Oh.. I didn’t know that it was actually on the world map. It really should get uncovered on the main map itself when you explore the dungeon.
I think That Shaman pulled it from the dat file somehow.
Exact size of arah on world map (thanks to the wonderful work of That Shaman): https://ae6490f6243d357fa5f9be62dfa9e52777575bde-www.googledrive.com/host/0B9mf4AAIMRl1RzRpQkhTcFFXcms
To my knowledge, Tequatl was never explained. It was promised we would get one after S1 ended, but the “teq absorbed Zhaitans magic” theory was player created if I remember rightly.
Happy to shown wrong here, but I’m pretty sure I remember no in game explanation.
There is no in-game explanation. All we know is that there is some lore explanation for Teq’s increase in power (stated by Anet) and that the increase in power happens after the personal story (and thus after Zhaitan’s death).
..seven gods..?! I thought there were six?
One of the gods is actually two goddesses in one. So, six or seven, depending on how you count.
Possibly more if you count dead gods, half-gods and ex-gods like Dhuum, Abaddon and Menzies.
I think the chances of us seeing more elite specs before the next expansion are about 0.01%
I’ve heard mentions on how A-Net plans to further expand HoT to meet the intial expectations of the product, but I don’t know about this, could be interesting…
Well.. that depends on what you mean exactly. This is all we know they will implement this year: https://www.guildwars2.com/en/news/state-of-the-game-update-q1-2016/
(edited by Diovid.9506)
Paladin is just a generic fantasy term borrowed from the following: https://en.wikipedia.org/wiki/Paladin
It doesn’t mean anything specific in GW2.
Thanks for all your replies.
Does that mean, no matter how many characters I’ve finished the personal story, I only can get totally 8 mastery points in an account? (from achievement-general-hero)
P.S. I thought that each character can get 1 mastery point right after finishing one chapter of personal story. If that’s true, now I know that I’m wrong. Thanks again.
All mastery points are account-bound and are limited in number on purpose.
Actually, patches go live at the time it went live now quite often.
Legendary armor will have same stats as ascended. But their benefit is that you can change stats at will.
Sadly legendary armor will be locked behind pve content that some people will never see (or want to)….
So just like many other items in the game then.
Since legendary armor is going to hit the scene at some point, and likely sooner than later, ascended items will become essentially obsolete. The future is brighter than even I can imagine? As for dungeons as new stuff comes out old stuff can’t be maintained as much. Nerfing them to hell is equivalent to just outright abandoning them as a project and doing basic maintenance on them.
Why would ascended become obsolete? Has there been confirmation that the legendary armor would have better stats than ascended, or a new tier above ascended?
No. In fact, Anet has clearly stated that they will never add another gear tier.
This leaves me with a feeling of “what to do now?”. I’m simply curious to see what we as a player base can expect moving forward into GW2. I hear that there will be new raid wings. I want to be excited for this so long as the point I made about raids above is quashed. Any chance we could get news/updates on this?
I want to be engaged in this world but unfortunately, I have been logging in far less because my interest has been fairly rapidly dwindling. Is there anything the developers are able to talk about?
Just in case you haven’t seen it yet: https://www.guildwars2.com/en/news/state-of-the-game-update-q1-2016/
I’m expecting an expansion about every 2 years, not every year.
Work on HoT was about a year and a half if I remember correctly, not 1 year (i.e. development started after release of the Chinese client in may of 2014).
NCSoft published GW2, but in no way developed or created it. An NCSoft team developed BnS. GW2 was created by a US developer, BnS by a Korean developer. They’re very very different beasts. BnS is no way a “culmination” of all NCSoft’s games.
Specifically, BnS was developed by Team Bloodlust. Think of Team Bloodlust and ArenaNet as very different authors and their respective games as books… published by NCSoft.
But that’s a wrong comparison considering NCSoft completely owns both Team Bloodlust and ArenaNet, which is not the case with authors.
My suggestion is at least have proper banker, trade post and maybe MF in our guild halls. People use HotM to access bank, tp and merchant constantly, why cant we use our guild halls that way?
Because Anet doesn’t want to pull too much activity away from the cities.
Looking at Colin’s latest post on reddit I think the implication is that story updates will only happen in xpacs now:
https://www.reddit.com/r/Guildwars2/comments/440m4i/what_does_quartaly_updates_mean_for_us/czmk22d
Umm, no? What he’s saying is that living story updates will come in between the quarterly updates.
