One legendary essence of luck is 500 pts, and one exotic essence of luck is 200. Crafting a legendary essence of luck would probably be a bit confusing since you would need two exotics and one rare essence of luck.
Perhaps this could be avoided by crafting two legendary essences of luck by combining five exotic essences?
Shiro didn’t use stealth, he used teleporting vampiric double/quadruple attacks when he combined Battlescars, Riposting Shadows, and Impossible Odds. It was very… unpleasant if you didn’t have any way to remove stances or didn’t have pain inverter.
What Dante said seems true to me.
From my experiance in the last beta with Rev in the new HoT zone the mobs were a lot more punishing it seemed. They also seemed harder to kill (but that may have mostly been because of Revs lack of damage).
Seems to me GW2 is in the middle of some major Flux in preparation for the HoT drop, and no doubt a lot of changes, like the major specialization change that increased DPS across the board, will make more sense when HoT comes out
Was this while you were in celestial armor? Perhaps running around in with a bit more sinister/berserker/other offense oriented stat combos would reduce the difficulty?
You’re thinking in terms of the vanilla maps. I would assume that the new expansion maps would be more condition heavy compared to the vanilla game and might fit better there.
Even though the thought of playing with Shiro’s crazy abilities sounds exciting, I think I’m one of the few who’s more excited to hear Shiro interacting with the player character. I would love to hear about or even get an account of Shiro’s life and the events involving his betrayal from his point of view with the human revenant even throwing in a bit of snark towards him.
Try putting up an LFG asking for help? There are probably other folks who still need to get through that bit too. It is much easier with more than one person. I have solo’d it twice, not too bad on my warrior but it took a LONG time on my thief. Much better with a buddy!
Try playing that particular episode on a mesmer. It’s currently the most mesmer unfriendly place in the game. That one facet that destroys things if you don’t have the right color buff automatically kills off the clones and phantasms summoned because of the AoE field on the ground.
As for OP, consider looking into the status effect icons—they’ll tell you what is happening and you should be able to figure out what to do from there. The entire approach to glint’s lair isn’t attacking something till it’s dead all the time. In fact, the fights against the facets are more like a puzzle and the final fight is a culmination of every strategy you had to use against the previous facets.
Incomplete, undertuned
I played the elementalist and engineer and had a blast because even though I couldn’t switch weapons, there were so many ways around it via attunements or kits. Having played the revenant, I can say that it was not a blast and since there is no way around the one weapon limit, it grew boring really quick.
I have to say that this is probably the only time I have ever agreed that a class without the ability to switch weapons should have that particular ability. Switching legends is interesting—if you want to change your role mid combat. However, since each weapon/weapon set is meant to fulfill a particular role, slotting two different legends without their corresponding weapon just cripples the profession.
I’m just tired of boob plates/cups and skirts in armor. I want to see more chest pieces that looks like actual armor without the two lumps tacked on.
I would love to see the grenade and mortar kit 1 skill converted to a fireball type skill in terms of functionality. To me, that’s how Anet could implement an auto-attack for these two kits.
I imagine Malyck might make a return in this outfit.
Oh man, I never heard those lines before. Now I regret never having made a level 80 asura guardian
It’s irritating that the T7 material eaters eat between 3-6 times per day which feels very inconsistent and too random. I feel that the T7 eaters should eat exactly one stack per day. This way, exactly one stack per day is burned up as opposed to 0.6 – 1.2 stacks a day.
A good example of fully covered armor that has a good fantasy concept to it but can still appear feminine is Klaus Wittmann’s concept art for a character from the Witcher novels/video games. Take a look at the armor set on the far left. That is what I would love to see in Guild Wars 2:
Very nice! I would love to be able to see all my character portraits if possible, and I certainly would love to be able to quickly select them too.
I would prefer to see less boob plates/cups with exposed thighs and more actual armor looking chest and pants pieces. In my opinion, boob plates/cups are really boring and uncreative.
