Showing Posts For Dingle.2743:

Antitoxin Spray Balance

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

If there was an actual base heal for allies, it’d have a niche for support builds in all content. As it is, it only heals allies if it removes a condition from them… and not all content supplies conditions which it can remove.

As a self heal, the cooldown is very often too long and heal too low compared to other heals which can often achieve essentially the same effect.

Contrast:
- Mending (1.0 co-eff/ higher base, remove 2 non-specified conditions, 20 CD)
- Consume Conditions (1.0 co-eff/higher base, remove and heal for all conditions, 25 CD, slightly longer cast)
- Healing Turret (1.0 co-eff/higher base, remove 2 non-specified conditions, water field, 0.5 AoE to allies, provides regen, provides toolbelt water field+regen, can blast itself, 20CD or 15 if picked up, shorter cast)
- Ether Renewal (1.2 co-eff/higher base, remove 8 conditions over time, 15 CD, drawback is long cast)
- Hide in Shadows (1.0 co-eff/higher base, removes 3 specific damage conditions but not torment/confusion, stealths and 4s regen, 30s CD)
- Healing Spring (1.0 co-eff/higher base, provides up to 18 seconds of AoE regen, removes up to 6 conditions in AoE, water field, 30s CD, shorter cast)

6 of 8 professions have an arguably almost strictly better condition removal healing skill; healing spring and healing turret even do a better job as AoE heals on top of that. Guardians and Mesmers don’t necessarily have a heal skill providing a similar effect, although guardians definitely have plenty of self and ally condition removal already in their utilities and traits.

Antitoxin Spray needs to be stronger if it’s to be viable for most professions. I’d say a base heal similar to consume conditions, and some basic level of aoe healing even if it’s not removing a condition (say 50% of self heal, similar to healing turret + overcharge)

Zero Attunement Swap CD

in Elementalist

Posted by: Dingle.2743

Dingle.2743

What if we had no individual cooldown on attunements, but a stacking global cooldown on attunement swapping?

Like, say, we have an energy bar above our attunements. It fills up over time, and swapping attunements uses a chunk (33%, 25% with a trait?) of it; say that at base, 5 seconds provides one attunement swap, with 30 in arcana that goes down to 5/1.6 = 3.125 seconds, which is similar to how often we swap attunements currently. Given how flexible this would make us compared to currently, numbers might need tweaking, but you get the idea.

This leads to us having effectively 0 CD on attunement swaps initially, but abuse it too much and you can get locked into an attunement for longer than you’d like.

It might open up interesting possibilities with traits that only function when the energy is above/below a certain threshold (One With Fire becomes “If attuned to Fire and your energy is full…”), utilities that function differently based on it (if added to existing skills, I’d give it to Arcane skills because it’s likely to be called Arcane Energy). The “do X on attuning to Y” traits could only function when energy is above a certain point, or cause the attunement swap to cost more in exchange for their effect, or scale the effect according to how much energy you have when you swap (attune to water at 100% = current heal, at 50% = 50% heal, etc)

Tower of Nightmares deadline ?

in Tower of Nightmares

Posted by: Dingle.2743

Dingle.2743

This one looks to be 4 weeks, as we probably won’t see the inside of the tower until the next update. I think it’d be unlikely for this update’s stuff to be removed when the next is directly related.

I could be wrong, of course.

A 2 week deadline is plenty unless you want to collect spores for recipes, though. I’ve pretty much finished the achievement category in 7 hours play today, which over 2 weeks would be half an hour per day on average.

Elem' Staff tricks - let's participate !

in Elementalist

Posted by: Dingle.2743

Dingle.2743

Might blast finisher rotations are possible going both Fire → Earth and Earth → Fire

Earth → Fire
Eruption – switch to Fire – Lava Font (this is pretty well-known)

Fire → Earth
Burning Retreat – switch to Earth mid-animation – aim and fire eruption (time-sensitive, optimally you want to be casting it immediately after the roll ends)
Bonus points: Re-engage by EA dodging back towards the enemy

In a boon duration set-up (using Glyph of Elemental Harmony:Fire and Arcane Wave on cooldown as well) I can maintain 20+ might stacks, regularly hitting 25, by just rotating between earth and fire attunement.The cooldown of Burning Retreat lines up perfectly with 30 arcana attunement recharges

With the new changes to Unsteady Ground, plus the pre-existing Frozen Ground and Static Field, staff ele has a lot of tools for keeping enemies stuck within the radius of Meteor Shower. That can be very fun in WvW.