Well Heart of Thorns seemed rushed, so perhaps the next one ArenaNet won’t rush it and as a result, it’ll have better content?
HOT took ages to make so if it was rushed its a resource problem.
Again: Umm, no? As far as we know, Anet started working on HoT after China’s release.
I’m liking this idea though I would maybe replace one of the skills with Summon Spirits (the keystone of Spirit Spammers in Gw1). Possibly the heal skill. It could work similar to how the heal on Legendary Centaur stance works.
Possibly. Though specialized spirit spammers would probably take the Ritual Lord trait which gives them the ability to just destroy their spirits and (relatively) quickly resummon them.
Traits that affect minions, also affect spirits.
Necromancers gain life force when spirits die (similar to how they can life force when minions die).This is really unlikely to happen. Until now, no elite spec trait affects an existing utility type and I don’t think they will change this philosophy, it would overbuff this specific utilities. Necromancer is already the class with the best improvement for their minion type, you shouldn’t add something to that.
To some extent you’re right. However, considering that in order to double up on minion buffs (or spirit buffs) you need to spent 6 of your major traits on them and considering that minions (and probably spirits) are seen as subpar I don’t think this is a big issue.
And some of your ideas look a bit overpowered. For example, I don’t think they will give these spirits, which are like turrets but 3 times stronger, a cd of 20 sec. Maybe you should adjust some numbers here.
The numbers are quite likely to be problematic. This is aimed first and foremost at presenting the general idea. I do have to note that the comparison with turrets is a bit iffy. No one uses them at this moment. They need to be buffed, other skills do not need to be brought down to their level.
But I really like the concept of it, there are some elements I loved about my ritualist (even if you didn’t put in the ashes :P) and I would enjoy a ritualist elite spec.
Heh, well, I’m still missing a third adept, a third master and a third grandmaster trait. Though traits aren’t really a way to introduce ashes. I think giving both ashes and spirits to the same elite spec might be a bit difficult.
Note: This a work in progress. Any suggestions and constructive criticisms are welcome.
Weapon: Off-hand Axe? Torch? (range: 600)
Skill type: Spirits
Changed mechanic: Empowerment (F2). Costs 5000 life force. Whenever this spirit hits an enemy, it applies might to up to 5 allies (radius: 600). When this spirit dies, up to 5 allies receive one stack of might for every 5 seconds it was alive.
Note: Empowerment is thus there in addition to the core version of Shroud. Ritualists would thus have 2 different options available them to spent life force.
Weapon skills:
Skill 4: Essence strikes. Throw out three projectiles to your enemy. Each projectile deals additional damage for each stack of vulnerability on their target. 100% Projectile finisher.
Skill 5: Spirit Rift. Create a spirit rift between you and your enemy. Enemies caught within it take x damage and gain 1 stack vulnerability each second. Dark Field. (Note 1: This would be a dark field in the form of a thin line (similar to Spectral Wall). Note 2: This would be the opposite of a field growing in size, it would be a field shrinking in size. It would start disappearing at your location)
Qualities of spiritis:
Like ranger spirits, they are stationary
Like ranger spirits, using a spirit changes the skill to a destruct button.
Like ranger spirits, they have a recharge time of 20 seconds and a duration of 60 seconds.
Unlike ranger spirits, they attack with ranged attacks (range: 900? 1200?). Their attacks have a 20% chance of being projectile finishers.
Traits that affect minions, also affect spirits.
Necromancers gain life force when spirits die (similar to how they can life force when minions die).
Utility skills:
Healing skill: Recuperation. Whenever this spirit hits an enemy, up to 5 allies near it gain regeneration (radius: 600). When this spirit dies, you are healed for x for every second it was alive.
Utility skill 1: Disenchantment. Whenever this spirit hits an enemy, that enemy loses a boon. When this spirit dies, it converts boons from nearby enemies into conditions. One enemy is affected in this way for every 10 seconds the spirit was alive (max enemies: 5).
Utility skill 2: Destruction. Whenever this spirit hits an enemy, it applies vulnerability to that enemy. When this spirit dies, it deals x damage for every second it was alive (number of enemies: 5).
Utility skill 3: Shadowsong. Whenever this spirit hits an enemy, it places a small and short smoke field around that enemy (similar to the one from Black Powder). When this spirit dies, it applies blind to nearby enemies. One enemy is affected in this way for every 10 seconds the spirit was alive (max enemies: 5).
Utility skill 4: Anguish. The more conditions there are on enemies attacked by this spirit, the more damage it does. When this spirit dies, it applies fear to enemies for ¼ second for every 5 seconds the spirit was alive (number of enemies: 5).
