(edited by Devildoc.6721)
above level. But I haven’t done it since headstart because it’s not worth it.
It’s good when you’re training through mobs you don’t want to fight, dodge right through them, you go faster, they go slower.
You pretty much have to roll right through them to get it to work though.
No the biggest problem is he steals your “personal” story, is a Mary Sue that could put genies out of business with how much wish fulfillment he’s doing for a certain writer, and is just hamfisted as far as his writing goes, and the fact that EVERY “personal” story gets merged into Trahearne’s mystic hippie orr cleansing ritual just absolutely thrashes the whole personal story and ruins it across the board.
He’s awful, and yes, he’s bad as I think, in fact he’s worse. Every time I think of him I think of something new I hate about him and what he did to my personal story.
It takes like days to gather the coriander as it is. Unless you can tell me where else you can get it. I have only found it in bloodtide coast, and well, wvw maps. Either way it is extremely inconsistent. Running around Bloodtide coast the entire map you will get like 3 Coriander seeds, you need 25… to get a common out of that that’s worth less than 1s is a joke.
Even if you set a timer and go back out every hour and get your 3 seeds, it takes 9 hours to gather them. You will spend 83s to buy them on the TP.. to get a common.
Considering how long it takes to gather the coriander, it should guarantee a rare.
I’ve made 2 and gotten 2 commons.
I was highly disappointed that this skill doesn’t summon Dinky, I mean I never get to see him after I go off with my order and I thought he’d be a part of my story for the rest of the way.
Sometimes we warp out because we’re too close to the enemy who downed us, and if they hit us just one more time they’ll completely knock us out. Irregardless of someone healing us or not.
Champion enemies are notorious for this – the giant that attacks Nagling for example has a stomp that has an absolutely ridiculous range and kills with two hits. If you got hit by the first one, then you will be hit by the next and killed if you don’t move.
2 hits? it always killed me in 1.
Arenanet was rather lazy about adapting the armor sets to Charr, that much is obvious. With that said there are a handfull of non-cultural armor sets that actually look good on Charr. For medium for example the Inquest, Ascalonian, and Duelist sets all work well, the tail even moves the material in the back so it’s been accounted for fully.
Auldwulf I’ll just solve it by blocking you
they are the level 70 exotic armor sets.. I think they’re drops. I wear that set cosmetically, transmuted with my level 80 exotic armor. Its one of the few sets that Charr can wear and not have clipping issues.
An entire race, much less 1 individual of that race predestined to save the world from an ancient evil that has awoken, that lives in perfect harmony with nature in a utopian free-love society….
You could put genies out of business with that much wish-fulfillment.
As for Dinky being ‘special?’ I don’t buy it.
I love Dinky, but I don’t buy it. He’s often wise, and clever, and cracks a good joke. I think that he ‘pretends’ to be special so that his fellow warband members won’t take offence at him protecting them on the field of battle, because that’s just ‘Dinky being Dinky.’ It’s the sacrifice he’s made.
There are often hints in the writing that Dinky is way smarter than he pretends to be. That the whole goofy thing is just a finely crafted act, and one that he only ever rarely slips up on. It’s part of the charr personality, and something I’ve been trying to explain within this thread.
The charr are in a very precarious situation, and everyone does what they need to to fit in, or to cope, or to just excel at whatever situation they find themselves in. Maverick is a front-liner, a warrior, so he talks big to keep his confidence up. He knows it’s ironic, but he also knows that if he falters and doesn’t make that strike when he needs to, then one of his warband might die for that mistake.
You really have to get inside their heads to understand them. But that I’ve been thinking about this so much just shows how great the charr writing is across the board. They really get the feel of a war-time scenario down pat. Way better than games like Call of Duty do. You can actually feel the conflict, and you can see what people are doing to deal with it.
The charr aren’t perfect, emotionless robots. They’re people. And people deal with things in their own way.
Well let’s say this another way.
Hipsters make me want to vomit.
I don’t like Hipsters at all.