Saw something new

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

NPCs don’t always seem to conform to the same rules that player’s have to. Trehearne is a necro, but uses a greatsword for example.

Doesn’t mean we won’t have those capabilities later on (devs have mentioned giving classes more options of exiting weapons, but no eta).

In that case it’s the sword that’s the exception, not the NPC. Caladbolg can also be wielded by players of any profession.

But you’re right that NPCs follow different rules. Just like there were NPC engineers in GW1, and there are still NPC monks who specialise in healing. Or casters who can create far more elaborate and powerful spells, but take much longer to do it.

The most prominent example of an NPC who breaks the rules without using a bundle like Caladbolg is Rytlock, who uses sword/pistol while wearing heavy armor. A number of other NPCs can use skills from one weapon set while wielding another, as well – Priory mages such as Sieran use Frost Aura while wielding a staff, Zojja uses Lightning Whip while wielding what appears to be a scepter, and there’s likely a lot more besides those.

Makes you wonder if those skills and weapons were originally what classes had available, or if ANet gave them those skills purely for appearances.

Thoughts on Living Story

in Living World

Posted by: Dingle.2743

Dingle.2743

This is just some thoughts aimed towards what might make the living story flow better.

Back at the start of the living story, or at least when ANet started referring to the living story as a thing, the first release they gave us under that name was… pretty poorly received. Anybody that was present likely remembers how it started with nothing but refugees and occasionally ice/dust tornadoes appearing for a brief event. There’s also recently been a disconnect between events in the Living Story… things feel too sudden.

The build-up from F&F made it feel like things were changing more gradually, instead of simply “Tequatl just got stronger. Kill him. And now Scarlet has a base in Twilight Arbor, go smash it” – this style’s made things feel more like episodes from a children’s cartoon series where the events feel unconnected, rather than something more plot-oriented where events are clearly related to previous events, or the connection becomes more obvious in a short period of time. That F&F didn’t feel that way was probably one it’s greatest strengths as Living Story.

The biggest issue with the start of F&F, of course, was that we had nothing else to do in that time. I think a slow build-up like that can be used effectively, but it needs to happen during other parts of the story. That is, to give the players something to do, while slowly building hints towards future releases. If at the time we had other major new content and the refugees just… happened, players may still have become genuinely interested in what’s going to happen with them, but wouldn’t have felt like it was a wasted update. We would’ve had something to do, while the people that were interested in the story would have a prelude towards something later on.

So for example during the Tequatl Rising update, ANet could’ve added, without announcement, a few aetherblades that occasionally appear near Nightmare Court areas and strike up a conversation with the residents. Maybe a week after that, a pile of broken Aetherized weapons appears somewhere in Twilight Arbor. Players might pick up on that, come up with theories, and when the Twilight Assault was released, it would feel as if the world had actually been building up with evidence that lead Caithe and the Lionguard towards discovering Scarlet had a base there.

I think going forwards, it’d make the Living Story a lot stronger if this was applied as sort of a hints system towards future updates on a more regular basis. Drop in small changes to the world which players have to find on their own, let us come up with theories… perhaps have multiple, unconnected threads that resolve in their own time to keep us guessing as to the exact nature of what’s happening, or when. Some things build up in a short period of time before the update they’re hinting towards happen, another thread might only slowly be added to over the course of several months. Avoid having the world in a state where only one plot thread is in play, as that really makes things feel disjointed.

Anyways, this has just been in my head recently and I wanted to put it up here.

Is Bloodstone Dust working as intended?

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

What’s worse Bloodstone dust STEALS t6 material drop rate, wich is spiking heavely in price. Powerfull venom sac 28 silver… C’mon Anet this is stupid, this used to be very cheap t6 mat. This counts for all the t6 mats.

…no, it just replaced karma in the champ boxes. It doesn’t affect the other drops.

Focus. Make some noise!!!

in Elementalist

Posted by: Dingle.2743

Dingle.2743

Fire Shield: In addition to the aura, make the user a mobile DoT field equivalent to a Lava Font minus the combo field. Becomes defensive by dissuading enemies from staying in melee range, and an offensive tool vs ranged enemies if used after forcing them into melee range.

Firewall: Significantly increase the damage/burning dealt so that enemies won’t want to cross it casually. Make it undodgeable like static field (damage taken even if a player dodges through it). Becomes area denial via severe punishment to enemies that cross.