Elite skill: Wanderlust. Whenever this spirit hits an enemy, that enemy is dazed if standing still. When this spirit dies, it knocks enemies down who are standing still and deals damage to them (radius: 600). They are knocked down for ¼ seconds and damaged for y for every 5 seconds the spirit was alive (number of enemies: 5).
Minor traits:
Adept: You can equip ? and use ritualist spirits. Gain access to empowerment.
Master: While near your spirit of empowerment, your damage is increased by 5% (range: 300).
Grandmaster: When using empowerment, you gain fury for x seconds.
Adept major traits:
Ritual Lord. Gain bonus power for each minion or spirit you control (+20 per minion or spirit). In addition, for every 3 seconds a spirit dies before its duration is up, its cooldown is reduced by 1 second.
Vengeful Weapons. You and your nearby allies siphon health when attacked (range: 600).
Master major traits:
Boon of Creation. Gain health each time you create a minion or spirit. In addition, when a spirit or minion hits an enemy it gains x health.
Splinter weapon. When dealing damage to an enemy due to life siphoning, enemies around that enemy also take that same amount of damage (range: 360). (Note: The damage dealt to enemies around the enemy, is not itself life siphoning and does not benefit from traits like vampiric or vampiric presence. )
Grandmaster major traits:
Agony. When a spirit or minion hits an enemy, it applies torment. In addition, spirits and minions gain quickness for 5 seconds when created.
Ghostly Weapon. Life siphoning is unblockable. In addition life siphoning can crit. (Note 1: This means that if a siphoning attack made by the ritualist is blocked, then the siphoning part of the attack hits, the rest of the attack is still blocked. Note 2: The crit chance for this is just your normal crit chance and if life siphoning crits both the healing and the damage are increased by your crit damage percentage.)
Note on Ghostly Weapon and Splinter Weapon: While it would be fun and flavorful if these affected all life stealing caused by you (thus also life stealing done by allies due to vampiric presence and vengeful weapons or life stealing done by minions due to vampiric) it would probably be more balanced if it only applied to life stealing done by you directly. I’m not sure.
This doesn’t adress the fundamental problem of scribing: It is aimed at guilds but tied to individual players. Why anyone ever thought that was a good idea is something I really do not understand. Scribing should always have been a guild-wide thing.
Thematically/lore-wise/“immersion”-wise I don’t see bleeding/poison/torment/confusion affecting barrels and weapon racks however.
That argument would make sense if we weren’t already able to bleed earth elementals and burn fire elementals (among many other things).
Well.. First it is important to know the difference between sex and gender. Sex is what one is physically, while gender is what one is or thinks like or acts like psychologically and culturally. Sylvari actually seem to have both a sex (at least, they have the external parts of one sex, but they don’t have the internal parts since they can’t reproduce but can have sex) and a gender related to that sex.
In love and sexual relations neither sex nor gender (nor race) seem to matter for them however. They love who they love.
To add to what Foxx said; there is very little space in between Halloween and Christmas in the game. Adding another holiday in that time period just doesn’t work.
Because conditions are balanced around the absence of such resistance, while direct damage is balanced around the existence of such resistance. Besides, things like condition removal and the ‘Resistance’ boon exist. You can’t just point at one thing and say: why does this work this way? You have to see everything in relation to everything else.
Ranger new specialization : Bard with a new unique skill type, Songs.
Unlock Focus weapon. Focus skills are songs (the skills play songs when you use them) that buffs allies & applies conditions to the enemy.Every new utility/heal and elite skills are songs. All utility skills songs have combo when you use them in a specific order. For example, A, B, C and D are utility skills songs. If you Use A and just after B, you will get a different effect that just use A. Same if you use C and A, the effect will be different. All these songs are buffs/conditions depend of your combo.
Songs mechanic : All utility skills have a combo effect with base boon/condi effect. For example, utility skill D have a condi effect and an AoE combo effect, skill A have a boons effect and a heal combo effect. If you use D first then A, the AoE combo will apply AoE boons. But if you use A first then D, you will get a heal combo.
Elite skills song will refresh the cooldowns of all the songs.
Oh and, here is a good reason to do The Minstrel focus legendary with this elite spec because it suit perfectly with the theme.