So if Maverick is being “Ironic” about his act then I’ll still unironically never choose him on any character I make.
Dinky all day erry day.
Not to mention, trying to analyze it and claim that Dinky’s doing an act and is really 2deep4u is pretty lame. The enjoyable part about Dinky is that he comes across as someone genuine and honest. Yeah, he’s sometimes a bit slow, but he’s a good friend. It’s said right there in the description that he’s not too smart.
It would sort of ruin the character if Arenanet came out and said he’s really a genius pretending all along. It’s kinda like watching one of those “America’s funniest home videos” shows.. the clips where someone did something unintentional that was funny and just happened to be caught on tape was always far more entertaining and enjoyable than something that was staged and done intentionally.
You know someone “slow” doesn’t have to be faking it to have moments where they say something really deep and meaningful, especially not in fiction. Are you going to tell me Forest Gump was faking it all along and he was really brilliant? That’s actually a good comparison to how Dinky is as a character… Forest Gump.
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How it’s working is that for herb spawns and root spawns, you can get seemingly any herb/root from that node that is of the proper level or lower, provided the climate is right in the zone.
You can get vanilla in tropical zones of basically any level, from Verdant Herbs or below.
Meanwhile you can ONLY get Tarragon from verdant herbs. So just a good thing tarragon isn’t in demand like vanilla or even worse, coriander.
Coriander is more expensive than Orichalcum ore, because it’s rarer and is used to make unidentified grey dyes. You can pretty much only farm it in Bloodtide coast and you usually come out with maybe 2-3 Coriander seeds walking through the entire area.
I suppose you can get lucky with verdant nodes in Mount Maelstrom or Sparkfly swamp, but you’re as likely to get Tarragon or Cloves or Black Peppercorn, or Vanilla Beans, or hey, Garlic, which is in any herb node anywhere.
The shared spawns SUCK.
Herbs in general could use a look at. I’m noticing now that people are running out of their stashes of herbs/spices that were bought with karma in bulk and they’re needing to farm for them, which is extremely inconsistent considering how many ingredients share the same gathering nodes (even low levels garlic vanilla parsley thyme peppercorn all from the same nodes)… prices on the TP are going up. Something needs to be done. I’d prefer more wysiwyg spawns for herbs.
Actually the reason to have signet of agility is for group condition curing.
But he’s right about the venoms. Venoms are pretty terrible unless you spec deep into shadow arts to share them with group members and heal when you (or party members) proc a venom.
Better to have shadow refuge and smoke screen, and dagger storm (remember it’s a whirl finisher). Remember if you have a shortbow as your offset you can spam poison/weakness on enemies if you’re specced 15 into deadly arts anyway, which means spider venom is practically useless.
Repair costs are necessary to prevent suicide ganking and the other kind of stuff that occurs in a “consequences free” environment. The costs may need a little tweaking, but overall it’s a decent way to prevent cheese.
You call it cheese, I call it a daring move. If they manage to take out some high value target and are in a location that when their team pushes forward they can be ressed while the person they killed has to run back, that’s an asset to the team.
Here’s the thing. Right now repair costs are dissuading people on losing servers from even JOINING WvW. They look at the scores, see their server is up against Henge, and they just say “not even going to bother, I don’t need the repair bills”.
Is that what Arenanet wants?
People giving up before even TRYING to fight for their servers because they stand to lose so much personally?
[Weaponsmith]: Difference between "Destroyer" and "Pearl" exotic weapons?
in Crafting
Posted by: Devildoc.6721
Destroyer weapons look like the destroyer weapons in GW1, they’re made of hardened magma and have glowing red hot parts with blackened hardened rock parts.
Pearl weapons are mostly rounded goofy looking things. They are a “Quaggan” weapon design.
Work fine for me most times, consider FIRST teleporting away from the mob and THEN smoke bomb and most times it will drop the aggro
actually if you want it to work, you have to do that in reverse… stealth first, then teleport, in the 2s that you are stealthed melee mobs won’t get far enough away to reset or target someone else. You will pop out and they will finish you off. Happens every single time I try that. Problem is when you stealth it screws up the camera, making teleporting really hard in that short time frame.
