Showing Posts For Girion.5483:

I cannot speak in guild chat! Is this a joke?..

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

To answer the question in the thread title, yes it is. But the joke is on Anet. They managed to introduce an overwhelming amount of bugs with the recent “patch”. It’s probably best to stay away from the game for a while, until Anet at least got to categorizing them all, not to mention fixing them. I think it’s safe to say that this was the most messed up update ever.

If this is a glimpse on the quality control we can expect from the expansion … well, good night.

(edited by Girion.5483)

Character Talking Problem

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

Yeah, I agree. I stood idly around in my home instance and didn’t do anything. No character voices. When you do the same in an open map you start to “hear voices”. Might be that something is wrong with the range of those shouts. Seems like everyone is shouting their lines across the entire map, rather than your own character saying it.

In-Game Bug Reporting ... Bugged

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

Well, on a humorous note, it’s only consequent to have the bug report function disabled, when you introduce a plethora of random bugs to the game. They’d be flooded with reports. :p

Ranger Pets Bugged [merged]

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

Confirmed. Noticed this as well.
Don’t know what you mean by “until the first target dies”, though. Even then, the pet won’t be passive. As of right now, Avoid combat doesn’t work at all for Ranger pets.

Character Talking Problem

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

Same here. My Sylvari male is saying all kinds of lines, mixed from all races, genders and trigger effects, such as making a reference to the application of vigor, even though I didn’t apply it.

Rampage as one Stability

in Ranger

Posted by: Girion.5483

Girion.5483

The Rampage as One effect still lasts 20 seconds, as indicated.
However, with 20% boon duration, the interval durations for fury and stability are both set to 3,5s on the tooltip, with fury lasting for a total of 25 seconds and stability only 21 seconds. Does the reapplied stability get affected by boon duration? Not sure about this.

By the way, with 20% boon duration and Fortifying Bond traited, the fury on the pet lasts for a total of 50 seconds, which is a buff.

Hide in Plain Sight

in Ranger

Posted by: Girion.5483

Girion.5483

Thanks for the confirmation. What I wonder now, is whether Remorseless allows the Jaguar F2 to recharge Alpha Training, but I assume the reset via stealth only works for the player.

Hide in Plain Sight

in Ranger

Posted by: Girion.5483

Girion.5483

Does this trait interact with Remorseless? Not that it would upvalue this grandmaster trait, but it would be nice to know.

Remorseless Trait

in Ranger

Posted by: Girion.5483

Girion.5483

[…] using LB+ area effect traps or barrage or even huntershot>entangle will let those entangles apply Vun where you wont need to worry about having the target in frontal view so you can apply Vun+entangle rooting on the target to kite away while applying a damage buff on the target for team mates to focus.

This kinda implies that Opening Strike works in connection with multi-hit attacks, but it actually does not. Just wanted to clarify this. Opening Strike applies the vulnerability stacks to only one target, even when you use an AoE attack. That’s the real issue, if you ask me. If you could apply vulnerability on mutliple targets with skills such as barrage or entangle, this trait might actually be worth a shot.

New Pets?

in Guild Wars 2: Heart of Thorns

Posted by: Girion.5483

Girion.5483

There is no reason to expect new pets. In GW anyone could have a pet because anyone could sub class as a Ranger and get pets regardless of main class. That’s not the case in this one. It would be irresponsible to add extra content that only one class can enjoy.

I think at this point you should take into consideration that pets are not some fancy addition to an otherwise 100% stand-alone class, but rather the fundamental core mechanic of the Ranger. So, when you’re working on the core mechanics of the classes in GW2, it’s only logical to add in new pets for the Ranger, which may fullfil different roles than the pets currently available. Your opinion is like saying: “Please work on a new and cool warrior specialization, but don’t let it feature new adrenal skills.”. Eh, doesn’t make much sense, right?