[Merged] Ascended Armor Impressions

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

I absolutely adore the medium armor on my Elementalist.

I’m pretty sure Elementalists won’t be wearing medium armor…

But hate the light armor (and I hate the light armor because, as always, Asura only got the male version)

So basically, it’s not going to look good/right for your characters.

That would be pretty much the essence of the complaints.

The issue is more with the lack of a gender split for armor on Asura than anything. I’d probably like the light armor… if my Asura got to use something similar to the human female version, instead of the human male version. This is the primary reason I’ll probably never buy the Phoenix armor from the gem store, either.

That said, the male version of the light armor? It seems like it’s aiming for a very specific, niche theme, while you’d expect a set that takes a long time to make to have a more generic appearance that could be made to work for a large variety of characters.

Hronk's Weapon Chest Advice

in Elementalist

Posted by: Dingle.2743

Dingle.2743

The stats aren’t particularly useful. Magi is basically only useful for absolutely maximizing healing output, but the drawbacks are even worse than Cleric for minimal gain in that direction.

2 choices:

1) Use it as your trident if you need infusion slots for fractals
2) Use it for a weapon skin. Healing power as main stat gives pretty white-themed skins. Out of that list I’d say it goes best as a skin for dagger or focus, but that’s personal choice.

[Merged] Ascended Armor Impressions

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

I like the medium. http://i.imgur.com/K7JP1Kz.png

…that character, my main, is an elementalist, sadly. And while I like the look of the light armor on female characters for humans, norn and sylvari… Asura only get the male version.

[Merged] Ascended Armor Impressions

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

I absolutely adore the medium armor on my elementalist.

But hate the light armor (and I hate the light armor because, as always, Asura only got the male version)

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(edited by Dingle.2743)

Blasting Staff Trait Revamp Idea:

in Elementalist

Posted by: Dingle.2743

Dingle.2743

Blasting Staff: While wielding a staff, duration of blast finisher effects is doubled, and Area Healing blast finishers heal 50% more.

Storm Wizard glitch

in Super Adventure Box: Back to School

Posted by: Dingle.2743

Dingle.2743

All the platforms are there, so you either managed to kill the boss without making him “knock himself out” by letting him eat platforms, or somehow regenerated the platforms.

Correct. It’s possible to kill the boss before he’s “vulnerable” even once. His hitbox appears momentarily during the speech before he transforms, and as long as you keep hitting it, it doesn’t disappear.

The actual kill happened about 3 seconds after his lightning attack spawned on the platform, which killed me immediately after the boss died. Still, the fastest possible kill for this boss being… before you’re supposed to be able to damage it, a little silly.

Storm Wizard glitch

in Super Adventure Box: Back to School

Posted by: Dingle.2743

Dingle.2743

So I found a fun bug with the storm wizard fight in 2-3. I’m going to be all mysterious and just leave a picture here demonstrating what happened as a result – everything you need to know about the nature of the glitch is in the picture.

Will explain how after somebody works out what’s wrong with the image.

Attachments:

Glitches?

in Super Adventure Box: Back to School

Posted by: Dingle.2743

Dingle.2743

Huh, 5 different death rooms, and the map screen. Cool find. What part of w1-1 did you fall through?

One room for each player in a party of 5, so you don’t spawn on top of another player in there.

Tequati Was Supposed To Be Hard

in Tequatl Rising

Posted by: Dingle.2743

Dingle.2743

Tequatl’s difficulty comes for the wrong reasons. He requires more organisation than you can expect from a random group of players, but the only way to gather specific players is to camp out a server or overflow until only players that are worth having around are there.

That is to say, the hardest part of the fight is spending over an hour getting all the people in your organised run into the same place. Having beaten him 3 times myself, there isn’t much technical difficulty for individual players. Heal when necessary, walk out of circles and jump occasionally while doing the best DPS you can if you’re on the front line, and simply use skills via a priority list while on turrets. Turret defence is basically an ordinary wave defence event except people get angry if you do badly.

But we’re only rewarded for the 20 minutes the fight takes. Interest is already dwindling in my server after we’ve downed him 4 times with not one player getting a Sunless weapon. It’s just not worth the effort to many of us, and once you can’t gather the critical mass of players willing to coordinate to beat the encounter, it will stop succeeding.

