Wat r u, casul?
Wat r u, casul?
What about sprinting dolyaks with cattlepults? Throw dem supplies right at supplies’ npc fat face. Yo!
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Ugh, I am angry at myself for being at Rezzed and not asking Gaile about this :/
Holy skritt you were there and didnt ask! Shame on yoi!
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never give up brothers, never give up
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my best friend can’t play the game on his i7 with 16gb RAM and 2gb gpu cuz he has 20ish fps while before patch he had 70-80.
I usually play @25fps, and it’s all very playable XD
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+1
/15 chairs
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might be a subtle way of getting wvw away from huge zergvzerg battles
Indeed…wot wot less hurr durr imma invincible and more brains and good positioning. 110% win my book.
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i think it was a very needed addition, same as the 2/3 votes to approve.
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working as intended
stability was FAR TO OP and made a lot of CC redundant
now finally ppl will be afraid of CC and wont just go LOL ME IMMUNE ROAR
+1
Wat r u, casul?
Having 16s CD on gear shield is bad, it means you have power wrench. That means you either you don’t have Protection Injection or Backpack Regenerator and both are invaluable.
For longbow rangers : remember the longbow does bad damage at close range, try to stun break then use shield as soon as they fire Point Blank Shot (their cc) so that you can avoid eating the whole Rapid Fire. PBS also has a specific animation you can look for (and dodge). I recommend pillar leeching until you can close the gap then remove Shared Anguish and/or land a couple nades.
For mesmers, it is also pretty tricky. You need to dodge the shatters which will mostly happen when they come at close range. If they try to kite you, fight on your terms : use LoS to your advantage. I’d say that 1v1 relies a lot on your ability to land magnet successfully. You could try to precast magnet from behind a wall then getting clear : you then land a little rifle/nades combo. That’s the turning point of that kind of 1v1. If you never land magnet, chances are you won’t manage to kill the mes.
Edit : yeh, as in any 1v1, landing overcharged shot will help relieve the pressure. Also, dodge the Berserker Phantasm :>
all good tips. FYI having power wrench is pretty meta: 60044 sharpnel, incendiary ammo, granadier, protection injection, backpack regenerator, speedy kits and power wrench ;-)
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Yup first thing done in pvp after patch ;-)
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Ba dum…bump
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Please correct me if I’m wrong, but does this on the patch notes mean that MESMER PHANTASMS have taken time and resources to ensure they wear the Mesmer’s current back piece?
Phantasm Skills: These skills now correctly show their back items with the phantasm effect.
I don’t know if this is good news that they’re putting attention into back piece visuals, or bad news because it had nothing to do with us.
I cinicly vote for the latter .-.
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Woa! Will give a try with my hommies ;-)
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My engi is ready for some 360 quickscoped overcharged shots XD
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I pefectly understand. it is totally possible to make some nice looks but the possibilities are really few.
I can pass on clippings but not on many of the stretches or poor designs.
sad charr is sad
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I also stopped playing my engineer because of the sack.
Sad
Well if anet think this would not be enought profitable i can tell for sure many will come back to the profession and spend money on skins if this hoboplague is gone
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I’m sure glad that A-net is spending the 20 minutes or so that it would take to remove the hobosack on making more important additions to the game. Like golden pigs for the gem store……
^ /15 times this post
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#threadOfTheYear
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Turret engi is not different from a war/guard bunker..is virtually impossible to get a decap untill you 2v1 him.
but he has a weak point: bring ridiculous aoe and you shut him down in no time.
strong? Sure, but not OP…in every ranked i fought turreteer i almost won…
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I would buy a skin for gems to replace this so it matched my armor. The Dirtbag is pretty ugly.
I don’t want to spend anything to be on par with other profs. I just want it refactored to do not be so much invasive
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Well no sice it’s confirmed they got the staff..he could be an engi, but unlikely given the armor skin. Totally possible tho. It’s just my bet, as i said.
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No confirmation but based on the reveal trailer i’d bet on rifle spec for thieves, and i like it so much
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I like the “attunement icon” idea, but I will add (for pve at least) increase weapon power for rifle/pistols… gib mah weppinz dat not sux!