Really interesting how many core professions compete for a bard elite spec xD
read about thief, mesmer and ranger so far ^^
GW1’s Paragon profession was quite bard-like and if it is introduced in GW2 it could be a Warrior, Guardian or Revenant elite spec, so you can add those three to the list :p
I remember them saying something akin to this when they were announcing classes back around launch. Engi’s are the embodiment of what rits brought to the game. Though I do agree with a lot of other people that turrets feel nothing like spirits. I miss my spirit spam rit.
Actually it was the other way around. In GW1 they wanted to add the engineer playstyle but make it work inside the high fantasy setting so they created the ritualist instead.
Now, seriously, do you guys prefer ANet to add more Elite Specializations for all the classes or do you prefer them to add a new class? Me, I prefer another Elite Spec, I think it would add more to the game.
Since we now have 3 professions per armor class and since elite specs are probably easier to balance than entirely new professions I vote for elite specs over more professions any day of the week.
Besides, if they would introduce more professions than those new professions would need to have the same amount of specializations as the old professions which would make each new profession an increasingly complex endeavor since we already know for sure they will add more elite specs.
My experience says 6 hours and 11 minutes from now (i.e. 9 AM Pasific Time i.e. 6 PM Central European Time).
The best you can hope for is a Necromancer or Revenant elite spec which is called or is similar to the Ritualist.
But most of all it’d be really hard to make a Sylvari ritualist make sense. It relies on using ancestor spirits as a source of power, Sylvari don’t really…have those. At least not enough to make a good power base.
Why would the sylvari necessarily have to use ancestor spirits from their own race?
Anet has been a strong advocate of having no competition in PvE (i.e. no competition of mob tagging, no competition over resource nodes, no open world pvp and so on) so that’s a pretty definitive no. WvW was meant to fill the ‘open world PvP’ itch.
a very time consuming task, and one that I don’t wish to take the time doing when there are other gear sets that don’t cost any considerable extra effort to get like Berserkers
But the same could be said about sets like Zealot’s and Viper’s, that is hardly a Sinister-only problem.
You can get LS2 for free, you just have to convert gold to gems.
I don’t know. In any case if they have a presence there their presence won’t be big. Don’t expect a big announcement this year.
Guardian
Monk
Weapon: Martial Arts (two-handed)
Utility skill type: Physical? Stances? Tricks? Mantras?
Changed Mechanic: Virtue of Purity (F4). Grants resistance every x seconds. Activate: Grants resistance to yourself and nearby allies. Inspired virtue boon: Vigor.
Example of minor traits:
Adept: You can equip ? and use monk ? skills. You gain access to virtue of Purity.
Master: When an enemy attacks you or an ally who is under the effects of resistance applied by you, weakness is applied to the enemy. This can only trigger once every 5 seconds per enemy.
Grandmaster: Deal 5% more damage while under the effect of resistance.
Example of adept traits:
When being hit by cripple, chill or immobilize, gain resistance and vigor. ICD: ?
When being attacked by someone under the effects of weakness, their weakness has a stronger effect (60% chance of glancing blows and glancing blows only deal 40% of their normal damage).
Example of master traits:
When you give yourself or an ally resistance, also give swiftness for x seconds. ICD per player: ?
When you apply weakness to an enemy, taunt that enemy. ICD per enemy: ?
Example of grandmaster traits:
Giving yourself or an ally resistance breaks stun. ICD per player: ?
Chance to block attacks while executing melee attacks (5%? chance).
Paragon
Weapon: Main-hand Spear (range: 600)
Skill type: Banners (range: 600, activation time: 1, recharge time: 60, duration: 30 seconds). Unlike warrior banners, they cannot be picked up.
Changed Mechanic: ?
Spear skills:
Skill 1: Chain.
1. Strike your foe.
2. Strike your foe again.
3. Spear of Lightning. Attack with a quick throw that blinds your target.
Skill 2: Maiming Spear. 1 second immobilize.
Skill 3: Throw a spear at target area to sear a mystic symbol into the ground, damaging foes and granting resistance to allies.
Banners:
Healing skill: Banner of Motivation. This banner heals you for x when it is summoned. Every second it is active it heals allies other than you for y (up to 4 allies can be affected in this way). Every time it heals an ally in this way, it heals you for z. (recharge time: 30, duration: 15).
Utility skill 1: Banner of Command. Up to 4 allies other than yourself have their movement speed increased by 15% and their skills and actions are 5% faster. For every ally affected in this way, your movement speed is increased by 8% and your skills and actions are 2% faster. This effect stacks with the effect of quickness.