I still say it needs at least 1 more second (without speccing into shadow arts. Shadow arts is not a good spec for sword thieves) of stealth.
Shadow Refuge skill is bugged. The breaking of stealth as soon as you leave the refuge is ridiculous. It is impossible to stealth someone as they run through it, like mesmers do with their “stealth wall”, because it breaks stealth as soon as you leave the area, so it is kinda pointless to even try. Any fix soon?
Come on people, bring some attention to this problem, or it will never get fixed.
I hope posting here will draw your attention.
the behavior of shadow refuge’s stealth IS a little weird. If you leave the refuge while the refuge is still on the ground you instantly unstealth, but if you stay in it the fully 3-4 seconds you have a stacked stealth duration that you can run around with and you’ll have like 10s of stealth outside of where the refuge was.
So I normally run with signet of shadows which is a +25% run speed buff. I have been collecting runes of the traveler for my magic find set, and the 6 piece bonus is a +5% run speed buff.
Will this stack with my 25% run speed buff to be 30% run speed, or is it just not worth it and stick with 5/6 and use some other runes instead?
Has anything official been said about movement speed stacking?
It wouldn’t be useless to proc the next stack because it would actually blind the boss on his next swing once the first stack was depleted.
The reason defiant was added is precisely to prevent what you are arguing for. The devs don’t want everyone’s control to be useful on a boss every time, even with proper timing.
It’d blind for 1s, if the boss wasn’t making his swing in that 1s, and let’s face it black powder is not the most precisely timed blinds, it’s for long term blinding over and over of multiple mobs.
But I really hate Arenanet’s decision to make boss combat focus on you know, not using your skills but simply dodging every attack to come your way.
The time on the base ability (the downed version anyway) could use at least 3s. 2s isn’t even enough to make the mobs turn away and attack someone else… They turn away, I pop back out of stealth, they turn right back and finish me off. It’s ineffective as an aggro break. It only works as an interrupt of pvp finishers. That’s it.
The fall damage reduction isn’t limited by the 8s, just retested in a more consistent location.
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Personally I believe blindness should be fully effective but tick against defiant stacks. I strongly believe at some point managing defiant stacks is going to be critical to boss encounters.
Honestly .. I thought this was how it worked already, but then I never use blindness as a warrior.
Black powder would then completely erase defiant stacks over 4 seconds though, or it would erase 3 and then proc 3 more making the skill wholly useless.
20% duration would make all blinds useful with proper timing.
Perhaps they should reduce blindness duration to a quarter of the original time, so you need to time it well for it to be effective. It would no longer be bound to a factor of luck, which really kittens some classes who may use it a lot like the mesmer.
That’s basically what I was suggesting, 20% duration.
Hmm I’d put up smoke screen and fireballs just went right through it and nailed all of us since we were bunched behind walls
I have a hunch part of it is because it doesn’t put the wall in front of you but on you so we weren’t actually behind it. I really think I should be putting the wall slightly in front of me.
Okay currently, when you blind a champion, you give them a 10% chance to miss.
This isn’t helpful at all. Why? because most of these champions 1 shot on every swing, meaning people have to find other ways to avoid damage, dodging, guardian walls, invulnerability, blocking, evade skills, etc. You can’t rely on a 10% chance. The attack they’re blinded for has to miss completely, 100% chance, or people are not going to stand there and chance on it missing.
Instead of a 10% chance, why not reduce the duration of blindness on Champions? This would be similar to how weakness is treated.
Give blindness a 20% of normal duration effect. That means, the longest blind in the game, is 1.2s on a champion, and most blind effects will be under 1s. This makes blind used more as an interrupt ability, since champions are immune to interrupts 75% of the time as well.
With that short of a duration, even black powder won’t be complete safety as it pulses once per second correct me if I’m wrong, they’ll be blind for 0.2 seconds but be able to see most of the time even standing in the cloud, making it an unreliable strategy to just spam black powder and stand there.