Another thought, dyable back items in general. Make hobo sacks follow said dye rules and win.
My Engi has more guns than any Arnold movie, more explosions than most Michael Bay films, more gadgets than MacGyver, chemical warfare, a flame thrower, is a drug addict (dem elixers man), a mortar, and more trench coats than the Matrix trilogy… and a hobosack. Needs fixed -.-
+1
-1 hobosack
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Surely there’s a physichal (stated) dunno bout a collector, would be awesome tho
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If you play WvW and PvP a lot, you know that in group fights there are skill failures and delays, even if the game has a perfect connection and minimum network latency. This especially becomes apparent in WvW zerg fights, when activating a skill sometimes renders your character catatonic for a few seconds. In PvP you may notice that during group fights multiple skills used in a rapid sequence have a chance to fail, making a competitive player with a good reaction feel rather turned down at times. These kind of problems feel like server(s) are struggling to process huge amount of game events in real time.
With HoT’s promise of massive battles, this may become even worse.
Do you know if there was any word that HoT release comes with more GW2 server power or core game server performance improvements that would allow to make large-scale fights work as designed?
This never happend to me, even with a static dischar®ge build when you cast out 3/4 skills in 1 sec…
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Wont let this slip in 2nd page. Bumpity bump waitin for dev reply
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http://www.wolfineer.com/mishva-commander/
This commander build might be a bit updated but imho is a good base to tweak around
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#crushTheGolems ! Oh wait …
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[…]Stop saying there is no counter playing to Immunity stomps. There are counterplays.
Like what? Predicting the enemy has an invincibility skill and stun them before they use it? A skill that will probably break stun?
Stealth whoever is going to be stomped?
Wat r u, casul?
I don’t think removing it is the way to go, it does add a special feeling to the engineer , i think they could rescale it better ( make it smaller) so it doesn’t look like i’m carrying my inventory on my back.
Our main concern is that it sits on our back, covering backpacks or shields while all they should do is replace only our weapons (hence even be sheathed):
- nade/bomb/medipack belt in offhand
- bigger fuel tank for flametrower/elixirgun
- shield gear offhad for toolkit
engineer personal feeling still there? Yes
visible clue of current kit? Yes
happy engineers? YES
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I’d like to see some options, but comments like, “this NEEDS addressing.” are simply not true. The class started with these items and still has them. It kind of identifies an Engineer to have them. It’s not a “fix” or a “bug” but a requested change. Call a spade a spade, guys.
I doubt the Devs are ever going to comment unless they have something to say that won’t cause a collective hissy fit. What do they have to gain by doing so?
And again, this request has absolutely ZERO to do with HoT itself…..
Well yes, it identifies the class, but the majority (and it’s not made up, is really the majority) finds them unfitting. They do not match your weapon/armor unless you make something charr-ish. Also we already have the shield covering our hard earned backpack, no need for a CLASS MECHANIC to cover our acquired skins, is plain unfair.
And sure, it havenothing to do with HoT but still they are taking time to fix other things, so why not trow us a little bone and make this change already?
I would happy even for a later patch, as long as we have some words from devs
Wat r u, casul?
a time before 8v8 was removed, a time before skyhammer, a time before ranks were made redundant, a time before the PVE merge when we had our own currency.
those were the best days of GW2.
Well no, it sure had some fun frames but was uttely unbalanced, and most of the additions after are pretty good.
Also I want to be the black sheep and say I freaking love Skyhammer: i mean, if you are not aware of your surrounding you deserve to be trown out of the borders by my mighty mine
Wat r u, casul?
Definetly interested, this evening when i’ll come back i’ll try to record a couple of ranked.
Anyway maining an engi atm, and got a thief as second choice, with 2.5y of mixed experience, hope that will suit your needs.
Wat r u, casul?
Mmmm… celestial-ele2.0 engi style build incoming!
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So not even a smallword from devs? i would really glad with even a “we are definetly looking into it after xpac hits”.
