZero.9736

Tequatl being left alone, from what I’ve noticed, is because it requires too much coordination for a zerg of random players. Also, the reward drop rates for ascended chests are still too low in my opinion. I ran teq. more than 10 times and got useless condition damage runes and condition damage trinkets at best.

It would have made more sense if each individual player was randomly assigned a specific part as an event E.G: Player A is assigned to attack teq, player B is assigned to man the cannons, player C is assigned to guard player B.

Also, TTS changed their time slots to either be too early or too late for me. So no teq. for me.

Where is Dhuum?

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DanteZero.9736

He’s most likely dormant/sealed up. As far as we know, for Dhuum to grow strong enough to break out again would require a tremendous amount of deaths in the underworld and we currently can’t visit the place.

Please fix the human female left leg.

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DanteZero.9736

The male asura’s right arm is also a bit messed up as well. I don’t think it’s a matter of a quick fix though I could be wrong.

CDI- Character Progression-Horizontal

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Posted by: DanteZero.9736

DanteZero.9736

I would like to see a greater focus on customizing armor appearances. As I understand it, every set of armor that is released has 10 versions which means a crap ton of resources time, money, and manpower are needed for a single set of armor. This may not seem feasible so why not aim for the ability to customize the appearances of the armor?

Is it possible to add variations of the armor E.G: female phoenix armor with sleeves on both arms instead of 1 sleeve on the right arm, or removing the floating bits of feather as an option? Anything that allows current existing armor sets to be customized beyond a simple degree of dye channels could be a very big draw to me. Personally, I’d love to be able to remove the floating feathers (not the ones already connected to each other) on the phoenix set.

Another option could be to the ability to add particle effects so that I can set a “theme” for armor sets. Unlocking the ability to add a single particle effect on a single piece of armor could be a very nice reward outlet and adding different types of particle effects such as glowing embers, glimmer snow, or bolts of lightning could change an armor set’s “theme.”

Imagine a set of armor with the grenth hood and the darkness particle effects seen on the sunless weapons. We’d end up looking a bit more like Liadri the Concealing Dark but hey, it’s a theme.

The focus I’d like to see for Anet’s stance on horizontal progression is customizability of what already exists. Or rather, if Anet can add 2-3 variants of certain armor pieces on armor sets without having to sink 2-3 times the resources to add it. It was mentioned before the helmets, shoulders, and gloves are the least resource intensive (cheapest) for artwork. Why not give us variations of these artwork where we unlock a base item and can further unlock additional variant artwork, much like alternate costumes/appearances found in fighting games?

(edited by DanteZero.9736)

Basilisk venom rank discussion!

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Posted by: DanteZero.9736

DanteZero.9736

How about a 5 second, unbreakable stun? Nah that would be OP.

Oh wait.
http://wiki.guildwars2.com/wiki/Deep_Freeze

I wouldn’t mind a 1.5s cast time for that.

Sure, you can have it—so would you like that stun on a projectile that moves really slow and can be dodged/reflected or would you prefer it on the projectile that moves really slow and can be dodged/reflected?

Why is condition damage intentionally restricted?

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DanteZero.9736

- World bosses are immune to conditions
- Destructible objects are immune to bleeds
- Bleeds, poison and burn only count from the most recent(Or highest damage?) applicant

So during the early days of GW2, I could have passed this off as an oversight or bug, but a year later its still the same way so its evidently intentional. Why?

Condition damage wasn’t so great back in GW1 too, but at the time, conditions dealt a set amount of damage and was capped. Also, the durations were reset on application if I remember correctly.

In terms of caps for conditions, it was explained that it’s a limitation of the technology since each stack of a condition has intensity or duration constantly updating for each and every single player.

As for destructible objects and world bosses, I have no idea why anything isn’t being done to address this issue. In my opinion, I would like to see at least a percentage (probably about 25%-40%) of the total condition damage being applied as straight up damage against world bosses/destructible objects.