Utility skill 2: Banner of Purification. Every 5 seconds up to 4 allies other than yourself have a condition removed from them. Whenever a condition from an ally is removed in this way, a condition from you is removed as well.
Utility skill 3: Banner of Guidance. Every 5 seconds up to 4 allies other than yourself have 10% increased critical chance and 20% increased critical damage with their next attack. Whenever allies critically hit while under this effect, your next attack has 5% increased critical chance and 10% increased critical damage (this can stack up to 4 times).
Utility skill 4: Banner of Zeal. Whenever an ally other than yourself successfully evades an attack, that ally gains vigor. Whenever this happens, you gain vigor. When summoned, this banner breaks stun from you and nearby allies.
Elite skill: Banner of Leadership. When summoned, this banner fears nearby enemies. Up to 4 allies gain stability every 5 seconds and have their skills recharge 5% faster. For every ally affected in this way, you gain stability every 5 seconds and your skills recharge 2% faster.
Avenger? Zealot?
Weapon: Main-hand Axe
Skill type: Physical? Stances? Mantras?
Changed Mechanic: Virtue of Penance? Castigation? Apply one stack of torment when attacked. This can only trigger once every second per attacker. Activate: For x seconds whenever you and allies are attacked their attacker gains one stack of torment. This can only trigger once every second per attacker. Inspired virtue boon: Fury.
Minor traits:
Adept: You can equip ? and use avenger ? skills. You gain access to virtue of penance.
Master: Virtue of Penance applies a stack of vulnerability, in addition to torment.
Grandmaster: Deal 5% more damage while attacking an enemy under the effects of torment.
Revenant
Dervish
Weapon: Greatsword.
Legend: Varesh Ossa
Possible changed mechanic: Avatar of Abaddon. For x seconds, every y seconds you gain 3 stacks of might, fury, protection, regeneration, 1 stack of stability and resistance.
Possible Weapon Skills:
This attack deals x damage for each boon affecting you.
Possible Utility Skills:
Healing skill. Mystic Healing. Remove x boons from yourself and heal yourself for y. Remove 1 condition and heal an additional y per removed boon.
Utility skill 1. Mystic Corruption. Remove x boons from yourself. Apply x conditions to up to 5 enemies within range (radius: 360?). The conditions depend on the boons removed.
Utility skill 2. Mystic Vigor. Upkeep skill. Every x seconds you gain a random boon and lose a random boon (in that order).
Utility skill 3. Mystic Sandstorm. Remove x boons from yourself. Deal damage each second around you. Lasts y seconds per boon removed.
Elite skill. Enchantment Collapse. Remove all boons on you. Steal up to 3 boons from up to 5 enemies around you (radius: 360?).
Possible traits:
Arcane Zeal. Gain 1 energy every time a boon on you is removed (ICD: ?).
Whenever a boon on you is removed, you deal 1% more damage for x seconds. This stacks up to 10 times.
Dust Cloak. Whenever a boon on you is removed, enemies around you are blinded (ICD: ?).
Gain x health every time a boon on you is removed (ICD: ?).
Gain a random boon every time a boon on you is removed (ICD: ?).
Fleeting Stability. When affected by a cc, you lose a boon instead to ignore its effects (ICD: ?)
Ritualist
Weapon: Torch? Scepter? Focus? Off-hand Dagger?
Legend: Headmaster Togo
Possible F2 ability: Switch to your other legend. Summon a ghostly version of the legend you switched out of which stays around for 30 seconds. This creatur uses the weapon skills and utility skills of that legend and is under the effect of all traits related to that legend. During this time you cannot switch back to this legend. Using this ability activates all effects that trigger on switching legends.
Possible trait: The summoned legend pulses out boons to up to 5 allies (radius: 360). The boon depends on the legend.
Ranger
Barbarian/Beastmaster/Tamer
Changed mechanic, one of the following:
a) Turn into a copy of your pet for a while (basically gives you new skills and makes you indistinguisible from your pet in the eyes of your enemies). Can’t swap pets during this time and can’t use healing/utility/elite skills.
b) For a while both pets are out at the same time.
c) Control your pet for a while, while AI controls your own body. Traits that normally affect your pet now affect you and traits that normally affect you now affect your AI companion.
Elementalist
Spellslinger
Necromancer
Ritualist (yes, another ritualist, sue me)
Weapon: Off-hand Axe? Torch?
Skill type: Spirits
Changed mechanic: Empowerment (F2). Costs 5000 life force. Whenever this spirit hits an enemy, it applies might to up to 5 allies (radius: 600). When this spirit dies, up to 5 allies receive one stack of might for every 5 seconds it was alive.
