It’s clearly Caudecus. Calling someone a “reptile” is an insult suggesting inhuman evil, at least in such a context, and his beard has been highlighted already in the episode, by Canach and by the creepy faces. Canach’s mission has been to bring Caudecus to justice, doing so was the condition of his billet release.
So she’s saying “you finished your mission, the creepy face room somewhere below us is now Caudecus’ tomb, you are free as per our agreement.”
Caution, people have reported that his door is locked again if the character with complete story restarts the episode for achieves. If you have an alt to run through a second time seeking achieves, it may save you some hassle.
I did my second run on a Reaper (first was a Daredevil) and completed all the achieves with her, so this episode is completely lacking in the “must do achieves on previously completed alt” thing.
At least let us be able to show other head gear along with the rest of the outfit.
This part I agree with. But OP, you are pretty much asking to have outfits turned into armor. The whole reason they make outfits is that they have so much trouble making armor. (Whether that should be the case is a whole other discussion and has many threads already on it). They don’t have the resources to do that, they’ve said so.
Maria Murtor.7253 has already explained with a very good animated gif from where you jump and glide, why aren’t people reading when offered the solution? Seems like there are so many people complaining about everything these days.
So, I’ll link her image in this thread as well. Credits to Maria Murtor.7253
I’ve attempted that. It’s not any easier for me than the other 3 ways. (Yes, I read her post that points out the spot to start the glide.)
FYI So far, I’ve refrained from complaining; I’ve disagreed with the OP that this is “gated” or even something that ANet must change. All the same, that doesn’t mean everyone finds it as easy as you do.
I didn’t do well my first time trying that, but I nailed it the next time. The trick is to jump through the leaves, gliding right away (hold down space bar) and hitting lean techniques right away (hold down forward key). Hug the wall in a curve to your right then correct your heading as needed to aim for the lower part of the ledge (may involve a slight turn to the left once you can see the target landing spot).
Basically I run, jump/glide, and a microsecond after the jump I press and hold W while using my mouse to steer.
Thank you so much, Maria Murtor! No more multiple pillar leaps!
On the camera issues some are reporting: Have you fiddled with your camera settings? When we first got the new options I moved the collision detection to the least possible amount (I don’t recall if that is slider all the way left or all the way right). While I do occasionally get views over the “roof” such as in the Bitterfrost Kodan village tunnel, my camera ping pong motion has reduced tremendously.
I do keep my camera zoomed well out and up, too, to avoid motion sickness. Yet I did not have any camera problems in the Face Room fight, no ping pongs that I noticed. So I recommend tweaking camera options even if only for this one fight; who knows, you might end up enjoying things more in the rest of the game as well.
While it makes sense for a red-themed dye to be for sale during the Valentines season, be warned: 250 gems could get you about 41 gold in exchange right now, and the most valuable dye you can pick from the swatch is Hot Pink from which you might make 2 gold selling (or have to pay 2 gold to acquire). You could probably get every single dye the swatch offers via the TP for less than what one swatch will cost you.
Please do your research and if you spend gems on the swatch do it with your eyes open to the cost.
There are other things to spend gems on that give much more bang for the buck. I enjoy shopping for fun stuff in the Gem Store and I don’t want people soured on it thanks to wasting gems on this particular item.
Nerf? Nope. They changed it to be permanently available after enough Jugg owners petitioned. That was so popular they designed in more permanent bonuses to other legendaries.
Making it a permanent object was a conscious and very nice decision on ANet’s part. I say that as someone that has not crafted any part of Juggernaut, nor am I likely to, even if the ooze would be nice to have.
You should ask in the sticky in the main forum. Gem Store ANet folks are more likely to spot it there.
Is it feasible to scale down HoT map events?
in Guild Wars 2: Heart of Thorns
Posted by: Donari.5237
The first question that comes to mind is, have you looked for LFG starting around 20 minutes before Gerent, or just hoped to find a working map? The second is, have you chatted in Map yourself a bit earlier, asking if people are organizing, cheerfully suggesting that they should, and chivvying those with tags to toss up some squads in LFG?
I admit I haven’t bothered with Gerent for some time, but the above methods have gotten me in on a kill every time I’ve wanted one, even though I had to tag up for a lane a few times despite just wanting to follow the crowd for once
Also, welcome Horia! I’m glad to have a Dociu joining this game. I hope to see your wonderful works.