Yes, I main a Ranger and I don’t see why they wouldn’t add new pet species or whole new families even. I’m hoping for …

Griffons, Raptors, Tigers and Gorillas

Why this collection of trash shouts ?

in Ranger

Posted by: Girion.5483

Girion.5483

Sic ‘em is indeed the only shout that is somewhat useful. Still, it feels like it should be the active effect of Signet of the Hunt and not a separate skill. As already mentioned, when the game shiped the Ranger class was missing a set of utilities, which was later hastily implemented as the crappy shouts we have to deal with to this date. I wouldn’t even call them shouts, as by definition they should affect the allies around the Ranger and not only 33% of your own character (aka the pet). Search and Rescue did have some use in dungeons, especially in semi-coordinated groups, but not any more.

Shouts, along with spirits, are yet another lackluster set of utilities for the Ranger, which is why the majority of Ranger builds consist of a mix of signets and survival skills. Not because those utilities are insanely great, but for the simple reason that there’s no alternative to them.

Just remove Water Spirit already

in Ranger

Posted by: Girion.5483

Girion.5483

I don’t think it’s worth the effort to fix/buff the spirits, as they’re already bad by design. The flaw is deep within the roots of this mechanic and I don’t see how this is ever going to be something useful in PvE and PvP, unless you do away with the spirits and replace them with something else entirely.

The 2 main options that have been discussed over time, can also be found in this thread. Either make them Auras stuck to the Ranger or make them preparations and bring back some GW1 nostalgia. Yes, Thief already has venoms that function somehwat like preparations did, but I don’t see why this would exclude a similar mechanic for Rangers. Afterall, traps aren’t exclusive either.

Anyone remember Ingnite Arrows from GW1? Have it affect the next couple of outgoing attacks, add a trait to share this preparation with allies and you suddenly have something useful. Or Choking Gas. lol, that would be awesome. Inflict a 1 second daze with your next 3 attacks.

Just remove Water Spirit already

in Ranger

Posted by: Girion.5483

Girion.5483

Until you brought it up, I didn’t even remember there was a skill with such a name. So yeah, in my head it’s already gone. :p Apart from that, agreed, but don’t expect anything to be done about it. Consider it a racial skill, perhaps. If we start discussing inferior Ranger skills, this may never end.

I personally would alter the title to “Just remove Spirits already”. That would solve a lot of issues in my book.

My Greatest Fear Plotline

in Guild Wars 2 Discussion

Posted by: Girion.5483

Girion.5483

I’d like to voice my support for ideas that mention a partial story reset for characters who had to play through the messed up story.

Once the update goes live and players log in to a character with the alternate story, it would certainly be a good idea to ask them once whether they want the personal story of this character to be reset right before A Light in the Darkness. Deleting all story steps beyond this point is definitely easier than altering them. This player character would then get to experience the updated story without being forced to reroll completely. This would make a lot of people happy.

Is there any information whether this solution would be viable or is it considered “out of scope” as well?

(edited by Girion.5483)

[NA] Order of the Skyward Eye [Sky], PvE

in Looking for...

Posted by: Girion.5483

Girion.5483

Skyknights are looking for players who enjoy a relaxed environment and want to contribute to shaping a guild in everyone’s best interest.

Website: http://skywardeye.shivtr.com
Focus: PvE, light Roleplay
Status: start-up, casual
Looking for: new players and those getting ready for Heart of Thorns

World: Tarnished Coast, but any other NA server works as well without downsides, due to the megaserver system.

Theme: We’re a knightly order dedicated to the anticipation of the dangers from the sky, predominantly the Elder Dragons and their minions. The order in general may appear good-hearted and benevolent on the outside, but has a chaotic way when going about its goals. Members of the order care for the people inhabiting Tyria, but not so much for customs and laws that may bind them in taking action. An extraordinary approach is often valued higher than conformity.

Guild Halls

in Guild Wars 2: Heart of Thorns

Posted by: Girion.5483

Girion.5483

As mentioned above, we don’t know anything about Guild Halls yet, except that they’re going to be available.

From a personal standpoint, I’d guess that guild halls are open for every member of a certain guild, even those who didn’t purchase the expansion, but that creating and expanding the guild hall requires access to the expansion.