Weapon skills:
Skill 4: Essence strikes. Throw out three projectiles to your enemy. Each projectile deals additional damage for each stack of vulnerability on their target. 100% Projectile finisher.
Skill 5: Spirit Rift. Create a spirit rift between you and your enemy. Enemies caught within it take x damage and gain 1 stack vulnerability each second. Dark Field. (Note 1: This would be a dark field in the form of a thin line (similar to Spectral Wall). Note 2: This would be the opposite of a field growing in size, it would be a field shrinking in size. It would start disappearing at your location)
Qualities of spiritis:
Like ranger spirits they are stationary
Like ranger spirits, using a spirit changes the skill to a destruct button.
Like ranger spirits, they have a recharge time of 20 seconds and a duration of 60 seconds.
Unlike ranger spirits they attack with ranged attacks (range: 900? 1200?). Their attacks have a 20% chance of being projectile finishers.
Traits that affect minions, also affect spirits.
Necromancers gain life force when spirits die (similar to how they can life force when minions die).
Utility skills:
Healing skill: Recuperation. Whenever this spirit hits an enemy, up to 5 allies near it gain regeneration (radius: 600). When this spirit dies, you are healed for x for every second it was alive.
Utility skill 1: Disenchantment. Whenever this spirit hits an enemy, that enemy loses a boon. When this spirit dies, it converts boons from nearby enemies into conditions. One enemy is affected in this way for every 10 seconds the spirit was alive (max enemies: 5).
Utility skill 2: Destruction. Whenever this spirit hits an enemy, it applies vulnerability to that enemy. When this spirit dies, it deals x damage for every second it was alive (number of enemies: 5).
Utility skill 3: Shadowsong. Whenever this spirit hits an enemy, it places a small and short smoke field around that enemy (similar to the one from Black Powder). When this spirit dies, it applies blind to nearby enemies. One enemy is affected in this way for every 10 seconds the spirit was alive (max enemies: 5).
Utility skill 4: Anguish. The more conditions there are on enemies attacked by this spirit, the more damage it does. When this spirit dies, it applies fear to enemies for ¼ second for every 5 seconds the spirit was alive (number of enemies: 5).
Elite skill: Wanderlust. Whenever this spirit hits an enemy, that enemy is dazed if standing still. When this spirit dies, it knocks enemies down who are standing still and deals damage to them (radius: 600). They are knocked down for ¼ seconds and damaged for y for every 5 seconds the spirit was alive (number of enemies: 5).
Minor traits:
Adept: You can equip ? and use ritualist spirits. Gain access to empowerment.
Master: While near your spirit of empowerment, your damage is increased by 5% (range: 300).
Grandmaster: When using empowerment, you gain fury for x seconds.
Adept major traits:
Ritual Lord. Gain bonus power for each minion or spirit you control (+20 per minion or spirit). In addition, for every 3 seconds a spirit dies before its duration is up, its cooldown is reduced by 1 second.
Vengeful Weapons. You and your nearby allies siphon health when attacked (range: 600).
Master major traits:
Boon of Creation. Gain health each time you create a minion or spirit. In addition, when a spirit or minion hits an enemy it gains x health.
Splinter weapon. When dealing damage to an enemy due to life siphoning, enemies around that enemy also take that same amount of damage (range: 360). (Note: The damage dealt to enemies around the enemy, is not itself life siphoning and does not benefit from traits like vampiric or vampiric presence. )
Grandmaster major traits:
Agony. When a spirit or minion hits an enemy, it applies torment. In addition, spirits and minions gain quickness for 5 seconds when created.
Ghostly Weapon. Life siphoning is unblockable. In addition life siphoning can crit. (Note 1: This means that if a siphoning attack made by the ritualist is blocked, then the siphoning part of the attack hits, the rest of the attack is still blocked. Note 2: The crit chance for this is just your normal crit chance and if life siphoning crits both the healing and the damage are increased by your crit damage percentage.)
Note on Ghostly Weapon and Splinter Weapon: While it would be fun and flavorful if these affected all life stealing caused by you (thus also life stealing done allies due to vampiric presence and vengeful weapons or life stealing done by minions due to vampiric) it would probably be more balanced if it only applied to life stealing done by you. I’m not sure.
I am yet to finish the Heart of Thorns story so please don’t include any info from it here!