But as a thief I have to beg you to do something about this, as several sources of blindness are one of the things my class brings to the table in a group aside from raw damage. 10% chance to miss is just nothing in the larger scheme of things when fighting against bosses.
PVP should not cause equipment damage as it discourages people from PVP’ing and it also discourages taking risks which can result in epic fights.
You can’t go into PVP of any kind and expect never to die and to be able to avoid dying. Yeah you can mitigate it to some degree by always running with a zerg and taking out easy safe targets, but that’s not fun. If you’re going recon, going behind enemy lines, you have to anticipate that maybe the enemy will see you, catch you and kill you. Or maybe you’re attacking a heavily fortified keep, while people are manning cannons that pretty much 1 shot players. Do you want to encourage them to just not play and go back to PVE? Keep repair bills in WvW.
Do you want epic fights where people take risks? Have them have nothing to personally lose.
The lack of attack speed stat does kind of bother me. It’s just less variation between the same weapon classes
They want to push equality of all level 80 weapons of the same type and same rareity, which I think is good, then you can choose based on what skin you like better.
weapon speed is in the game, ie daggers attack faster than swords which attack faster than greatswords, just 1 sword doesn’t swing faster than another. I think the weapon system is fine though I kind of wish elemental damage had more impact.
Yeah, I could totally go for that. During the beta testing phase ArenaNet kept on talking about how they wanted to make it really feel like you were hitting things. Get on an Elementalist and cast Lightning Touch and tell me if that feels like anything.
well what I mean is like, water magic/damage against a fire elemental, fire damage against an ice elemental, lightning damage against an aquatic enemy, etc.
One I’ve noticed for awhile but can’t figure out..
when using a sword main hand and attacking sometimes if you dodge I think during the middle of an attack animation, your character will dodge back, then roll back forward to attack, ending up getting hit by what you were trying to dodge.
I hope it gets pinpointed and fixed, as it gets me downed sometimes.
More or less, the offhand has no synergy with the main hand. You dont need vulnerability stacks if you’re doing condition dmg. You don’t need blind spam if you’re kiting from range. They dont go together. Basically you pick off hand pistol or mh pistol, buth both just gives you something other things can do better.
Personally I’m a P/D man myself. Low intiative cost, great bleed stacks, decent mobility, with the only real weakness being lack of powerful ranged abilities. With a shortbow the problem is remedied with increased mobility, moar conditions, and useful kiting tools.
It’s interesting that nearly no one uses P/D. You have stealth, criple, gap opener that all of them does nice amounts of dmg also with heavy stealth opener and bleeds. That’s a win/win combo for me. As off hand, i prefer D/D for the burst dmg to finish things off. Traps work best with P/D btw imo.
It’s due to the fact that you need to close in melee range for the stealth and it is completely ineffective without high condition damage as it has no burst damage. Even shortbow has more burst damage than D/P.
Usually people use a pistol setup when being in melee would absolutely destroy them.
It’s pretty much exlusively a sPVP setup.
In PVE, if you’re going to be in melee range, why not use a sword or dagger?
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That’s a bit bizarre, because I found headshot to be absolutely effective, and it did stop his special moves, most of the time.
It works but it puts 3 stacks of immunity to it on him so you have to use it 4 times for every volley of fireballs meaning you’re not going to get them all as you simply don’t have the initiative to spam it.
CC skills against bosses/champions are just dicey like that.
I found 2 issues tonight in sorrow’s embrace story mode of all places..
1. Scorpion wire was not pulling mobs to me, they’d pull about 2 feet and then jerk to a stop and the rest of the group pulled, even when I had a clear line of sight and no objects in the terrain to catch them.
2. Smokescreen was not blocking the projectiles of Kudu’s golems, but Guardian projectile blocks/absorbs worked.
This may seem pretty obvious, but I thought I’d post it. Doing Sorrow’s Embrace earlier, the guy summons golems which are pretty nasty. I mean, really nasty. [Head Shot] however, turned the tide of the battle. By foregoing much damage myself, but by using that to interrupt the golem’s crowd-wiping abilities, we were able to sail through it.