Point is that the expansion is for experienced players who already completed the story arch of the base game and have at least one level 80 character. But what about newcomers then who just recently bought GW2? Would Anet exclude them from entering the hall of their guild, just because they’re new to the game? I don’t think so. Again, that’s just my personal speculation.

[Spoiler] Oh, now Seeds of Truth makes sense

in Living World

Posted by: Girion.5483

Girion.5483

If these seeds come from Mordremoth (which is likely),[…]

That’s just speculation. We don’t know where the seeds come from.
What we do know, however, is that Ronan stumbled across them by accident und planted one of them without even knowing what would come of it. Ventari didn’t know either and most certainly Mordremoth didn’t have any influence on whether and where this seed would be planted. Mordremoth can turn and use Sylvari, yes, just like Zhaitan can turn and use members of the other 4 races, but that doesn’t mean that Sylvari were meant to be dragon minions all along. The only thing that hints in this direction is Wynne’s dream prior to her awakening and it’s not like dreams couldn’t be misinterpreted. You could also say, that she dreamt of the Sylvari being vulnerable to Mordremoth. Small difference, big effect.

(edited by Girion.5483)

[Spoiler] Oh, now Seeds of Truth makes sense

in Living World

Posted by: Girion.5483

Girion.5483

Sylvari – The Only Dragonborn Race in Guild Wars 2. #bejealous

To my understanding Sylvari are neither dragonborn nor imbued with dragon energy. Sylvari originate from a Tree that sprouts from a magical seed we don’t know much about. This seed was planted by Ronan and Ventari who weren’t dragon minions either.

Since Sylvari are so closely related to the spheres of influence of Mordremoth (plant and mind), they are vulnerable to his corruption when exposed to it, but they’re not born dragon minions.

Of all the races, Sylvari are still the most resilient, only susceptible to Mordremoth under certain conditions, while completely immune to the other dragons. Which is also why I don’t understand why the other races seem to be intent on waging war on the Sylvari. I mean, nobody considered commiting genocide to Humans, Asura, Charr and Norn, because Jormag, Zhaitan and Kralkatorrik can turn their dead bodies into dragon minions. For good reason I might add.

Make your "Point of no Return" quote

in Living World

Posted by: Girion.5483

Girion.5483

Sylvari aren’t the enemy. Overreaction and inconsideration, however, are. ;-)

Attachments:

(edited by Girion.5483)

Inaccurate damage display on spatial surge

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

What you see when looking at the damage display number is the cumulative damage since you first started using Spatial Surge without a different skill in between. For some reason the damage display doesn’t reset between individual Spatial Surge attacks when you’re auto-attacking and keeps adding up the damage of your first, second and third auto-attack … etc.

The same happens when using Flamethrower #1 … and probably every other channel auto-attack.

You don’t deal more damage. It’s a display bug that should be fixed.

Cleansing Water + Inscription + Dwayna Runes

in Elementalist

Posted by: Girion.5483

Girion.5483

I’m currently using S/D with Lightning Hammer and Glyph of Elemental Harmony as my heal. Since I’m lacking condition removal I wanted to work something around Cleansing Water.

In theory the combination is as follows.

Glyph of Elemental Harmony (water attunement)
Air trait VIII: Inscription (water attunement)
Sup Runes of Dwayna #6
————————————————————-
= 3 different sources of the Regeneration boon upon heal

Together with Water trait XI: Cleansing Water this should remove up to 3 conditions. However it doesn’t. It removes only 1 condition from myself. Moreover, in this setup it doesn’t seem to remove a condition from my allies either, even though Dwayna Runes #6 applies Regeneration to my allies.

Is there an internal cooldown to Cleansing Water in PvE even though it’s not indicated?

Collaborative Development: Ranger Profession

in CDI

Posted by: Girion.5483

Girion.5483

Specific Game Mode
PvE

Proposal Overview
Reworking Shouts into group support

Goal of Proposal
Shouts should enable the Ranger to provide group support, while emphasizing the Rangers ability to manipulate in-combat mobility.