Player interest is going to die off rapidly once the living story moves on, because nobody wants to wait for over an hour for a chance that they’ll get some greens and yellows and a tiny, tiny chance of something better – it’s just that that’s all we have to do right now in the living story.

What the fight needs is some way to properly organise it, like a researchable guild mission that creates a personal instance which is invite only, with the fight able to start on demand. So instead of waiting for up to 2 hours for the dragon to spawn, the players go to sparkfly, join the guild instance and just… fight him as soon as everybody’s ready.

Blademaster Revamp please.

in Warrior

Posted by: Dingle.2743

Dingle.2743

as a warrior you can have easy access to

lots of bleeds
burn
torment
Confusion

just by traiting and using the right weapons add sigils and you can have poison as well.
add runes of perplexity and you can have even more confusion.

all of that with great CC abilities and lots of cover conditions.
it is a viable build

Yeah, because all Warriors are 30/30/30/30/30 with access to 4 weapon sets!

Didn’t know I could run Longbow/Sword+Sword and Hammer/Mace+Shield… these warriors are RIDICULOUS!~

http://gw2skills.net/editor/?fIAQNAscTjkOpu1OOPMxBCjihI+jikMF9h5A-TEArOA

Burning, Bleeding (up to around 15 stacks easily), Poison, Confusion, Torment, Cripple, Immobilize, and it’s not even completely filled out. There are 15 trait points free (and you could easily drop some from the condi line if you need more), no runes, it’s set in pvp mode so it doesn’t have access to food, certain sigils/rune of perplexity, it still has two open sigil slots.

Full condition warrior dps, the last time I ran the math, clocked in at higher than any other profession’s condition build in PvE. 8k is possible on a self-sustainable level, and other players could potentially help bring it over 10k. It wasn’t using anything related to confusion (or the power line in general), but it’s pretty kitten ed easy to build a warrior around lots of conditions at once.

Ebonmane's Weapon Chest

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

Apothecary has healing power as a main stat, which means it has the very nice white ascended skin. I’d be happy just with that.

Professions that can use it best? Maybe a condi/tank warrior or engi.

Do turret operators get chests?

in Tequatl Rising

Posted by: Dingle.2743

Dingle.2743

Participating in the lazer defense event is how you get the X5% chests.

This must be it. unfortunately while you get credit for the main event, you will not get credit for the defense events while being a turret operator. You would need to leave your turret (and be flayed alive by the people running the event) to get those chests.

Last night Aurora Glade were organised enough that the turret users were able to leav the turrets, tag some mobs in the megalaser events for credit, then head to Teq’s area and clear out the fingers before he dropped, and get back to the turrets without ever losing control of them.

Worked a charm. We beat him with 3 minutes left on the timer, and we believe not having any worries about poison in the stun phases was a pretty major reason why i went so smoothly.

Unless there are people actively waiting for a chance to troll, there’s plenty of time to get event credit and get back to the turret before the zergs leave the megalaser events.

Any turret users not get credit?

in Tequatl Rising

Posted by: Dingle.2743

Dingle.2743

You don’t get the 25/50/75% bonus chests if you don’t tag enough mobs to get event credit in the megalaser events.

This mostly penalises AFKers, people that stay on the turrets to protect them from randoms who might not know what they’re doing, and people who decide to clear out the fingers during the megalaser event so there’s no poison til Teq recovers from his stun.

You might notice the latter two groups are entirely valid roles.

Missing Tequatl Rewards

in Bugs: Game, Forum, Website

Posted by: Dingle.2743

Dingle.2743

The reward chests are actually for getting event credit in each of the megalaser phases, even if there are other things you can do which are useful (big example: if the fingers are wiped out during the megalaser phase, there won’t be any poison AoE’s dropped until Teq recovers from his stun – this can be more valuble to the team than one or two extra players at each battery)

Basically, make sure you tag each defence event before it ends.

"Avoid the Genie."

in Super Adventure Box: Back to School

Posted by: Dingle.2743

Dingle.2743

I half expect Moto’s just one of those coders who somehow become geniuses while drunk, but forget about what they’ve coded by the time they’re sober. When he was drunk he coded some form of AI that carries his emotions for his old krewe, and subsequently forgot he made it.

New Weapon Sets for Warriors: Discuss!

in Warrior

Posted by: Dingle.2743

Dingle.2743

Offhand pistol for all the Rytlock fans out there. Focus on conditions.