I just thought I’d let you guys know that abilities with “Daze” have a great function of interrupting and can be the difference between your party wiping and your party winning.
Tried this but his anti-cc debuff made it relatively ineffective. Also tried using smoke screen to reduce the projectiles but his fireballs seemed to go right through it, even when guardian walls stopped them.
weapon speed is in the game, ie daggers attack faster than swords which attack faster than greatswords, just 1 sword doesn’t swing faster than another. I think the weapon system is fine though I kind of wish elemental damage had more impact.
The most fundamental element of a RPG, weapon dmg, has been replaced by some bogus generic “weapon strength” factor.
Doesn’t this bother anyone else?I really thought I’d see some x-xx dmg starter weapons, and xx-xxx in end game tier.
Before I knew anything about gw2, I even thought they are going to have a awesome dynamic dmg system, with different type of dmg, slashing, cutting, bashing, dull, piercing, and different magic elemental types.
The hype was that big…But… no, they didn’t even give us basic physical dmg.
Just dmg calculated by some “weapon strength”.Couldn’t they just keep it working and mainstream?
It simply doesn’t feel right at all, doesn’t feel like anything.Arenanet thinks it’s too hip for classic RPG standards, feeling bit rebellious, hmm?
I can’t think of any MMORPG that has damage type or elemental damage type on weapons.
Elemental damage is generally done thru being a practitioner of that elemental school of magic.
To a degree ANet does buck the damage type trend in that the conditions your weapons apply seem to be flavored around weapon type, but it is dynamic (based around using the skill) as opposed to passive.
Introducing this is tough as you would have to include damage type immunities/vulnerabilities to mobs which would just become problematic.
Guild Wars 1 had elemental damage types on weapons, and mobs had varying armor vs certain damage types. Destroyers took next to no damage from fire elementalists and firey modified weapons for instance.
They streamlined it down in GW2, everything does just damage basically, with fire or lightning damage adding visual effects to dying enemies.
Cooking ingredients like sesame seeds, cloves, yams, coriander seeds seem disproportionately priced. In fact did you know that coriander seeds are more costly on the Trading post than Orichalcum Ore, a high end crafting material? In fact, coriander seeds are more valuable than any gathered crafting material in the game. The only base crafting item more valuable, is gossamer scraps, which cannot be gathered.
While yes, the fact that coriander seeds are used to craft the master unidentified gray dyes, a key reason for why all these herbs are higher priced than they should be is in the design of how they are gathered.
All of these herbs/roots are gathered from “mature herbs” or “varigated taproots” or similar plants that have a mixed loot table on them (compared to mining nodes that always say what they give). The problem is, that you can get lower level herbs from higher level nodes. When farming for Coriander you’ll often get garlic and peppercorn, 2 base cooking ingredients that you can get in 1-15 zones. This would be like farming an orichalcum ore node and getting copper ore.
The other problem as far as I know anyway, is that cooking ingredient nodes seem to be climate dependent. IE you can only get Coriander in tropical zones, most notably bloodtide coast.
Honestly I hope to see some changes to this system, most notably, I should not be looting garlic from level 45-55 nodes.
Last time I chose Dinky was during Beta and I played Blood Legion.
Strange thing is for someone as…“Special” as he, there were a couple of good ideas from him.
Rename the warband because he wants to forget the old leader even existed. I had one of those moments where you are just about to correct someone then realise “Wow no wait that’s right.”
He does have moments of unintentional brilliance where you’re just stunned by how right he is. It’s that mix of “unintentionally funny” comic relief with the occasional deep insight that just make him feel like a very well written, genuine, and enjoyable character all around.
My suggestions for pistol/pistol, which I do use as my offset weapon except in WvW. I find shortbow to do too little damage and generally the only time I need to switch from Sword/Pistol in PVE is for single strong targets that I can’t blind like bosses/champions.