Proposal Functionality
Remove all shouts, except Search & Rescue.
All new shouts affect the pet and 5 allies, including the Ranger.

1.) Search and Rescue!
Increase the effect range, so also players using a longbow can reliably send in their melee pet to resurrect a downed ally.

2.) To the Limit!
Grant 3 stacks of Might and Retaliation to allies in range.
Good synergy and this combination doesn’t exist in the game yet.

3.) Never Surrender!
Breaks stun on the Ranger and his pet.
Applies Vigor to allies in range and heals for a certain amount. The heal should scale with Healing Power in a meaningful way.

4.) Find their Weakness!
Grants a corresponding buff to allies within range.
While under this buff the next hit applies weakness and X stacks of vulnerability.

Associated Risks
While vigor and weakness sharing ties in neatly with the Ranger’s focus on in-combat mobility, thorough balancing would be necessary to tweak the numbers.

More group retaliation might be an issue in WvW.

(edited by Girion.5483)

Collaborative Development: Ranger Profession

in CDI

Posted by: Girion.5483

Girion.5483

Specific Game Mode
PvX

Proposal Overview
Compress the Opening Strike mechanic

Goal of Proposal
Make the currently mediocre Opening Strike mechanic more appealing by changing places of a few traits. No in-depth functionality change necessary.

Proposal Functionality
1.) Combine the traits Opening Strike and Alpha Training to Adept tier minor “Alpha Strike: You and your pet cause vulnerability with your first strike when entering combat”.
2.) Master minor trait: “Precise Strike: Opening Strikes always critical hit” (both for the player and pet).
3.) Grandmaster minor trait: Remorseless in its current functionality

Results:
- gives all minor traits of the Marksmanship trait line purpose
- for the entire opening strike/remorseless mechanic you just need to invest 25 trait points now. Saves you 5 points, if you don’t want the grandmaster major.
- frees up a grandmaster major trait slot, which can be selected on top of the remorseless synergy by investing 30 trait points.

Associated Risks
Should be checked balance-wise, but seeing how subpar the entire opening strike mechanic is at the moment, I don’t think these changes would be overpowered.

Additional Notes
Make the Remorseless trait work for the pet as well.

(edited by Girion.5483)

Collaborative Development: Ranger Profession

in CDI

Posted by: Girion.5483

Girion.5483

Specific Game Mode
PvE

Proposal Overview
Adding more movement on demand to the one-handed sword

Goal of Proposal
The current sword fight is very static and often doesn’t allow you to properly react to major threats, like large damage attacks from bosses, champions and the like. The goal is to give the player a higher level of command over how he wants to position himself during a fight.

Proposal Functionality
Skill chain #1:
- keep Slash as it is
- change functionality of Kick and Pounce
- Kick: rename, remove leap, animation change. Applies one second of immobilized.
- Pounce: rename, remove leap, animation change. Hits 3-5 adjacent foes, still applies might to pet per hit as it already does. Functionality should be similar to Cyclone Axe. Maybe even add a short whirl finisher. Due to Kick applying immobilized, a leap on Pounce is no longer necessary.

Result: You can now move with WASD while rotating through the #1 chain. You can now interrupt the #1 chain with dodges.

Skill chain #2:
- Hornet Sting: receives the full functionality and animation of Monarch’s leap
- Monarch’s Leap: rename to Hornet Swarm, change animation and functionality. Release a swarm of bees/hornets (animation already exists within the game) to surround yourself, similar to locust swarm, but with smaller radius and shorter duration. Damages up to 5 adjacent foes and applies vulnerability per hit.

Result: a leap forward to open a fight is a lot more beneficial in PvE scenarios than a leap backward. The latter always has the potential to put yourself into damage fields, to draw more unwanted foes or to outright jump over a cliff. This proposal solves that. The reworked Hornet Sting can still be used to quickly switch targets during combat and also offers a better leap finisher on demand.

Skill #3:
- good as it is. Maybe increase poison duration to 8 seconds.

Associated Risks
The proposal is basically an overhaul and may clash with ArenaNets current design philosophy of the 1h-sword. Two new animations for skill #1 and one new animation for skill #2 would have to be designed or borrowed from other skills within the game.