CDI- Character Progression- Vertical

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DanteZero.9736

If drop rates for ascended weapon/armor sets are ever increased, please note that players should never have to run content for weeks on end just to get a lucky drop.

I like the fotm method of gaining a token that can be slowly built up and traded in for a reward if you didn’t get a ring drop.

I don’t like the “higher chance” for an ascended weapon chest from tequatl the sunless because I’ve run it more than 20 times so far and have nothing except for exotic accessories and runes that I’ll never use. The first 4 or 5 times was for the fun of it. After that, I kept running it hoping I might get something better. I was wrong.

Without adding more currency types, why aren’t there more rewards for karma such as 6-7 figure prices for ascended items such as backpieces and armor pieces? The temple armor sets were a step in the right direction, the “cultural” weapons worked nice too. Shouldn’t we have more items to spend our karma on?

Infusion Treadmill

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DanteZero.9736

Not only has that infusion been data-mined but during the video preview for the Fractured patch one of the dev’s was using the +7 infusion. You could see it as he moused over his gear. This got me excited, thinking they were actually releasing those infusions with Fractured, but they did not.

From what I’ve read, not only will we have the basic and fine quality infusions (no stats and +5 stats) but they will also release masterwork, rare, exotic, and ascended infusions as well… increasing stats with each tier.

Dear god no. If basic = 4, fine = 5, then masterwork could = 6, rare =7, exotic = 8, and ascended could = 9 or 10. Ascended equipment is enough vertical progression, and in my opinion, anything past that is overkill.

Too much bloodstone dust

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DanteZero.9736

What do you use bloodstone dust for? Also, I don’t champ farm unless it’s for finishing a daily achievement. Most of the bloodstone dust comes from champ bags that drop from fractals and dungeons.

Leveling crafting and ascended weapons. I have been collecting it since it was released and still do not even have a single stack of bricks.

It’s fine that you want to level crafting, but I’m not very interested in leveling crafting because I think it’s boring and feels unnecessarily expensive once you go past 425. This is also assuming you reach 425 by refining materials rather than crafting.

Then maybe it’s because your doing a lot of fractals or dungeons? I do not do either of those as there is no sense in doing them once you have gone through unless you are just farming them, which is not my idea of fun.

I run dungeons and fractals because there are no new explorable areas, I have little interest in wvw and pvp, and because there is my constant goal of playing with and gearing up my alts.

As for ascended armor, I don’t think I’m going to bother with it for a real long time. Farming isn’t my idea of fun either, but oddly enough, I don’t see it as a farm unless I’m doing something for one specific item E.G: an ascended backpiece or weapon. Rather, I view it as slowly building up my resources to gear my alts in complete sets of exotic armor.

Basically, if you do anything that has a lot of champs and spend lot of time killing champs, you really can’t complain that you are getting too much loot that drops from champs. That really makes no sense.

From my perspective, running dungeons makes sense if I want to get additional armor; the resulting bloodstone dust is too much because I don’t see the need to use them for anything that interests me.

From what I understand about your posts, you indicate that you can’t get enough of the bloodstone dust because they’re a source of crafting experience which brings you closer to level 500, something that I’m not very interested in reaching since the highest you can reach is 475 with bloodstone dust.

To me, that’s alot of reagents (gold), and shards which means less time gearing and exploring with my alts.

It’s like complaining that you are getting too many dungeon tokens from doing dungeons.

I can never have too many dungeon tokens because at best, I can get ~180 daily from each dungeon (and I have no problem with that).

While I understand what you’re trying to say, in my opinion, a comparison between tokens and dust isn’t really effective because tokens are subject to diminishing returns and can only be acquired by completing a specific goal at a very specific area.

Bloodstone dust has no restrictions other than needing to kill a champion for it and consequently, as I said before, can be built up fast.

Too much bloodstone dust

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

Champions don’t necessarily take a long time to kill. For the most part, any champion that drops a champ bag will give dust. That means that if anyone were to run several champion events over the time span of an hour, they’d easily have more than a stack of dust (probably 2 or 3 by then).