You’ve probably seen some of them already, given that he’s been with ANet/GW since 2003 per the OP from MO
He’s not just “joining this game.” Check http://horiadociu.weebly.com/ and scroll down to see his style.
Bravo Dociu the elder for amazing art that broke away from the standard style to become something instantly recognizable as yours. I hope that you continue to create wherever you go.
Hurrah Dociu the younger! I feel that Tyria’s look is safe in your hands. Congratulations on your new position.
Ok, so it’s for raid pugs, got it. I still feel like players could take a split-second glance when the markers first go up and not always assume the same symbol will be in the same place group to group, but I do understand that raid culture tends to “standardize” such things.
Maybe this should be in the Raids forum, given the specialized need for these
edit: And wouldn’t some people toss the markers in the wrong spots? Like putting N on the east side?
Unless they have a rotating on, they shouldn’t mistake the directions.
Heh, I didn’t mean they’d do it by mistake … if you’re pugging, you’re going to find some jokers.
If any one hologram gives you problems, just go to another. Each one resets something like 10-15 minutes after you use it. You likely won’t get it all done in one visit. You don’t even need to go to all — 20? — of them. I think I found about 6 I could easily remember how to reach and over the course of a few days hopped back to Rata Novus when I had the spare time and talked to just those to advance my achieve credit. Sometimes I even sat by just one of them while chatting with my guild or surfing forums, waiting for the hologram to reset so I could query it again.
Work on it in between other activities, eventually you’ll have answered enough to finish the achieve.
Counter Magic is huge. I have Special Action bound to Q so it is right next to my weapon skills. The moment I hear the bleep-BLOOP I tap it. I haven’t been able to mouse over it to have any idea exactly what it’s doing against the Jades and Caudecus, but at least with Caudecus it seems to teleport him to me in a stunned state (hint — start the fight standing under the chandelier, your first or second use of Special Action should achieve the chandelier drop). And I don’t get knocked around if I hit it in time.
I also had the insta-death thing going during the final fight on my first run, on a Daredevil before the nerf. I imagine Ele would be even squishier. Reaper (with Druid backup) just sails through it, I had no problems at all the second time even before the nerf and I hadn’t magically improved my skills in one day. So don’t feel you’re megabad, Irensaga. Profession and build are huge factors in this fight. — and, reading a bit more in detail, I note that you were in Berserker gear. That is probably the biggest issue right there. Berserker is a glass cannon, designed to max your dps at the cost of minimizing your defense. It requires you to be good at avoiding/absorbing hits and keeping focus on your target, which in that confined space is extra hard. One reason my Reaper did well both her times in there (pre and post nerf) is she is quite tanky and has a failsafe trait that tosses her automatically into shroud if she takes a killing blow.
Be warned that getting the hall is the easy part of expanding the bank. Just getting the https://wiki.guildwars2.com/wiki/Guild_Treasure_Trove requires you to get to guild level 20, which means sinking mats into many upgrades designed to be done by 10’s to 100’s of players. Not just mats, you have to build up Favor by doing guild missions. There are a few of those you can manage as a sole player, and thus get the Favor up week after week, but unless you’re rich enough to buy all the mats, it’ll be a very long time before you see that guild bank expansion.
That said, if you still want to do it, you will need a total of 7-9 people who have updrafts (if going for Lost Precipice) or bouncing mushrooms (if Gilded Hollow). You pay the 100 gold and any Favor needed to start the guild mission, gather your friends, and you go in the hall first from the portal in. You load in, tell the others (in squad is best), they enter and select your guild name from the drop down list. You activate the mission with the NPC inside and everyone heads to the first spawn. Focus down the vine tenders, then the vine, deal with misc adds, rinse and repeat for a total of 5 vines (ok to mess one or two up, you get five fails before the mission fails). Then head to the hall center to fight the Axemaster. Break his blue bar, don’t touch his shiny red-black floor slime trails, dodge/los his whirling axes. When he dies, you touch the crystal, the instance resets to being your guild hall, and all your helpers who aren’t repping your guild get booted out
I am generally glad to help (on NA) but am fairly busy with RP, LS, and RL this week so I can’t commit to any immediate aid.
Oh, that is definitely your problem. LS2 achieves almost 100% required using an alt that had already completed the story once. LS3 has evolved to make things more flexible.