Hey guys,
I don’t know if anyone remembers but in Living Story Season 2 (or perhaps in season 1?) it was mentioned there was a royal locket that was very powerful and held an image of the heir to the Krytan throne. Did we ever get this tangent wrapped up?
I’m not sure if I missed a point in the story where this was explained. Was it just something to do with it holding a lot of magic and therefore desirable to Mordremoth/dragons?
Or did this just get mentioned then never revisited?
What the thing did was not important, only that it was magical and that it thus attracted modrem who wanted to drain it. People expected a lot from it lore-wise but I don’t think there’s really a lot more to it than that.
Yeah, the pale tree, the nightmare court and sylvari in general really need more aftermath story.
To me lore/world building is missing, something GW1 did a lot better IMO. What I always felt Anet should have added is some form of codex (similar to that of Mass Effect) or at least a bestiary. The weird thing is that GW2 originally had a lore book system but this system got removed sometime before release. Another feature that I would have loved that got removed before release is the presence of lore snippets on loading screens.
GW1 Eye of the North had a great story journal added that was a really cool way to keep track of goals and objectives. Seeing that added would be cool.
It’s what your post made me think of.
I was thinking something much more elaborate. Just to give you an idea of what Mass Effect’s codex is: http://masseffect.wikia.com/wiki/Codex
To me lore/world building is missing, something GW1 did a lot better IMO. What I always felt Anet should have added is some form of codex (similar to that of Mass Effect) or at least a bestiary. The weird thing is that GW2 originally had a lore book system but this system got removed sometime before release. Another feature that I would have loved that got removed before release is the presence of lore snippets on loading screens.
This is done in order to future-proof the mechanic. If you could always use the weapon and utility skills then the number of build combinations one can make would increase exponentially with each added elite specialization. This is basically what happened in GW1 and Anet explicitly said that this is a situation they want to avoid with GW2. It might not be intuitive but players will learn.
The short version is… none of us know, except for the one from S2/HoT, naturally.
And Gleam, sort of. There are rumors about him anyway. https://wiki.guildwars2.com/wiki/Gleam_%28dragon%29
I think it would have been a good idea to bundle LS2 with HoT. It would have added more value in terms of quantity of content for new players while increasing the overall quality by giving a better view of the story.
But it would have decreased the value of HoT for the players who already had LS2 (at least in their eyes), especially for those who used real money to buy LS2.
No.
Adding x to y, assuming non negative numbers, always results in a sum that is at least equal to the base component of the equation.
If someone, such as myself for example, already had access to LS2 adding it to HoT would not add value to my purchase, but it would not take anything away either. I would still get exactly as much fromHoT as if LS2 was not bundled in.
I said ‘at least in their eyes’. The same outcry happened because the core game was bundled in with HoT. The drama would’ve been even bigger.
When I read through the profession forums it seems that most of the comments are pvp oriented. They complain about this or that class being “useless” or this or that skill being “useless” — against other professions. This seems odd since the game was apparently designed mainly around pve. Is it just that the pve players are mainly satisfied with the build and rotation options on most classes, and therefore don’t post much?
Balance discussion are mostly about content that is the most competitive and demanding aspect of the game, which in GW2’s case is SPvP. Raids come somewhat close so ever since the first raid wing balance discussions have actually somewhat shifted more towards PvE, though it is still mainly a PvP discussion. PvP is just the area where balance is the most apparent and the most important.
I think it would have been a good idea to bundle LS2 with HoT. It would have added more value in terms of quantity of content for new players while increasing the overall quality by giving a better view of the story.
But it would have decreased the value of HoT for the players who already had LS2 (at least in their eyes), especially for those who used real money to buy LS2.
Now they are announcing that there will be no more LS and they are just sticking to expansions and occasional balance updates?!?!?
1. They never said that.
2. Wait for tuesday for the actual in-depth blog detailing their plans for the coming months.
I thought Living World Season 2 was included with HoT … but the game is asking me to pay. So was it supposed to be included?
Thanks
There are/were 3 ways to play season 2 for free, but buying HoT is not one of them. The 3 ways are:
1) Log-in for 1 second within 2 weeks of a chapter being released to unlock the chapter (this is of course no longer possible).
2) Convert in-game gold to gems and buy the chapters with gems.
3) Play together with someone else who has the chapters unlocked (this does not give you the achievements and does not give you the rewards but does allow you to experience the story and gameplay of season 2).
Was the decision to make Mordremoth a intangible entity a last minute decision? In Scarlet’s death cinematic as well as the pale tree’s vision he’s a very real dragon, or was it his “mouth” all along? I thought that was kinda lame.