Kneecap – Cripple, Torment
Incendiary Bullet – Burning

Does OH weapons stats affect MH dmg?

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

MH base damage is used in the direct damage calculation for skills in the 1-3 slots. OH base damage is used in the calculation for the 4 and 5 slots. 2H base damage is used for all 5 slots… utility skills generally don’t use weapon damage at all, if they deal damage.

Weapon base damage doesn’t affect the damage dealt by conditions – condition damage is purely calculated based on the condition damage stat, and your character’s level.

The additional stats past the weapon’s base damage (power, condition damage, etc) are simply added into a cumulative total that’s used in all relevant calculations. Only the stats from your currently active weapon set are added (if you have weapon swapping available, the weapon(s) you’re not using aren’t added to your stats; when you swap they are, but the ones that you’ve stopped using aren’t)

Additionally for conditions/any attack that’s persistent, the damage is calculated by your current stats at the moment each damage tick occurs, not when you used the attack. If your stats change, the damage changes on the fly (so for example gaining might will cause your bleeds to magically deal more damage per tick even after you’ve applied them; swapping to a weapon set with less condition damage would make them start to deal less damage)

Will there be changes to Scarlet's attack?

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

I’d say these changes could help a lot to make people want to finish the event:

  • Make every single event spawn a lootable chest at the end, similar to the champion aetherblades that occasionally spawned near balloon towers during Jubilee
  • This chest contains 1-3 champion loot bags, depending on the event (1 for molten alliance events, 1 + 1 per champ for minion portals, 2 for aetherblade events)
  • Champions within the event don’t drop them anymore
    Perhaps also:
  • Don’t spawn the chest for any events which are tied to an empty bar
  • Award additional champ boxes at the end based on time remaining and/or total number of event chests looted (this part rather than events with credit, to dissuade event hopping)

That way there’s plenty of rewards available for early participation (speed up the beginning), rewards for the molten tunnelling machines (practically unrewarded), incentive to finish the pirate events early (no more “Don’t kill the captain, let him spawn more champs”). Additionally, players can’t simply run around tagging events for an end bonus, as they have to be present to loot the chest which spawns, enforcing active play and removing the possible incentive to hop events for more credit.

I’m liking this a lot. This would solve all the problems with non-completion and leeching. The only downside I can see are bagless champs being unprecedented since the new loot system.

They’re not unprecedented as such. Bagless champs are the primary reason people hardly show up to the Jormag fight, the champions in the fields of ruin guild challenge don’t have champion bags, and I haven’t tested but I expect personal story champions don’t either. There are probably a small handful of event champs around the world which don’t “die” and therefore don’t drop loot.

The important thing here is to shift the reward of each event to the completion point, to add incentive to completing the individual events. This lines up the farmer’s and completionist’s goals – farmers want to clear as many events as possible for loot, completionists want to clear as many events as possible to win the invasion.

Will there be changes to Scarlet's attack?

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

I’d say these changes could help a lot to make people want to finish the event:

  • Make every single event spawn a lootable chest at the end, similar to the champion aetherblades that occasionally spawned near balloon towers during Jubilee
  • This chest contains 1-3 champion loot bags, depending on the event (1 for molten alliance events, 1 + 1 per champ for minion portals, 2 for aetherblade events)
  • Champions within the event don’t drop them anymore
    Perhaps also:
  • Don’t spawn the chest for any events which are tied to an empty bar
  • Award additional champ boxes at the end based on time remaining and/or total number of event chests looted (this part rather than events with credit, to dissuade event hopping)

That way there’s plenty of rewards available for early participation (speed up the beginning), rewards for the molten tunnelling machines (practically unrewarded), incentive to finish the pirate events early (no more “Don’t kill the captain, let him spawn more champs”). Additionally, players can’t simply run around tagging events for an end bonus, as they have to be present to loot the chest which spawns, enforcing active play and removing the possible incentive to hop events for more credit.

How many dailies have you missed?

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

1 since the introduction of laurels. I logged in shortly after reset, did some of the dailies, and logged out. 23 hours later, logged back in with 5 minutes before the next reset, realised the counter was at 4/5, and couldn’t find a single event fast enough to clear the last daily. My own fault, but really it’s just 1 laurel, 5 silver and an achievement point I missed out on.

I didn’t realise dailies even existed for about 2 weeks after I got the game at christmas, so I guess I missed some amount back then as well. Not sure exactly how many.