Conversely, dragonite ore and empyreal fragments take more time, the lowest amount of time for a single PvE dungeon run would be around 8-9 minutes at CoF path 1 and gives 20 fragments, while the orrian temples, karka queen, and dragon lieutenants reward ore and vary based on what activity you’re doing and whether the events are up or not.

For my habits, which involve alot of fractal frequenting and dungeon diving, I get a plenty of fragments, as for ore, not so much since I detest the massive pugs and graphic bugs in ore.

Maybe you need to try doing other things besides champ farming?
I use bloodstone dust as fast as I can get it, and IMHO, it does not drop enough.

What do you use bloodstone dust for? Also, I don’t champ farm unless it’s for finishing a daily achievement. Most of the bloodstone dust comes from champ bags that drop from fractals and dungeons.

(edited by DanteZero.9736)

Too much bloodstone dust

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DanteZero.9736

The rate at acquiring bloodstone dust is, in my opinion, too high. There just isn’t alot of uses for bloodstone dust aside from the occasional ascended weapon crafting, backpiece mystic forging, and consumable crafting.

Why aren’t we getting more non-ascended recipes that allow us to substitute certain materials with bloodstone dust?

Im still not leaving arcana and water.

in Elementalist

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DanteZero.9736

While I rarely use elemental attunement/the water “wave” traits, I do run a staff build with a 20/20 point spread into water/arcana for several reasons:

  1. Lowest health + lowest armor = bad survivability without cantrips… I need at least two cantrips at least 90% of the time.
  2. The way aggro works, I must be able to dodge more than just two times every 20 seconds.
  3. Blasting staff is a must.

Interview with Scott McGough & Angel McCoy

in Lore

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DanteZero.9736

To me it feels as if the Blood Fiend is the end result of years of necromancer experimentation. We had Vampiric Horrors in GW1, which provided more healing the more you had of them. The Blood Fiend could be seen as a more elegant evolution of those minions. You no longer need multiple, just one, and it doesn’t die over time any more, and on top of that it can fly and works underwater!

We can also see this with the exploding bone horrors. In GW1 you needed a specific skill to make minions explode on death, and you couldn’t give them commands. The GW2 necromancer has learned to better control its minions, and how to make them follow simple commands. Plus the Death Nova skill is now a trait, so it’s sort of an innate ability now.

For future lore interviews, I hope someone would ask the writers about how Death Shroud came to be. I’m interested to know if they actually have some lore to back up this game mechanic.

Not just the blood fiend. Don’t forget there’s also the minion lifespan. There was the early quest you get at Yak’s Bend outpost where you had to hunt down Verata only to find out he was experimenting on creating self-sustaining (non-decaying) minions. His research notes could have been found later and dispersed amongst the community. Or it could have been improving magic. Or both, it’s my speculation.

Also, I agree with future lore interviews asking more specific questions. I’d love to find out how class mechanics came to be.

As an elementalist from both GW1 and 2, finding out I could switch between elements was a big deal. The moment I saw the class reveal page, it brought back memories of when I tried to experiment with Master of Magic (that one skill that, at the time, raised your elemental attributes to 12 and then later, 14) and creating a “true” elementalist-one capable of commanding all the elements at once.

Interview with Scott McGough & Angel McCoy

in Lore

Posted by: DanteZero.9736

DanteZero.9736

So what I assume lore fans now know are:

  1. Dual professions are out because the individual “classes” adapted various forms of magic and grew stronger individually. This is showcased by the fact that every class has their own forms of CC, heals, and unique abilities to do things they couldn’t do 250 years ago.
  1. Former known elite skills are now either part of your traits or are part of your weapon skillsets because they grew strong enough or are used in such a different manner that they lose their elite status and became integral to the classes. The increasing magic meant skills could be used differently too E.G. The elementalist’s flameburst going from point blank AoE with damage to a ranged burning AoE skill.

Speculation: Consequently, this led to new elites to take their place?

Speculation: Changing magic = changing skills = nerfs and buffs to skills/traits?