If the salvage rate was altered in any way, I’m very sure that there’d be more posts than just OP’s post right now.
Salvaging dark matter should yield 1-2 crystalline dust. I can never have enough crystalline dust but I do have more than enough globs of dark matter. You can already guess what materials I need more of
That would technically put it in the gap between the grove and rata sum—which happens to be low level starting areas. What is currently known about HoT is that the maps will be in the Magumma Wastes/Jungle.
I don’t think Anet is going to add a high level map in between two low level maps.
That’s the same appearance as the Thaumanova Anomaly if anyone was wondering.
So GW1 armor is making a return in the form of outfits. Ok. I give this first attempt a 55/600. Nice work.
… Karka hatchling plushie backpack. Oh, and a karka face hugger mask.
Just some ideas that I thought would make the bank a bit nicer/convenient to use:
- Name/rename bank tabs
- Collapsed bank tabs stay collapsed when exiting the bank window
- Rearrangeable bank tabs
If the extra points going into the base stats does not equate to base increases, what’s the point of adding the extra points?
I don’t think doubling the health and allowing crits will make much of a difference. It’s a nice first step, but I don’t think it’s enough.
RIP. An amazing trait gutted for the sake of “balance.”
I want to know how much the #1 attack hits for. That is the deciding factor of whether this is a good kit or not. If the #1 attack hits like a wet noodle, then this kit will be next to useless for a power build.
According to napkin math, mortar #1 hits about 47% harder than rifle 1.
You promised me Josh Davis, you promised me, got my hopes up, and then dashed them to pieces. I don’t think I can trust the devs anymore.
While I am very disappointed in Anet’s seemingly knee-jerk reaction to heavily nerf mortar shot, I do have to say that technically, he didn’t lie to you. At release, mortar #1 was, for all intents and purposes, about 47% more damage than rifle #1. It was only two days after release that they decided to reduce it by a whooping 28%.
What you really shouldn’t trust is the hype train.
My problem with the nerf is that it has been only two days since the mortar change and then it gets nerfed. It feels way too much like a knee jerk reaction.
This is a really disappointing action by Anet. Why was mortar shot nerfed when the projectile already has a tremendous arc to it? It’s easily dodged!
I just wanted to say I love the new ambient dialogue, especially the Lion Arch Tour Guide’s bitter remarks!
I love the design, and I’d buy them all in a heartbeat, if they’d shrink them to about half their current size…
I’m with you on this one. The weapon set look really nice, but they’re a bit too wide in my opinion. I wouldn’t mind seeing swords about as wide as the runic blade/infinite light. Sadly, the runic blade was never reintroduced.
It seems locking the ground targeting marker causes it to be less than the max possible amount when unlocked. I suspect it might only be me, but could other people test this out?
I doubt it, considering players have had plenty of time to regain them, 25 skill points could be a drop in the bucket.
I can’t help but suspect that there’s going to be something important involving ectoplasm if Anet is going to add a gambling merchant that basically takes away ectos from the economy.
But having said that, some players managed to complete 100 rounds and ended up getting the item.
It gets even crazier since you can purchase multiple globs based on the screenshots. If I remember correctly, you can purchase 5 and 10 globs using the collection reward item.
It was very well done—provided there are no more weird ledges or having to wait till night time, I’d like to see such a hunt for the start of gratitude. Heh, imagine it: shooting stars. So many puns could be made for it.
I hope it isn’t a warhorn. I’d be really disappointed in it. I might be interested in the trait line if it’s good, but I like any of the warhorn skins.
It really does feel like some of these changes are “wtf were they thinking?” worthy. In particular, ether renewal and consume conditions were in a good place and I feel it would have done well to stay uncategorized—just like shelter.
I sold mine for around 90 gold back then. To this day, it remains the single most valuable drop I’ve ever got. Second most valuable: a second celestial dye. Who says GW2 loot sucks?