Gaile Gray, i summon you! <3
Wat r u, casul?
Weel, beta is approaching fast, and Anet seems willing, even eager, to listen to our feedback, so if it turns out clunky let’s report it and suggest an AA styled gliding ;-)
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Heart of Thorns: PAX East ArenaNet Interview
in Guild Wars 2: Heart of Thorns
Posted by: Gaaroth.2567
Ofc Colin didn’t sell any new real info but I like how you made him talk about their ideas and feeling about each major feature: how they would like WvW to play out (so much hope they pull out it, a RTS-like mode with chokes, army split for control and reassemble for big fights, etc), how do they expect the revenant to play out (so as i hoped a plated version of a versatile class like engi and elmentalist) and so on.
All in all a really enjoyable watch, keep it up!
Wat r u, casul?
Yeah the existence of six dragons was quite clear, but the link between Mordremoth and the sylvari was quite inspired at the time TheHiTmAn.
I alwasy had this doubt myself when played my sylvari thief
Wat r u, casul?
there was talk of spears on land in the expansion, is this happening? i want to phalanx!
No. Revenant is getting Melee staves.
Role play it as a Polearm.hopefully another class also gets melee staves as specialization.
This claim has no proof.
There is likewise no proof that we are not getting water weapons on land, the subject of the thread in the first place. The only thing that has been stated is that no new weapons are being added in the expansion, however by pretty much any interpretation of that statement, harpoon guns, tridents, and spears are in the game and as such are not new weapons.
That said, I think it is incredibly unlikely we are getting spears or any of the other underwater weapons on land, but all the same, no developer has stated we are not so you can hold out hope for now if you want.
Actually in one of the ladr week’s interview Colin directly confirmed no new weps and no water weps ill come to ground. The staff on the reveal trailer was also, by Colin admission in another previous interview, devs having fun/trolling.
Sorry.
Still you are free to hope all you want…hey maybe they are double trolling us, who knows XD
Wat r u, casul?
Sorry but it was stated by the devs that’s not happening in this xpac
Wat r u, casul?
I don’t see why this thread needs to be here. Obviously the reason the current patch was delayed was to make sure that the toggle option to hide hobosacks was working properly
Totally legit XD
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Either way prepare for some flashy kabooms XD
Wat r u, casul?
Immediate deployment or even pre-deployment is fine with me. Mind you the problem is that ANet doesn’t want people being able to deploy just by jumping, or running over a low hill. The fall mechanic seems to have been in place because ANet only wanted it to be deployed in certain conditions. The issue with instant deployment is that programmatically how the game know the difference between falling off a high cliff or falling off a small hill?
If I understand the suggestion, I was thinking the same thing as CureForLiving here. I do a lot of jumping, up and down, and I’d not want my glider to deploy and wing me off into the air when I was trying to do a vista that required a nearly straight downward jump.
I’ve played the demo (obviously
) and I feel the deployment mechanic is really smooth. Your mileage may vary, of course, so we’ll welcome input during the beta tests.
Here’s a few links to glider demo in AA for comparison:
http://youtu.be/l9CI2hOAHfA?t=15s
(only need to watch first 10 secs to see deployment, I’ve linked to 5 secs before deploy)
(in this example; the character sprints – comparable to using swiftness in GW2 – then makes small jump and presses deployment key)
http://youtu.be/othcy-IBvjo?t=1m30s
(again, linked directly to the 10 secs of the actual deployment… this is a length tutorial on glider, quest to acquire, etc.)
Then to answers; yes, gliders in ArcheAge deployed with a hot-key, ofc you could bind it to a special double-tap so if you jumped twice in quick succession it would be interpreted as wanting to deploy the glider. But you kept it on a shortcut key for deployment.Meant, you could for example use a swiftness skill and run down a slope with suitable “fall” make a jump into the air and deploy your glider by clicking the shortcut key.
And yes, they were like flying mounts, but judging by the HoT trailer I don’t see difference in operation.