Could the way skills and traits operate in both games be viewed as a result of magic changing and increasing/decreasing throughout time?

Does this also mean that our characters “wake up one morning” and noticed an instant change to their skills/traits, or was it a gradual change that culminates in the skills/traits becoming noticeably stronger/weaker/harder to perform and thus need more trait points?

Ascended Armor

in A Very Merry Wintersday

Posted by: DanteZero.9736

DanteZero.9736

I did buy a set of six recipes for the future, but after taking a glance at the (mostly) two point stat difference for hands, feet, and head, I think I’ll pass. Besides, as a ranged staff ele, the critical damage difference is 1% for the entire set (4% for the pants).

Also, transmutation crystals aren’t cheap (in terms of gold). Sure, we can possible boost that two point difference to maybe a seven point difference, but in my opinion, it costs too much resources for such a minimal gain…

Also, I don’t really like the visuals (if the human female light armor used Anise’s coat armor skin, I’d probably lose alot of gold just for the skin).

Edit: it’s 4% on the pants, not 3.

(edited by DanteZero.9736)

Living World: The Year in Review

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DanteZero.9736

The last time they announced an epic event, I got Lord Faren in a speedo.

Please no more epic events.

Hmmm, and the not so epic events got us Kasmeer in a bikini. It’s still to early to see a pattern though.

Arcane Brilliance and new Arcane Wave

in Elementalist

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DanteZero.9736

Currently, arcane wave isn’t affected by weapon strength (at least, from what I observed) so even though it’s ranged, it still isn’t that interesting to me. In my opinion, the arcane skills as a whole just isn’t that interesting because they don’t do much for utility/survivability.

Random teleporting in Arah?

in Fractals, Dungeons & Raids

Posted by: DanteZero.9736

DanteZero.9736

You mean to tell me that after getting yelled at for not dodging as the Lupicus throws grubs at me, getting downed, and getting a virtual pat on the back for properly timing a feedback on it’s AoE attack that the dungeon bugged out because the game thought we skipped the Lupicus?

Edit: Yes, we did kill him.

Random teleporting in Arah?

in Fractals, Dungeons & Raids

Posted by: DanteZero.9736

DanteZero.9736

Has anyone ever experienced random teleporting in Arah? My group was running path 2 when two players disappeared while running and ended up dead near the final boss.

After we resurrected them, we tried to fight the final boss and the previous mobs of exploding undead ended up running towards us as we fought the boss.

However, partially through the fight, we randomly teleported to the exact same spot and we promptly die.

Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

After multiple salvages, accidental transmutations, and too many gems spent on transmutation crystals, I have my elementalist’s semi soldier’s set.

Attachments:

December 10th Elementalist changes

in Elementalist

Posted by: DanteZero.9736

DanteZero.9736

I was just rereading some of the patch notes when I decided to do some calculating for my build. I hope I’m wrong, but I think my individual attunement cooldowns will be slower:

Pre-update: 20 Arcana * 2% recharge rate = 40% recharge rate, 16 seconds * 40% = 9.6 seconds.

Post update: 20 Arcana * 1% recharge rate = 20% recharge rate, 13 seconds * 20% = 10.4 seconds.

So basically, my recharge rate will be slower by .8 seconds post update. Is this correct?

You calculate the effect by 16/1.4 and 13/1.2 .

^This. With the way Dante did the math you’d have ended up with 6.4s attunement cds with 30 points in arcana pre-patch. As much as I would like 6.4s attunement cds, that’s not reality.

Pre-update: 20 Arcana * 2% recharge rate = 40% recharge rate, 16 seconds/1.4 = 11.43 (rounded) seconds.

Post update: 20 Arcana * 1% recharge rate = 20% recharge rate, 13 seconds /1.2 = 10.83 (rounded) seconds.

So you’ll now have a 0.6s SHORTER attunement cd. They accomplished exactly what they were aiming for with that change at least.

My mistake, thanks guys!