ANYWAY
1. Headshot needs to do more damage, it honestly doesn’t make sense that shooting someone in the head is the lowest damage skill I can do.
2. Unload should cripple the target. Giving pistol thieves some more kiting/defensive ability to balance it some with shortbow.
3. Body shot vuln needs to have a longer duration. As it is now by the time you move to another skill to capitalize on any vuln you stack, it’s gone. 10s base duration at least, if not 15s. Any shorter than 10s and it’s simply not worth using the initiative.
Signed of Shadows speed bonus not working in combat, bug or intended?
in Thief
Posted by: Devildoc.6721
it most certainly works in combat, you’re still running slower than out of combat, but you can much easier kite mobs with the signet equipped.
Sigh.
See, that post above sounds almost like it’s saying that it’s wrong for a woman to sound strong and independent. Only men are allowed that, it appears. Yeesh, that line of thinking is right at home with the Flame Legion. :p And the delivery of both is very different. Euryale is more mothering in her own way, making joke-ish threats about what she’d do to anyone who’d dare think of harming her cubs. Whereas Reeva is the sassy youf, cracking wise in a big way (likely as a coping mechanism).
Also, Maverick boasts in an ironic way. It’s hard to explain unless you actually have a full grasp of ironic humour, but it becomes more and more apparent as time goes on. He’s very, very silly with his boasts. If you want a serious boast, talk to an asura. Maverick is just talking big to be a dorky goof. He’s almost a hipster charr, and a total nerd because of it.
But yes, if you just judge Maverick on face value based upon the first mission with him, you’re not going to get the big picture. But suffice it to say, the charr are in a relatively stressful situation where the next day could be their last, where this mission could be the one where they die. They have different ways of coping. Maverick’s is to be an ironically boast-ful hipster-charr.
Really. I swear. Maverick is like… I’m going to be Duke Nukem! …ironically!
(Edit: Huh, the censor trips over part of boast-ful. …that’s odd.)
Well like I said, I didn’t want a serious boasting partner either, regardless of gender.
Dinky just comes across as … someone special.
You know if you’ve ever had a “special” friend that while they might not be the sharpest knife in the drawer, they’re loyal and you know if anyone ever messed with them you’d tear them a new one to defend your friend.
Blinding powder doesn’t always seem to stealth me, or, it doesn’t stop my attacks when I get stealthed so if I’m autoattacking, it instantly breaks stealth before I can do my sneak shot attack (what I’m stealthing for). I think it’s not cancelling attacks. I use shadow refuge and I always go into stealth and it stops attacks so that I can sneak attack.
I rolled 3 Charr, a Thief, a Warrior, and an Engineer, 1 to cover each of the Legions. i found in beta that the Charr had excellent storylines and supporting characters, in particular Rytlock and Dinky. I found the voice acting and lines when receiving boons to be enjoyable as a male Charr, and I liked the concept that I was building up a warband to support me. Not just casual friends I meet along the way + destiny’s edge member, but a band of brothers/sisters who have my back. They were with me in just about every story mission (until the orders anyway, that I didn’t know in beta, I thought they’d always be with me) unless I needed to be alone for some reason, even then, they waited for me just out of sight, ready to assist me if things went sour on my sneaky mission.
I also really enjoy the modern Charr culture, with its Imperial Rome meets age of enlightenment inspirations. I find the concept of the Charr being misotheists (God haters, not to be confused with atheists.. they know the Gods exist, but refuse to worship them and consider them to be foes to be opposed) to be fascinating, and love that they, while not totally abandoning magic, have created a society based on technology independent of magic, in a world filled with magic. Where the Asura blend magic and technology, the Charr build based entirely on scientific principle, and it has led to machines such as the airship and submarine, where the Asura would just assume transport instantaneously through gate.
Last but certainly not least, I find the Charr dialogue to be humorous and entertaining, as Charr engineers are working on new contraptions. “Note to self, cows appear to lose bowel control when launched – Let’s call it a feature!” “I’m not getting in that thing. ‘Why not?’ It was DESIGNED to SINK.”
until now i chose Reeva and Euryale.