As the YouTube comments say, it has a Two Steps From Hell sound. Lesson for Goku, give credit to other artists for using their work. It’s ethical, can avoid legal issues, and lets people find the original later
Ok, so it’s for raid pugs, got it. I still feel like players could take a split-second glance when the markers first go up and not always assume the same symbol will be in the same place group to group, but I do understand that raid culture tends to “standardize” such things.
Maybe this should be in the Raids forum, given the specialized need for these
edit: And wouldn’t some people toss the markers in the wrong spots? Like putting N on the east side?
You mean as squad markers? What do you need them for? I’m curious, as I can instantly tell which way I’m facing by glancing at the minimap and seeing my pointer “flashlight” — I don’t have my minimap set to spin, so the top is always north.
I’d think that if you want to designate directions in a raid fight, any of the symbol markers would do. “Everyone to Heart!” I’m not sure why the compass direction matters.
Thanks, Konig. I must have missed it on my playthroughs because rather than seeing a direct conversation or interaction in which she rebuffs Logan’s romantic side it rests in implication of past thoughts via present attitudes.
And lol, Uvirith!
I think you’re safe. I can’t say 100%, but I know that when I stop my PS to go do an LS story, and can reactivate my PS and I’m still at the same part I was.
If you’re mid step, like doing all the events to advance the green bar, that might get reset. You shouldn’t get put back to redo any step you’ve gotten the “complete!” shield with rewards, though.
In a game were surviving depends mostly upon dodging, giving us a tiny room full of undodgeable AOE seems a bad design decision. And, when you’ve died a hundred times and have no armour left, making us play through the whole preamble stuff again just to get to that last fight is harsh. I’ve spent too long on it already. I’ll wait for the nerf. Not impressed.
It got nerfed last night
That’s what the patch notes said but today I tried again and the Jade Armor is still in the last fight and the boss hits with the special attack without the tells showing and with only a fraction of a second to hit the ‘-’. key. It took me two hours, several repair canisters and about a million deaths to finally beat him. I spent 5 minutes just lying dead whilst the NPCs oh so S-L-O-W-L-Y killed the Jade. It’s a story instance for kitten’s sake.
Yeah im hearing mixed things about the nerf. I know some genuinely got through it, not easily, but without dying. And others are saying it barely feels different. Ill be back in game next week, ill see how an alt does if it is still the same by then.
I ran it again yesterday afternoon on my Reaper, as the guest of a Ranger, though both of us were on the story step. We did get a Sharpshooter instead of a Jade, and we did one-shot it (though the Ranger was downed a lot).
I can’t say if it’s really easier or not, I’d have to take a second Daredevil through to compare and I only have the one.
Can we have cats in guild halls as well? Doesn’t have to be super animated or such, just go around in circles like seance candles with occasional rolling.
Oh, do want! Though they’d have to be vendor items or achieve rewards. It would be too creepy for scribes to build a cat. Maybe only necromancers would be allowed to.
I think they’ve established that the game started in 1325 and has overall gone in step with real time though individual episodes lasted longer in game play than in game time. Eg the assault on LA was all in a day, with the rescue part taking an hour or so, even though we had weeks to play it. It’s currently 1329.
I can wrap my brain around fluid time rates better than geographical analogues. Most likely this is because we do get occasional lore points to nail down the game calendar, but almost never anything to express the true size of the world.
I’d like a yardstick, as it were, something that RPers can use as a framework for telling their own tales set in Tyria.
Right, which is why I was hoping for a bit of a lore dump from the story team
Not a novel’s worth, just some indication of how they see the setting when designing a narrative for it.
No, I read that. I mean, what in this episode has people talking like Jennah has put Logan in his place?
The world of Tyria is much larger than the game-play representational bits we see. We know from the attack on LA that despite being a tiny sea side resort in game, in Tyrian reality it was a bustling community with tens of thousands of residents. The other cities such as DR and the Black Citadel must be similarly scaled. Yet it becomes too easy to think of the small slices we see as the whole.
So I’d love for the ANet lore team to give us an idea of how large various map areas are. It wouldn’t give away any story details, it shouldn’t be anything secret. Just some idea of how sweeping the distances are from the NPC’s view points
I bring this up because a friend has written a short RP bit with some Seraph trainees doing laps around Lake Doric just as the initial WM attack begins. Yet when you look at the map, the lake’s length is a bit more than DR’s diameter, and pre-draining it appears there were substantial non-bridged inflowing streams at one end and a dam spillway at the other. There are large size sailing vessels, as well as three small towns and a fort, suggesting a lot more acreage in “reality” than what we can trot across in game.