I’ve also never completed a pvp daily, and if you consider “completing a daily” as doing every single achievement in the daily category and not just enough for a laurel, I haven’t fully completed one since WvW dailies were added to the rotation.

cleric or soldier gear?

in Warrior

Posted by: Dingle.2743

Dingle.2743

As for the healing skill, Healing Surge would probably benefit you in most situations, especially with Cleric’s gear, but Healing Signet would still work well with Soldier’s gear in a small group/less spikey situation.

When it comes to raw healing, Healing Surge is strictly worse. Used immediately on cooldown and including the cast time before the next cooldown starts, it’s on a 31 second cycle.

It heals for: 9820 + 1.5 HP
9820/31 = 316.77… heal/sec, 1.5/31 = 0.484… healing power/sec

Compare to Healing Signet: 392 heal/sec, 0.05 healing power/sec

Surge’s benefits are in how it heals and the utility. As a burst heal, it can save you in situations where you can’t wait 30 seconds for Signet to outpace it, you can choose when to use the effects to avoid the healing reduction of poison. It also has potential utility in refreshing adrenaline, though if you’re using it for this purpose you’re losing out on potential healing.

Signet, however, has better numbers for both the base heal and benefits from healing power. In situations where you’re getting the health regen constantly, it outpaces both other warrior healing skills, as long as you’re surviving well enough under those conditions. In situations where your health regen isn’t used at all, it doesn’t matter which heal you’re using. The weaknesses of Signet are the strengths of Surge – signet is more affected by poison, and the heal’s spread out enough that under pressure you might die because you don’t have a burst heal. Though, if you need a burst heal, you’d better win after using it (the only scenario in which Healing Signet’s active is worth the time to use is if you need 10 seconds of the passive heal immediately in order to survive long enough to win/escape a fight)

Tequatl and conditions...

in Tequatl Rising

Posted by: Dingle.2743

Dingle.2743

The problem is, all the adds will be scaled up so high that maximum conditions won’t make a dent in their health.

Maximum conditions can reach comparable DPS to full zerker for certain professions. Condi Engineer and Warrior can almost reach 7k DPS when played properly, which is definitely more than I’ve seen from certain professions in a power build.

The issue with conditions isn’t the solo DPS. It’s just the lack of benefits from having more than one condition player around. Spreading them out will make them more useful.

Tequatl Lore: ...what?

in Tequatl Rising

Posted by: Dingle.2743

Dingle.2743

Living story takes place at the same time as the Player’s character’s point in the story.

http://wartower.tumblr.com/post/60458277036/this-lorespecial-is-about-scarlet-briar-the-evil

(It’s English after the German intro. Don’t know how to skip ahead, but it’s in there)

Impossible, Aetherblades use pact airships, as well as other references to Zhiatain’s fall; this is post personal story.

Aetherblades are Scarlet Briar’s minions. She also counts the steam creatures amongst her minions. Steam creatures are from an alternate universe set in the future of our own, likely after the personal story, which has some form of permanent link through which they constantly stream through into our world.

What’s not to say she didn’t get access to pact technology from there as an explanation as to why the aetherblades have Pact airships?

Tequatl and conditions...

in Tequatl Rising

Posted by: Dingle.2743

Dingle.2743

Conditions will be viable for the chunks where players have to defend against waves of mobs, especially as they’ll have to spread out.

There will always be mobs attacking the cannons, so condition users should focus on those to get the most out of their stats.

Sigi advice Cond build

in Warrior

Posted by: Dingle.2743

Dingle.2743

Don’t run Earth and Doom at the same time; as all sigils with a cooldown share the same timer, you’ll never know when the cooldown’s up from Earth so you can swap to get the effect of Doom.

Doom in itself is useful for warriors who have no other source of poison, which would be particularly useful in a 1v1. Sigil of Bursting adds 6% condition damage, the tooltip is incorrect unless fixed in a recent update. So if you’re not willing to have another weapon purely for building corruption stacks, you could use Bursting in whichever set doesn’t have Doom.