December 10th Elementalist changes

in Elementalist

Posted by: DanteZero.9736

DanteZero.9736

I was just rereading some of the patch notes when I decided to do some calculating for my build. I hope I’m wrong, but I think my individual attunement cooldowns will be slower:

Pre-update: 20 Arcana * 2% recharge rate = 40% recharge rate, 16 seconds * 40% = 9.6 seconds.

Post update: 20 Arcana * 1% recharge rate = 20% recharge rate, 13 seconds * 20% = 10.4 seconds.

So basically, my recharge rate will be slower by .8 seconds post update. Is this correct?

Female Human T3 medium armor

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

Krytan armor has an amazing chestpiece that isn’t a coat if you have a female humanoid character. Take note, some legging pieces will have this thin gap at the waist at the front.

Only 1 More Patch!

in Living World

Posted by: DanteZero.9736

DanteZero.9736

Considering the dev team(s) have about 4 months to get their content in a playable state, I’d say 50% is pretty darn impressive. If it was 50% but they had 8 months (essentially at half the current release rate), I’d be disappointed.

Let's yell at scripted agony

in Fractals, Dungeons & Raids

Posted by: DanteZero.9736

DanteZero.9736

Some people will say it’s bad because there’s no skill involved since it’s unavoidable. As for me, a player who has had many inexperienced players lie or randomly join a level 10-28 group with no AR and cause wipes, I’m not complaining. I’ve had too many group wipes because of a single player not having the minimum amount of AR (typically minimum AR = starting tier level such as 10, 20, you get the idea).

One liter of Maintenance OIl?

in Crafting

Posted by: DanteZero.9736

DanteZero.9736

This sound like it would belong in the suggestions forum. But this is a pretty good idea.

How many Chars will you gear w/ ascended?

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

Hopefully, all 7 of my characters within 30-45 days of casual play (2-3 hours a day) will be decked out in ascended armor. Realistically, my top 3 characters will be decked out in all ascended gear, which would be my ele (main character), thief, and mes.

Ascended armor and leatherworking/tailoring

in Crafting

Posted by: DanteZero.9736

DanteZero.9736

Your biggest cost to level up those crafts will be the insignias. The remaining cost will be negligible in comparison, with tailor bring the most expensive of the three not having access to level 400 to ~430 through refining hardened leather sections.

You’re welcome.

Keep in mind though, that insignias dont need as much t6 common mats compared to inscriptions.

While we needed 30 each ori ores and ancient wood logs for 1 inscription, you only need 10 gossamer scraps for 1 insignia

I think you’re giving Anet too little credit. Just looking at the ascended weapon crafting, there are refined ascended materials, ascended crafting components, and refined ascended mats that requires alot of t6, t5, t4, and t3 materials. Chances are, we’ll be seeing the same thing for the armor.

I just read your post 5 times and i have no idea how it relates to mine.

I replied on the wrong thread and post but decided to leave it anyway.

Ascended armor and leatherworking/tailoring

in Crafting

Posted by: DanteZero.9736

DanteZero.9736

Your biggest cost to level up those crafts will be the insignias. The remaining cost will be negligible in comparison, with tailor bring the most expensive of the three not having access to level 400 to ~430 through refining hardened leather sections.

You’re welcome.

Keep in mind though, that insignias dont need as much t6 common mats compared to inscriptions.

While we needed 30 each ori ores and ancient wood logs for 1 inscription, you only need 10 gossamer scraps for 1 insignia

I think you’re giving Anet too little credit. Just looking at the ascended weapon crafting, there are refined ascended materials, ascended crafting components, and refined ascended mats that requires alot of t6, t5, t4, and t3 materials. Chances are, we’ll be seeing the same thing for the armor.

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

I cry for all the altoholics out there.

I have four level 80 characters, and I don’t have as many as a lot of people I know.

Level up three different crafting professions to 500? Talk about expensive.

Craft 24 pieces of armor total for all my level 80s? Talk about grind.

Not looking forward to it.. at all.

I recently maxed out a ranger and now have 6/8 professions at level 80. Half of me is absolutely dreading the update, the other half is excited for the new skill balance changes.