So whether it be straight up in miles, or how long a caravan takes to cross the distances, or comparative scale to known Terran features, or just descriptions like “miles of gently rolling meadows reach towards steeper hills and caverns that stretch far along the eastern edges of the area; on a clear day in New Loamhurst you can see across the lake’s expanse to the tiny towers of Divinity’s Reach in the distance,” I would deeply appreciate a canon lore guide to the world’s actual scale. How big are the villages we see represented by a circle of buildings? How many more towns fill the various maps that we don’t see in game? How vast are the snowy plains of the northern Wayfarer Foothills? Etc.
I’ve gone through the story twice now, the second time looking for this pushing away of Logan. I feel rather dense because clearly from forum comments it is a thing, but I can’t spot it. I mean at the end, his reactions bear it out, but what specifically showcases it? I might have been distracted by other things in the instance(s), or I might just be blind here.
I saw her asking him not to reduce his effectiveness by getting killed, which hardly seemed lacking in affection. So what dialogue is being interpreted as “friend-zoning” him? Answers welcome!
I’m not sure I highlighted this in my initial post in this thread: In recent months I have been critical, even snarky about ANet’s storytelling. Mostly due to the feeling that the story details are all locked away in Seattle and we players get to see tiny plot points.
Not so this round! This is very nicely fleshed out, lots of corollary implications are dealt with, plenty of enriching detail can be found in dialogues, letters, and visuals. There’s a good mix of humor that I find genuinely funny without turning the story into something campy or sophomoric. The map feels like a place where people have lived a quiet life for a good while before the current disaster.
I did PM Bobby Stein with some questions about the current situation in Divinity’s Reach, seeing as how we don’t get to see as much there due to the main map of the city being frozen in 1325. No answer (yet?) but then it is a weekend and he’s a busy man, so I don’t really expect one. I may repost the questions in Lore, as they have a bearing on RP stories being written. (Key point: are there citizen riots fanned by the propaganda campaign we’ve seen?).
There is, rarely, a sale on slots. The last one was in December. Those are the times when many stock up on slots for later use.
I don’t have either one, but for clarity, do you mean Lovestruck or the new Devoted? As they are both Valentine themed, there might have been a mistype.
You can preview any item from Wardrobe and check Wielded, by the way, whether or not you have it. That will give a not-completely-accurate idea of the flame colors, given the differences between the Preview window and the game lighting.
Check this thread, it contains a marvelous bit of info about an easy glide to make for the peach tree. No centaurs in the way.
https://forum-en.gw2archive.eu/forum/game/lwd/Peach-Tree-poi/first#post6492413
The API is an interesting approach to it. I’ve long thought that ANet can’t directly add a filter for locked-only items simply because that would mean that every time you load the TP it has to cross check every single item listed against your particular set of unlocks, thus slowing it to unusability (especially as it would be doing that simultaneously for hundreds of thousands of requests). But if that check can be done client-side through an API mod, that might alleviate the issue.
Oh, ha, never mind me then! I don’t know how I missed that News announcement, given how frequently I check for highlighted forums showing there are new posts. Thanks, Cedo.
Thanks, Khisanth, found them all! I didn’t expect the ghost cat to be in a spot I couldn’t get to so I never panned the camera up there. Soup cats are cooking up a storm at the tavern fire.
/happy
I know the hearts are repeatable and reset in each daily period. That’s not what this is about. The last couple of maps have been set so once you’ve done the hearts, they show as complete on your world map and your character’s map completion for the zone will stay at 100% even if you let them go empty again at reset and don’t redo them.
I have now completed Lake Doric on two alts over the past few days. I went back into the map this evening on the first alt to do some achieves and discovered that I was at 94% and that my Lake Doric map showed 4/6 hearts done.
I did two easy hearts (entry area and Loamstead). Each one ticked my completion up again, so doing just those two, leaving the other four empty, had me back at 100%. I am not sure if I did any hearts on the second alt this evening after reset, though I think I did not. Just tossing that in in case it’s a factor.
The main reason I bothered, as I am not really ocd about the percents if I know I did the map completion and got the reward, was to test if it would give me the completion reward again, in which case it would be an exploit needing more private and rapid reporting. Fortunately it did not give me another reward beyond seeing that nice “100%” again.