GW2: You deploy your glider when you are in free fall and either descend to the ground somewhere, or catch an updrift stream to gain altitude and be brought up to same or higher(even?) level.
AA: You deploy your glider when you want. I could be sprinting and jump on a small rock in the middle of the desert and deploy my glider to gain a few meters altitude and glide the next 50-100 meters. Ofc, this is taken to extreme because I’d be gliding from 5 meters above ground and be back on the ground very quickly. But set in a vertical map like Heart of Maguuma, I could then deploy the glider on the edge of say the Wyvern platform for a sense of better control.It would feel more like a flying transport that I could put to use at will rather than an emergency parachute to be deployed only when the alternative is falling to my death.
I’m sure the community will learn how to operate the glider as it is now to take them places the devs haven’t thought of.
But I just feel it’s important the glider is as versatile as possible to allow this freedom of movement that we don’t get something that you have to go like follows:
1. Ok, let’s see; I want to use my glider… I must apparently fall off this cliff for it to work.
2. Now I must wait for the interact icon to show on screen, so I know that the glider can be deployed.
3. Aha, now I can click F and deploy the glider.The AA alternative was:
1. OK, let’s see, I want to use my glider… Press F (or similar keybind).
(1b. Hmm… I was just running on the ground and of course that wouldn’t let me deploy it; or perhaps it let me but I could only float 3-4 meters because I deployed it on top of a rock and could only glide a short distance)
Totally agree
Wat r u, casul?
i believe legends won’t cost SP, like do not adrenaline skills, steal, attunements, toolbelt skills, shatters, pet skills, virtues or death shroud skills.
I belive heal and elite will be even’d out and utilities will follow tier 1>2>3 costs like now
But heals and Elites are also part of the legends.
yeah what i mean is that since elites and heals cost differently and for revenant they should be “even” in cost.
I dont recall the actual cost but lets say we have 4 heals that cost
1 3 3 5 this should be evened out at 3 3 3 3 (no point to have differences here)
Same goes for elites.
Wat r u, casul?
i believe legends won’t cost SP, like do not adrenaline skills, steal, attunements, toolbelt skills, shatters, pet skills, virtues or death shroud skills.
I belive heal and elite will be even’d out and utilities will follow tier 1>2>3 costs like now
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Tanky Legend
Condition Legend
Support Legend
Range Legend
Melee DPS legend5 legends to come
I suspect it will actually be someting like:
Condition legend (weapons: mace/axe, trait stats: precision + condition damage)
Tank legend (weapon: hammer, trait stats: toughness + healing power)
Support legend (weapon: staff, trait stats: vitality + boon duration)
Damage legend (weapons: sword/dagger, trait stats: power + condition duration)
i suspect 4 legends myself too, since everyone has 4 heals atm, 20 utilities and 3 elites,
i guess 1 heal 5 utils 1 elite each legend (it would require 1 extra elite for each other class to balance that out tho)
ihmo the spec will introduce another legend and/or tweak around the legend mechanic
i repeat, is my opinion but is solid common sense
Wat r u, casul?
Oh, that is so depressing. I did not play GW1 for years and years since it’s release, in order to fly. I did not play GW2 since it’s release, in order to fly. The Silver Wastes, is just that, a waste
Silverwastes? Don’t you mean Dry Top? Dry Top had the Zypherite jumping abilities. The only jumping really in Silverwastes was the JP.
Can’t quite get why people is so scared of verticality, it adds so much dept (and not only literally
)
Well some people did have real issues with Dry Top, such as physical disability that made jumping difficult.
Don’t want to troll or anything, i’m genuinely curious and naive: how and which disability prevents one from doing jumping puzzles? i mean, can’t really be a coordination issue since for combat and many other stuffs they seems to handle just fine, and JP really are nothing hardcore (sure some of them are crazy, but ain’t mandatory content) and at worst in Dry Top you had to use some jumping booster to navigate around …
ò_ò
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Anyway i expect capricorn back when they’ll balance underwater, which will come with underwater dragon LS XD (hope after mordry)
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But it’s not random.
ORLY? /15owls
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