Tough Customer 10/11 Trib

in Super Adventure Box: Back to School

Posted by: Dingle.2743

Dingle.2743

Zone 1: 2 shops
Between first checkpoint and second checkpoint
Between fourth checkpoint and fifth checkpoint (activate final checkpoint, fall down)

Zone 2: 3 shops
Just before second checkpoint
Just before third checkpoint
Empty shop in poison water area

Zone 4: 6 shops.
Poison waterfall after 2nd checkpoint
Hidden shop under floor of that one
Corner shop past the cloud checkpoint in that zone
Shop at the outside base of the hollow tree with the balloon machine after third checkpoint
Room with the Elite skill, Moto’s Breath
Shop just before boss room

Why am I dying in midair?

in Super Adventure Box: Back to School

Posted by: Dingle.2743

Dingle.2743

Lag and sub-optimal design. There needs to be a slight delay on effects of stuff like poison water and the rapids so the server’s checking against the position the player actually reached rather than where the server thinks they dropped to after a moment of lag stops “player is moving to X location” packets briefly.

what happened to scroll of moto's breath? :(

in Super Adventure Box: Back to School

Posted by: Dingle.2743

Dingle.2743

The animation for the elite skills only plays if they hit.

I’m mostly sad that once you upgrade to Moto’s Finger, you can never use Moto’s Breath again…

Health potion "upgrade" is a downgrade...

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Posted by: Dingle.2743

Dingle.2743

That potion should simply be a full heal. Not just 2 hearts.

But then there wouldn’t be room for the last potion upgrade. Each item is going to have 3 forms.

Bug: No more shortcut eagle

in Super Adventure Box: Back to School

Posted by: Dingle.2743

Dingle.2743

I’ve been jumping it from the start… the idea of using the flower only occurred to me during my bauble run early this morning. It’s not an amazingly difficult jump.

How to get last baubles on World 2 Zone 2?

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Posted by: Dingle.2743

Dingle.2743

So the only way to realistically get all the baubles would be in Infantile Mode? Because I don’t see how they would expect you to get back to Shortcut Eagle from that last checkpoint in normal mode.

Just don’t trigger the last checkpoint… the rest of the stage can be backtracked even on normal. Still, it’d suck to try and get the achievement on normal and not realise.

List of Required Items for World 2

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Posted by: Dingle.2743

Dingle.2743

Just curious, why do you say either bombs or slingshot is required for normal mode? A ranged weapon sure makes life easier but I would not call it required to complete.

You absolutely need a ranged weapon to bring down the icicles in world 2 zone 3. The only other option is the whistle’s third song, which is reached after the first point you need to do this.

List of Required Items for World 2

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Posted by: Dingle.2743

Dingle.2743

Just thought I’d list these out for anybody that wants to know exactly.

Infantile Mode
Candle – Acquire for free in World 1 Zone 2, in a shop in the area where you first see poison water
Large Wallet – Bought in several hidden shops in World 1 Zone 3, 250 baubles
Torch – Bought in a shop near where it’s first needed in World 2 Zone 3, 400 baubles

Normal Mode
Either:
Slingshot – Bought in a shop near the boss of World 1 Zone 3, 225 baubles
or Bombs – Bought in multiple shops throughout World 1, 200 baubles
and everything needed for Infantile

100% baubles/secrets
Bombs now mandatory
Whip – Bought in a shop in World 1 Zone 1 for 150 baubles
Whistle – Bought at the start of World 2 Zone 3 for 250 baubles
Whistle Song: Guardian’s Lullaby – Found in a secret near the end of World 2 Zone 2 (can be accessed after passing the Gong Temple)

Not entirely certain, but World 2 Zone 3 tribulation mode might require the whistle song from World 2 Zone 3.

All other items are optional for everything except the “unlock all upgrades” achievement.

Can you do World 2 without slingshot or bomb?

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Posted by: Dingle.2743

Dingle.2743

It’s possible to do it without them on Infantile mode (rainbows skip all the puzzles where they’re needed), and if you find the flute songs in W2Z2 and W2Z3 (infantile) you could theoretically do it without them on normal mode as well.

However, getting the flute song in W2Z2 requires bombs as well, so…

Bachelor of Secrets, World 2?

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Posted by: Dingle.2743

Dingle.2743

Yeah, they’ve all been found now.


The shop that’s immediately after the piranha temple has a second exit which you need to pass through as well. There’s also a shop on the mountain just above the shortcut eagle. These were the last two I found.

Luck required to proceed after 100%

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

you do know an artificer can refine essences, so you end up using fewer clicks. Well many clicks for the salvaging itself, but not as many to use the essences.

does it net the same ammount or less? does it cost?

Same amount.

5 * 10 luck = 50 luck
2 * 50 luck = 100 luck
2 * 100 luck = 200 luck

Don’t think there was one to upconvert to 500 luck essences.