Here are the screens showing the erroneous completion amount (note the 6 empty hearts in the first one, and only 2 filled in for the third).
Thanks! I still missed, but now I know where to jump from and to aim my glide a bit more tightly.
I like this. I’ve been able to tailor notes for new friends telling myself why I added them — though annoyingly the account name gets erased in a note so I need to type that back in before appending my note — but if I forget to do that, then it becomes real handy to know if I haven’t seen them in 2 years for occasional pruning.
Though how do you define “played with?” Grouped? Were both in the same map at the same time? Exchanged whispers?
Infusions could have so much more potential for this game, if Anet would just make more out of the concept of them and wouldnt waste their mechanic as being only a 1 sided feature whose meaningfulness is just only reduced down to Fractals basicaly
But … that’s the point. They are a self contained progression system, needed only if you are doing higher tier fractals. That was the design from the get-go, a way for players who crave progression and increasing challenge to satisfy that itch.
Of course, since the ascended gear stats offered a slight edge over exotic, and since raids came along in which even slight edges became make-or-break, ascended items have spilled over into everything except SPvP. Players do like power increases, no matter how small.
Even so, the infusion system itself is there to enable the AR stat improvement to allow entry to the harder fractals and serves no purpose outside of that. If you make it needed in other parts of the game, suddenly you’re compelling people with no interest in fractals who are happy with their gear to spend huge amounts of resources and time collecting something they have been told for years is optional.
For the motion sick folks — how zoomed is your camera? I have mine fairly high up and out and I think I only noticed the spin once or twice.
And I’m someone that gets motion sick from rotating motion in my visual field amazingly fast. Can’t let my husband run the ceiling fan when I’m watching TV with him, can’t deal with magic orbs circling another player’s character while sitting in RP, etc.
I tried going around the long ledge and it was too slippery, I fell down
Maria Murtor, where do you start for that glide? Looks amazing but the gif is too small for me to see the minimap info.
I’ve collected all the cats except for Lady Wisteria Whiskington, and I have the bloodstone ice cream ready for my next run. But try as I might, I cannot find the soup cats in any instance, nor my new ghost cat (which I am told will show up in day time in there). I prefer the human instance, so whereabouts in there do the soup and ghost cats roam? I have checked main streets, back alleys, and inside a number of buildings.
Thanks in advance
Yeah, I wasn’t sure. But if polearms are introduced, that’s a fine skin for one.
Thank you. Hopefully I’ll have her glorious monstrosity by tomorrow evening. I did get the ghost cat tonight, so I’m almost completely up to date on cats.
On the camera shake: I’ve had that turned off since the new camera system arrived and engies spammed things in DR to make me downright seasick. I don’t miss it at all (though I imagine there must have been quite a shake when the first jade cannon fire hit the Palace, to explain why several Ministers fell over). I didn’t even realize that was an added issue in the final Caudecus fight. I suggest you go into your Options and toggle off the shake, your life may become much easier if a tad less immersive.
On the unbreakable stun at Estelle: We got that in the Caudecus confrontation in Bloodstone Fen, too. And maybe in other story bits through the years. It’s possibly somewhat clumsy, but it’s how ANet makes characters stay put during scripted dialogue. They always let us go when it’s time to kick butt
Does she only need one of the foods to be collected? Or do I need to have all the bloodstone delicacies for her? The wiki is not clear on that.
I do have the ice cream ready to go, and my second alt is ready to go into the instance once the guildie I want to join also wants in. I’ll be sad if one bloodstone dish is inadequate.
That’s odd, I can read mine — check your bags, I think you may have an “incomplete” and a “complete” version, same as with the White Mantle letters from Bloodstone Fen.
I noted this on a watchknight when I was roaming about in the first instance before departing once the story step was complete.
I’ve learned to take a running jump and hit my lean techniques a split moment after hitting space bar to jump. That gets me the extra speed in the air to make it to the lower part of that pillar’s top.
Necro thread, but seems on point, so …
I cannot say this is 100% the way to do it as I haven’t run that story step in a while, but I vaguely recall that you need to target the ship. Put your cursor over it before you fire the cannon. Make sure your camera is pointing at it, maybe elevated a little? Perhaps you can even click the ship and get a little target title at the screen top like when you target a mob.