(edited by Girion.5483)

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Girion.5483

Girion.5483

1.) Ranger
2.) Engineer
3.) Necromancer

Natural Healing...

in Ranger

Posted by: Girion.5483

Girion.5483

PS: the heal scales really well based on healing power (for a passive heal) however the regen on your pet scales off YOUR healing power and the regen on you scales off YOUR PETS healing power (either 0 or 350)

Oh? I always thought this trait is unaffected by healing power. Do you know the healing power coefficients for the pet and player regen?

Ranger bug list (and other issues)

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

You got a good list there.

What’s personally bugging me the most are the bugs related to Hunter’s Call, Kick & Pounce, Sic ’Em, MightySwap & Fortifying Bond and Furious Grip.

Hope this will be addressed in future updates.

Mighty Swap and Fortifying Bond

in Ranger

Posted by: Girion.5483

Girion.5483

Right, thank you for the hint.

Mighty Swap and Fortifying Bond

in Ranger

Posted by: Girion.5483

Girion.5483

As far as I noticed both traits don’t interact with each other. Since the new Mighty Swap also grants 3 might stacks to the player, you’d think that your pet starts with a default 6 might stacks after you swap it in during combat. However, the 3 might stacks the player receives are not mirrored back to the pet through Fortifying Bond. The pet receives only 3 might stacks, instead of 6. Can anybody confirm this?

Is this because the Ranger receives his might stacks a split second before the swapped in pet is truely active or do both traits simply not interact with each other? In any case, I believe this should be fixed.

Signet of the Hunt active

in Ranger

Posted by: Girion.5483

Girion.5483

I always thought that merging “Sic ’Em” into Signet of the Hunt, to become its active effect, would be a nice move. Both skills attempt essentially the same: boost pet damage. So why not combine them? I’d definitely use the signet active during combat then and the passive when travelling outside of combat.

This would free up a slot to come up with an entirely new shout. Perhaps a real one this time that actually affects our allies within range and not some clunky niche skill like “Guard”.

Wilderness 5 Natural Vigor in Upcoming Patch

in Ranger

Posted by: Girion.5483

Girion.5483

One thing you need to remember when reading balance discussions or patch notes: leave your emotions at home. If you consider this change from an objective point of view, you easily notice that a 5 point investment minor trait that grants +50% endurance regen at all times is way too strong. It was nice while it lasted, but it had to come down eventually. I just wish they’d indeed consider all adept minor traits that grant easy access to endurance regen.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Girion.5483

Girion.5483

Ranger

From looking at the Wilderness Survival and Natur Magic master traits, I thought it would make sense if Oakheart Salve swapped places with Evasive Purity. Wouldn’t it make sense to put Evasive Purity in a tree that enhances dodging and Oakheart Salve in a tree that enhances regeneration?

December 10th Ranger changes

in Ranger

Posted by: Girion.5483

Girion.5483

I actually like my evade on the GS auto-attack chain. Not sure whether I’d want to give it up. How about this …

  • keep the auto-attack in it’s current state
  • add 2 seconds of stability to Swoop (cast time is 1,75 seconds , so a 1 sec stability might be too short)

Regarding suggestions that mention a DPS increase for the GS. Not sure whether that’s a good idea. As soon as GS DPS is equal or above Sword DPS the latter runs a risk of becoming a dead weapon, since its damage boost is really the only thing that makes you put up with the #1 root.

(edited by Girion.5483)

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Girion.5483

Girion.5483

Ranger: short-term and long-term changes.