Reeva was okay and Euryale seems to be ok too.
So Dinky would be a better choice than Clawspur for my third charr?
(cant stand mavericks stupid face so he isnt an option)
Dinky is both comic relief and he’s an excellent support character at the same time, in fact I think he’s the only one of those characters that is a support character. The rest just do damage. Dinky will heal you if you’re standing next to him and he will also use shield of absorption.
Maverick and Clawspur just didn’t appeal to me, Maverick just boasting and Clawspur too serious. Euryale tries to tell jokes but they’re not funny and she has poor delivery and I heard Reeva was like that as well. The delivery comes across as “IM A STRONG BEAUTIFUL CHARR WOMAN WHO DON’T NEED NO MAN”. Dinky is written to be funny yes, but as a character he is UNINTENTIONALLY funny which goes a long way.
When Dinky says “So this Soure guy tried to join the flame legion? Can we trust him? They say the friend of my enemy is my enemy’s friend. And the friend of my enemy’s friend is my enemy’s friend’s friend.” He’s trying to be 100% serious.
Or “I’ll remember the code. Well, I’ll remember we have a code. Someone else will have to remember the numbers.”
or “Breakfast is confusing, I mean, what do you call it if you have it at night, startfast?”
“Awww, now I want a ghost torch too! I’ll hang him over my fireplace and call him Ol’ blue.”
“This is my kind of fortress! Needs more cannons though. And spike traps, I love those!”I was colossally disappointed that the Warband Support Elite Skill just summoned two Iron Legion nobodies.
I’d like to petition they change it to summon your sparringpartner instead.
Oh yeah, I forgot all about that. I was so stoked to use that elite thinking it’d summon Dinky and the Iron Legion Engineer that I ended up recruiting to my warband (after she got in trouble.. never got to see her again after that though)
instead it’s just an inferior version of thieve’s guild.
I love Charr, first character I rolled and I love them but my god…they just…run…too…frakkin…slow! Even with my 10% speed boost as a ranger I feel like I’m in slow-mo. Something as big and strong as a Charr, especially running on all fours should be running a hell of alot faster, it feels really off. I think at the very least the animation itself must be sped up.
I currently solve this by always slotting signet of shadows on my thief, the 25% increase in movement speed makes them look natural when they bound.
BTW you know how Trahearne is basically immortal in a lot of story quests? Arenanet should just complete the whole Mary Sue getup by renaming the boon that makes him immortal “Plot Armor”. I’m serious too, at least it’d show some self parody on Arenanet’s part.
Trahearne is called a Mary Sue because…it gets in the way of the PC being the Mary Sue? That’s what I’m getting out of this, and it’s kind of a silly argument. Yes, the personal story has problems, but calling Trahearne a Mary Sue because of his role, and then proclaiming that the PC should have taken that role, is kind of hypocritical.
No Trahearne is a Mary Sue because he was predestined to do this, and he has no flaws, and he’s one dimensional. He was born to do this and he does it with a singular purpose, because that is what he was destined to do.
My character has flaws, he let his traitorous father out of jail even though it was a crime to do so and he owed his father no loyalty because his father had shown no loyalty to him, not to mention having a dirty job as a spy, he’s also a liar and a cheat (as shown by cheating in a drinking competition). He is after the dragon for multiple reasons rather than a one dimensional “destiny” reason. He’s after it because he was ordered to and he is loyal to warband and legion and to the high legions as a whole. He’s also after it to avenge Howl and avenge Tybalt (vengeance is NOT a heroic motivator, usually more of an antihero motivation. Wesley was motivated by “true love”, Inigo Montoya was motivated by revenge. Wesley was the hero, Inigo the antihero).
Where Trahearne accomplishes his goal by some mystical hippie ritual, one of the orders would tackle the problem differently, probably with less predestined wishywash and more planning and big guns.