Since it’s his mouth that eats leyline energy it makes a lot of sense that it is the mouth we see in that cinematic.
Also I’m having a very hard time picturing in my head how you’re supposed to “enter” his mind “through” Traeherne and that your mind was powerful enough to defeat a freaking Elder Dragon.
If you feel that way then you probably don’t like the novel Edge of Destiny.
- Most important thing to keep in mind is that the risen didn’t just drop dead after Zhaitan’s defeat. They continued to wander Orr and elsewhere, remaining as active as ever before. So Zhaitan’s defeat wouldn’t mean Elona’s northern border suddenly freed up – it just meant that the risen there would no longer get reinforcements.
What actual evidence do you have for this?
Probably the Tequatl Rising update and Arah explorable (both of which chronologically take place after Zhaitan’s death).
we all know revenants are warriors that channel legendary heroes, long dead.
so how much of their power is their own?
Well, that is difficult to say.
But it is important that I correct you. Revenants do not channel legendary characters, they channel the echoes of legendary characters i.e. the impact these characters have had on the mists. Though these echoes are sentient and have the personality and memory of the legendary characters they are echoes of, they are not the figures themselves (nor are they their souls or what have you).
Question:
As a Lich, would Joko be able to exert his will over any remaining Risen he encountered given that those Risen are now without a Master? Joko is powerful enough to maintain a vast army of undead. Is he powerful enough to take control of opposing undead?
Risen are called undead and look like undead but are actually not undead, they are dragon minions. They are created by magic vastly different from necromancy. So my guess is no.
I wouldn’t count on it. I love Anet but I’m not optimistic about our chances of going to other continents ever during GW2’s lifecylce. I think all future content will take place on the continent of Tyria. The best we can probably hope for is for us to go somewhat past the borders of the current world map.
As for Primordus and his destroyers specifically. We know Primordus is moving around underground so he can show up everywhere. His destroyers also get around, there are destroyers in Kryta, the Shiverpeaks and the Maguuma Jungle. We’ve also heard that the Tengu in the Dominion of Winds are being bothered by destroyers. So there is enough reason for us to just face Primordus and his minions in Tyria (or under Tyria).
Cantha can and will happen now that Arena-Net is their own publisher and NCsoft cant tell them what to do. So they are going to be adding alot of stuff that NCsoft probably said “No blah blah you make money so we can improve our kitten-tastic game aion”
Anet is still fully owned by NCsoft.
Krak wont happen until they want to go to elonia, due to him battling (( in the lore only thus far)) palwa joko who rules all of elonia.
1. It’s Elona.
2. It’s Kralk.
3. We could easily just go to the Crystal Desert and battle him there, without going to the rest of Elona.
I think he will be the last dragon to fight due to this, likewise with jormag we have to have our pc break his fang which would show its time to fight it.
I think it would be somewhat different from that. For example us finding some artifact or spell that breaks the fang, not us randomly breaking it due to our awesomeness.
Honestly it might be primodus due to the fact that he HAS not made an appearance yet, and yet has had the MOST impact on the story.
We’ve seen him in GW1 though. The dragon we see the least of and know the least of is the deep sea dragon.
Logically he might rise and come to attack us, probably coming out somewhere either in the fire islands or even mount malestrom, perhaps even the deldimor front depending on where.
Not the fire islands, there are risen there according to the Movement of the World. We know destroyers are attacking the Dominion of Winds though.
Likewise destroyers have been poping up everywhere since launch, tons of hearts dedicated to fighting them hell more them than even the Risen.
That might be true but then again, the same probably goes for Icebrood and Branded. And this has a lot to do with the fact that there are no hearts in Orr.
I think krak or bubbles will however be the last mainly because they block the way to cantha and elonia.
According to the Movement of the World, it was mostly Zhaitan who was blocking access to the other continents, with his fleet and all.
Plus with cantha might come tengu playable races
Tengu in the current world have nothing to do with Cantha. There are no longer Tengu in Cantha and they don’t want to return to Cantha (nor would they be allowed back into Cantha). In fact, I’d sooner see the Tengu show up in an expansion about the Deep Sea Dragon or Primordus than in an expansion about Cantha.
tengu due to them wishing to return home
Like I said, the Tengu don’t want to return home. In fact, they weren’t even kicked out of Cantha, they left by themselves. They saw the tidal wave caused by Zhaitan as a sign to go to Kryta and unite the different groups there. Besides, many groups of Tengu aren’t even from Cantha.