  • Opening Strike + Alpha Strike: Merge, Adept tier minor
  • Precise Strike: Master tier minor
  • Remorseless: Grandmaster tier minor
  • Eagle Eye: include Shortbow
  • Predator’s Instinct: make Cripple duration and recharge time shorter as intended, 20 sec recharge perhaps. +10% pet damage against crippled targets.
  • Piercing Arrows + Quick Draw: Merge, Marksmanship Master tier major
  • Oakheart Salve: include Torment as a trigger, 7 sec Regeneration, so it has better synergy with Nature’s Bounty.
  • Bark Skin: How about -33% dmg under 50% health?
  • Fortifying Bond: remove vigor sharing and add stability instead
  • Speed Training + Commanding Voice: Merge, Adept tier minor, -20% cd reduction
  • Rending Attacks, Stability Training, Intimidation Training: remove pet family restrictions
  • Natural Healing: should be affected by Healing Power. Add trait fact regarding the player healing to the description.

(edited by Girion.5483)

Shortbow Rework

in Ranger

Posted by: Girion.5483

Girion.5483

All they need to do to fix it is put the range back to 1200.

Not really, since it’s called a *Short*bow for a reason, but I agree that the Eagle Eye trait should include Shortbow as well.

I like these ideas, especially for skill #2, as this one currently feels weak and useless.

December 10th Ranger changes

in Ranger

Posted by: Girion.5483

Girion.5483

I know we’re mainly talking traits here, but I’d like to discuss a skill change as well. Since with the recent Sic ’Em change its funtionality still didn’t get fixed (effect gets cancled by other pet commands), I have a feeling this skill should be on the balance/fixing board soon again. So while we’re at it, how about making Sic’Em the active effect of Signet of the Hunt? Both, the shout and the signet active, serve the same purpose: to boost your pet damage for a short while. However, the current active effect of SotH is so negliglible that I know of no Ranger player who’d actually ever activate this signet. To don’t throw off balance, you could carry over the 40s recharge of Sic ’Em to SotH. Those 2 skills simply belong together and should be merged, in my opinion.

This would then free up a slot for shouts, to come up with something entirely new and awesome. What are your thoughts?

Edit: This would also be in line with Anet’s stated goal of making the power spec more appealing for Rangers, since it would improve the combo of SotH + Signet of the Beastmaster. If that’s too strong the +% damage number on Sic ’Em could be tweaked.

(edited by Girion.5483)

December 10th Ranger changes

in Ranger

Posted by: Girion.5483

Girion.5483

@ all those people hoping to get rid of the pet entirely:
Look no further, there’s a simple solution. Roll a warrior, pick longbow, select the Stronger Bowstring trait et voila, there you go, your own personal archer without a pet. It’s really that easy. ArenaNet stated countless times that the Ranger is primarily a pet class. Time to believe it, guys.

Natural Vigor:
This change is going to hit me hard as well, but I can understand that it was a bit strong for a 5 point minor trait. At the moment, it’s kinda mandatory in next to every Ranger build, which indeed is not a good sign. However it might be an idea to move Vigorous Training to the Adept tier, so that people who aren’t interested in the Beastmastery line don’t have to invest 20 points just to gain some more vigor.

Beastmastery Master Traits:
Like Vigorous Training, the remaining 3 master traits should be independent of pet families. You’d have to slightly alter the traits to make ‘em usable by every pet, but in my opinion their current state is way too restrictive and I usually don’t pick them. I mean Intimidation Training is nice and all, but it kinda forces me to pick canine and spider. Now, what if I want to run canine and devourer or feline and spider?

Fortifying Bond:
This trait shares vigor with the pet, even though the pet has no means of dodging and probably no endurance pool. Remove vigor from the functionality of Fortifying Bond and add stability instead, which is currently lacking and would be a boon I’d be interested in sharing with my pet.

Bark Skin:
How about a damage reduction kicking in at 50% health, rather than 25%? Reduction percentage number could be tweaked (30%?), but I believe that a reduction below 50% health would be stronger than a reduction below 25% and thus could compete with Empathic Bond.

Sic ’Em:
Please fix this skill. Don’t know why it didn’t happen with the last update. This skill’s effect gets cancled by activating F2, F3 and signet pet commands, which makes this skill a no-go.

Oakheart Salve:
Include Torment to trigger this trait, since it’s a degeneration condition as well. Increase the regneration duration to 7 seconds. This way you could spec 20 WS for Oakheart salve and 10 NM for Nature’s Bounty and have a nice synergy right there to counter some degeneration. Somehwat reminds me of Melandru’s Resilience from GW1.