Flames of Kryta

in Bugs: Game, Forum, Website

Posted by: Dingle.2743

Dingle.2743

The Flames of Kryta received during the Queen’s Jubilee is only producing light for me with shaders set to medium or higher. If producing light is their major purpose, you’d think it’d work on low settings as well.

Additionally, other light sources such as the torch in Super Adventure Box still work on low shader settings.

Lag: Yes, it's a design issue

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Posted by: Dingle.2743

Dingle.2743

Josh, I’m going to make a clear statement here:

There will be lag. Not all players play in perfect conditions, the server is not perfect. There will always be somebody affected by it.

You can’t just throw your hands up in the air and say you can’t do anything about it. Design the zones and traps so it’s not an issue. Whether this means coding them to be less lag sensitive, or simply not making anything that would be in the first place, is up to you.

For example, take the rapids:

If you so much as touch them, you get knocked back. Effects applied by the server such as knockback override what the client is seeing.
If the client’s connection is unstable, the server does not see continuous movement. It sees the character fall and touch the rapids. This is normally corrected by the client automatically as the server catches up with it, but because the knockback overrides what the client sees, it will happen regardless of what the player’s seeing in the game client.

So that’s probably the root cause of why so many players are having issues with the rapids. Now, what you can do about it:

1) Make the server entirely trust the client for location and trigger the knockback client-side. Of course, this enables hacking, and it’d need a lot of work to work into the game.

2) Have a half second grace period, and only trigger the knockback when the player is not on a designated safe spot after that. This accounts for the generally longest latency periods you’re going to see, by giving the client half a second leeway to catch up while not being long enough that players will reliably be able to abuse it to escape the rapids again. In the majority of cases, this should be enough to get rid of the issue where a player is safe but gets knocked back anyways.

3) Same as before, but just teleport the player onto designated locations based on where they are in the rapids (have them wash up on a rock, or something)

This logic needs to be applied to other things as well, the rapids are just a glaring example. Lag does not make the game fun.

Rich Iron veins and others.

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

So is platinum ore, for platinum and darksteel. While those tiers are for separate crafting disciplines, it still would benefit from there being more as well. Same with copper ore, for copper and bronze, although copper’s everywhere.

Copper/Bronze and Platinum/Darksteel are the same tier for different crafts, while Iron/Steel are different tiers for a single craft.

That is, while levelling a single craft, you need twice as much iron compared to copper or platinum.

Will Arachnophobia become account bound?

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Posted by: Dingle.2743

Dingle.2743

From the blog post:

“For example, if you have an Explorer’s Pearl Staff, you can now double-click it to change it to any other crafting stat. Since all weapons, armor, and trinkets with magic find will become account bound, any of these items currently on the Trading Post will be return to the poster. The only exceptions to this rule are in some high-end weapons that will still get the ability to select their stats, but will remain tradable.”

No confirmations on which, but I’d imagine this is in reference to unique Mystic Forge skins such as Arachnophobia, and maybe some of the rarer dropped skins.

Rune of Perplexity on Warrior

in Warrior

Posted by: Dingle.2743

Dingle.2743

Here’s a tidbit for anybody complaining the duration of Distracting Strikes and Rune of Perplexity is too short:

The two longest confuse durations that can be inflicted by player skills are 10 seconds and 8 seconds.

These durations belong to Rune of Perplexity and Distracting Strikes, respectively. If a character has both, they also have 50% total confusion duration, pushing it up to 15 and 12 seconds.

The next highest base duration is 5 seconds, which would be 7.5 seconds with the same % duration.

In relation to other sources of confusion, Distracting Strikes and Rune of Perplexity have longer additional durations than the longest control effects a warrior can produce compared to other confusion-inflicting abilities.

Clarification on Sigil Stacking

in Guild Wars 2 Discussion

Posted by: Dingle.2743

Dingle.2743

Btw, force + accuracy on dual-wielded weapons do stack eh. Just sayin’. And
http://wiki.guildwars2.com/wiki/Sigil#Stacking_and_charging

Dunno what part you’re looking at. "Static bonuses stack with themselves when used on dual-wielded weapons, except for Superior Sigil of Force (only +5% bonus to damage) and Superior Sigil of Accuracy (only +5% bonus to crit chance). ":http://wiki.guildwars2.com/wiki/Sigil#Static_bonus_sigils