Anyone who hasn’t received a Molten Jetpack as a drop.
I can confirm that. I spent the entire weekend that time farming the Molten Facility just hoping I could get a jetpack. Sadly, I never got one, and to make things worse, I was incredibly irritated and cranky during the entire weekend—to the point where I put off my guild. Long story short, RNGesus was unkind to me back then and the loot system still sucks now as it did then.
I never understood why some people can enjoy something only when others can’t have it.
It’s because certain people want to feel like a special snowflake.
You mean a… free for all mode? That would be fun—provided that players can’t somehow sync enter to try and game the matchmaking system(s).
The current UI with all that painterly stuff is so outdated, it screams 2007 and to be honest, this game would be 100% better if you made it more modern…
2/10 on that design aspectLet me ask you how is a more modern look to the UI? metallic boarders and Bunnies on the map and electric currents flowing around when you open a new window? Or just a new colour scheme? A little suggestion would be nice.
As a hobby designer I do think that the Painterly stuff works well with GW2 as most of the artwork in the game has a Painterly touch. This making the UI pretty nice with the soft way it has now. The colours scheme is alittle too brown and booring though but other than that I do like the UI and I realy love that it is simple and not too much clutter.
Or Anet could remove the dirt border around the edge of the screen. I get that they’re going for a storybook effect, but I can’t stand the dirt border. I would also like to see fully opaque windows instead of semi-transparent windows too.
I’m thinking the balance of this skill will be based on the delay much like the ele’s eruption skill.
I like it! Although I would recommend making it to not refer to specific puzzles because new players might want to discover them on their own without the game telling them where/what they are.
Maybe they could just give hints like “complete a Jumping puzzle in Hayathi Hinterlands”. It won’t tell you where exactly but you ’ll know in which map to search for it.
That’s something that I think would be nice to have, but at the same time, I think mesmers will start offering portals for sale.
I would prefer it if Anet simply left consume conditions as an uncategorized heal skill instead of categorizing it as corruption. In other words, leave it alone and don’t touch it for the upcoming patch.
It sounds like mortar kit’s AA is going to make the kit worth being called an elite all on its own. This is both exciting and concerning for my “1” button on my mouse and keyboard.
Possibly – which I think is still lower then it was before the ferocity change. Plus if you manage to shove that many points into precision you’ve managed to lose points which are currently in your diminutive armor or health.
Precision has stayed the same since the ferocity change.
Add that to the fact that generic warrior zerker will be losing passive crit from signets shortly and I’m not too phased by the changes.
I was specifically referring to the base precision increase and a possible increase to critical hit chance. I wasn’t talking about further increases from anything else. Again, strictly speaking, I’m not sure if there’s going to be a base increase to the crit hit chance.
As I read the skill balance notes, thought emerged and I need a bit of clarification. If all the base stats are getting an extra 74 points, that will mean we’re getting a higher base critical chance, right? Because as it originally stood, every 21 points after 926 meant +1% critical chance. That meant having 947 precision would lead to 5% critical chance (4% base + 1% from the 21 precision points). So with the additional 74 points, are we going to see an additional 3-4% on top of the original 4% for a total of 7-8% or will the extra 74 points do nothing? Or maybe, the base critical chance percentage will change to some other unknown number (probably below 10)?
Edit: I can’t number good
(edited by DanteZero.9736)
…. We didn’t get a vampiric aura ….
Just to correct you a bit, maybe it’s a misreading
Vampiric Presense: You and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.
This is the vampiric aura they promised, of course we need the exact numbers to know if it will be useful or not, but the aura is there hehe
YES. My Order of the Vampire suggestion was mechanically added to the game. Can’t really complain about that!
Good riddance. To be fair, it was incredibly effective during Tower of Nightmares, but it isn’t that great outside of it. Also, much like all the racial skills, it’s not as effective as the profession healing skills.