(edited by Girion.5483)

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Girion.5483

Girion.5483

Ranger, suggestions and additional thoughts:

  • Beastmaster’s Bond: Always thought this trait belonged with the Beast Mastery Line.
  • Eagle Eye: Have it grant +300 range to the shortbow as well.
  • Bark Skin: I think 30% dmg reduction below 50% health treshhold is actually more useful. Too strong? Maybe tweak the dmg reduction number then, but I believe that a dmg reduction below 50% health is of greater use than a dmg reduction below 25% health. Especially so, since it’s a grandmaster trait and competes with Empathic Bond.
  • Fortifying Bond: This trait shares Vigor with the pet, which is rather pointless since the pet has no means of dodging. However, stability is not shared, which actually would be useful.

I really wish sword #1 wouldn’t root us in place. A change that #1 chain skills and animations are interrupted upon dodge attempt, would be much appreciated.

(edited by Girion.5483)

Cannot Dye OoW-Armor [Merged]

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

bumping for awareness.

Terrible FPS Drops Since August 13th Patch

in Account & Technical Support

Posted by: Girion.5483

Girion.5483

Just an example of how weird it can get:
Yesterday, I went to Bloodtide Coast for a while, to just gather some materials and complete the dailies. I got about 50-60 FPS (capped to 60), but when I entered the Chamber of Secrets and moved on to Straits of Devastation, the framerate dropped instantly to 10-15 FPS after loading into Fort Trinity. I mean, wtf?! There’s nothing ever going on in Fort Trinity, so what would cause such a drastic framerate decrease remains a mystery to me. And no, there were no other programs running in the background on my computer. Just GW2.

(edited by Girion.5483)

Terrible FPS Drops Since August 13th Patch

in Account & Technical Support

Posted by: Girion.5483

Girion.5483

Forgot to mention: I’m running windows 7 64 bit and all other games I play perform as good as ever. Stress-tested my entire system for a couple hours last week and no failures occured for my hardware components. Only GW2 is causing these issues, which has me thinking whether ArenaNet recently changed something with the GW2 engine, perhaps? But yeah, like I mentioned, I’m rather clueless.

Terrible FPS Drops Since August 13th Patch

in Account & Technical Support

Posted by: Girion.5483

Girion.5483

I’m having the exact same problem.
I don’t have a high-end engine either (AMD Phenom II X4 965 @ 3,4Ghz; Sapphire Radeon HD 4890 with 2GB v-RAM; 8 GB RAM; Gigabyte 970A-UD3 motherboard), but it should be more than capable to deal with GW2. Over the last 11,5 months I could play flawlessly on medium to max graphics settings, but since last week (or perhaps the last 2?) I’m suffering from massive performance issues. Framerate drops as low as 10-12 FPS, which basically makes the game unplayable.

The interesting thing is, that these performance issues, while often, don’t seem to be constant. Sometimes everything goes back to normal and I’m playing at 45 – 80 FPS, depending on the region and then again, out of the blue, the framerate drops through the bottom back to 10.

I really don’t know what’s causing this. Deinstalled my graphics card driver, downloaded the latest version and manually installed it again. I also followed Anets instructions on how to improve the framerate for ATI video cards, but without much effect on game performance. The only thing I noticed, is that this issue is of recent occurance, like the OP already mentioned.

(edited by Girion.5483)

Cannot Dye OoW-Armor [Merged]

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

I don’t think it’s ever been a question of the “If”, but of the “When”.
Of course they told you it’s going to be fixed, but that might as well be next year. (exaggerating this a bit, but you get what I’m saying)

What is the Ranger's role supposed to be?

in Ranger

Posted by: Girion.5483

Girion.5483

Despite the name, I’d say that the Rangers role is that of a beastmaster, rather than a master of ranged combat. So yeah, I think the class name could be viewed as somewhat missleading. Furthermore ArenaNet leans toward a Jack-of-all-trades-master-of-none role for their Ranger. We have a bit of everything, but don’t specifically excell at something in particular. Now, you could say that “a bit of everything” is no real concept and I think I would agree. As far as I’m concerned, I’d say that the Ranger doesn’t serve a particular role at the moment, instead of versatility perhaps.

Indeed it seems that the Ranger is without direction. A lone ship in the ocean with no particular heading, only randomly moved along by winds and waves.

(edited by Girion.5483)

Cannot Dye OoW-Armor [Merged]

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

Eggers, I reported both of your last posts due to offensive language.
While we’re probably all frustrated about this bug, there’s no use to post insults like that. They won’t get you anywhere and I really hope you refrain from doing so in the future.

By now it’s more than obvious that ArenaNet’s bug fixing teams are occupied elsewhere and don’t regard dye bugs on armor pieces as something in need for an immediate fix. While it’s totally fine to maintain awareness of this bug, please calm down and refrain from posting insults. This just reflects poorly on the community.

Since there’s no reason to believe that this will be fixed anytime soon, I highly recommend that you look for different armor pieces that would suit your style as well.

I for one am affected by this bug as well, for I’m using the OoW chest piece on my Ranger, but I’m fortunate enough that the red in combination with midnight fire dye looks somewhat acceptable and I can live with it as a temporary solution. I too would like to be able to try different color shemes, but there’s not much we can do about it instead of being patient and reporting this bug in an appropriate manner.

An universally good, must-have pet change

in Ranger

Posted by: Girion.5483

Girion.5483

Noone says it should have been fixed immediately, noone says it’s top-priority. What most “Don’t care, it’s fine”-posters fail to see, is that we’ve been waiting on this for almost a year by now. Certainly, in that time it would have been possible to come up with a solution, if you only they cared. This is not an issue of ressources or technical implementation, but an issue of motivation and laziness.

I wish Arenanet would stop releasing new bugs on a bi-weekly basis for a while and actually take some time to fix a few things in their game. Of course, such cosmetic issues will never be addressed, when they have a positive netto input of gameplay relevant bugs.

Cannot Dye OoW-Armor [Merged]

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

@Turbo Whale: You mean the slightly blueish glow on the shoulders? I think it’s intended that way. A lot of armor pieces, especially the planty sylvari ones, have spots with fixed colors that cannot be dyed. Since those spots are usually less noticable, I didn’t mind much, but the bug on the Whispers armor set is just too predominant to be ignored.

At this point I think it may take another month or two before anything is done about this. I just hope that when they finally care to address this bug, they also think of some form of compensation for those players who had their styles ruined for such a long time. A simple “There ya go, it’s fixed now” after 2 or more months, won’t do, imo. That’s certainly not too big an issue and would mend some of the continued frustration.

June 25th Patch broke TA Forward/UP

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

It didn’t really break it, just made it more difficult. As far as I see, the addition was, that everytime an egg bomb hits a party member, because he failed to dodge them, spiders (including a veteran) spawn on top of that player. If your entire party fails to dodge the bombs, you’re screwed and will have to reset. So yeah, the key to defeating the Nightmare Tree on the f/u path, is to attack from range with non-AoE attacks and to dodge the bombs. I agree though, that this is a pretty boring fight and can be frustrating at times.

Cannot Dye OoW-Armor [Merged]

in Bugs: Game, Forum, Website

Posted by: Girion.5483

Girion.5483

So this is a bug that only effects some people then? Cause my leggings and boots still have 3 options for color that work fine..

Kinda. It seems to affect all male armor versions of the Order of Whispers chest piece, leggings and boots. Since your character uses the female version of this armor set, you’re lucky that it doesn’t affect you.

Ranger Build & Guide - Critically Powerful!

in Ranger

Posted by: Girion.5483

Girion.5483

Just a hint: as far as I’m aware 2x the exact same sigil doesn’t work on the same weapon set. Only one of the Sigils of Accuracy counts, so you’d get +5% crit chance instead of +10%. Might want to replace one of the sigils with something else. Maybe an on-critical hit effect sigil?