For the toast!
For the toast!
This has been happening for a very long time now- however I feel there should be some differentiation made here: There’s two bugs I see mentioned in this thread thus far, similar but seemingly caused by two different things.
One bug is pretty frequent and has been around for as long as I can remember: Use of a movement skill will often cause you to be unable to move, stupidly stuck in a mid animation walk/run pose, until you move in a different direction. Maybe a good 10% of my ele’s ride the lightning’s result in me simply being stuck at the end of it, about the same for my engi’s rocket boots.
Another bug seems to be caused by knockbacks/launches(?). I’ve for some reason, only experienced this on my warrior – on knockback/launch I sometimes get stuck as if immobilized, and cannot simply move in a different direction to break free. The only way to fix it is to use a movement skill, which warrior fortunately has no lack of.
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Tell us what targeting options you have checked and unchecked in your options (Promote target, etc.). I can spam shouts all day without this happening.
Thats totally irrelevant, since i don’t attack anything when i use shouts on my warrior, also no matter what option, a skill that is used mainly to run away should never force you into combat whenever you use it near an attackable target.
If you actually have a guardian, just use it when standing next to a yellow mob like a Dolyak and you will see what it does, but i suspect you never played a guardian.
I just tested it with my guardian; see my above post.
If you disable autotargeting, and don’t pointlessly target things you don’t mean to attack, you won’t have this problem.
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Tested with auto-targeting disabled:
With no target selected, using any shout standing infront of neutral mobs, nothing ever happened.
With target selected, if in range, I would begin to auto attack after using Retreat or Save Yourselves.
Simple solution: Don’t have a target or use auto-targeting.
This is an interesting issue that goes well beyond the guardian. If you use an engineer kit skill and unequip it with a target selected, you will automatically engage with your main weapon auto. Pretty sure this applies to ele conjures too.
I’ve learned to cope for now by not having things unnecessarily targeted.
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“…P.S: I’m talking about my base magic find, i don’t use boosters/food/etc. The above mf values are all without any mf bonuses.”
You forgot banners Guild. Their time is up, and this section MF decreased by 10%.
Real MF you can see in the section Achivements, hovering the mouse pointer on ‘Magic Find’ and check “Magic Find from Luck: *”
There’s both guild banner MF and guild activated MF. The latter is in effect for as long as you’re repping the guild, and it’s still active. Don’t get the two mixed up!
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Took into account boosters and food, awesome.
But guild boosts?
Always go by the base magic find listed in your achievements panel, not the hero panel stats, when looking up your true base.
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this is the first time I’ve ever heard of boons having a stack limit.
This.
I’m able to achieve 5 minutes with my engineer via stacking speedy kits and elixir B.
I have noted inconsistencies in the actual duration gained vs what I should gain, however.
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Any serious look at pretty much any aspect of the game, and you’ll see that healers are infact pretty vital to GW2 play – like it or not, particularly in events with large amounts of players participating.
Water fields and group healing is essential to WvW zerging, both in keeping front line damage soakers alive, and in keeping people on siege under fire operating.
You know those world events were throngs of players love to throw themselves at world bosses? News for ya – it’s group healing that keeps people alive. Be it living story stuff (look at bosses like Viscount and Lich), or things like temple bosses.
Watch your healthbar at events like these. The sheer amount of players throwing out heals pretty much guarantees you will benefit from someone else’s healing – it’s exactly why stacking is such a commonly used tactic, aside from group buffs with boons and other things like banners and such, as well as the ease of use with mass revival skills.
The very nature of GW2’s large scale player mechanics (ie, zerging in all forms, be it champ trains, open world zergs or WvW blobbing) encourages the use of healers.
That being said, anyone looking to build or play solely by healing others will be sorely disappointed. There are more useful ways to support your parties and groups. (Hey imagine that, those things called ‘support’ builds!)
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Make sure show all enemy names is enbaled – the ‘ember’ nameplate always shows with it on, and you can easily track them that way.
I still feel the deadliest component of Fire Ele is the fireball things – untargetable, no name, and easy to miss. So many people don’t even bother to get out of the way, and wonder what downed them.
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Purely speculation here, but I know that on top of one of those ‘islands’ in the area (I’m pretty sure the same one) it’s possible for a new Toxic Alliance portal event to take place. I’m wondering if perhaps the Hylek is fighting/being kited to the Toxic mobs, or vice versa?
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Celestial crafted exotics seem to give substansially less XP than others, not sure why. Even given that you learn the recipe and don’t discover it, I only got somewhere between half and one third the crafting XP I got from crafting another exotic.
I crafted a Celestial broadsword and sabre at around 480 ish Weaponsmithing, and got about one level of crafting xp each. I made another exotic I’d already discovered after and got about three times that.
I think it may have something to do with the fact that the recipes were added slightly differently from new ones like Apothecary and Settler’s, and the resulting weapons are also different and account bound.
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Out of curiosity, were you against a wall?
Any charge type effect is can hit several times more than simply passing through, if charging at a wall.
Honestly though I don’t know how much damage that amounts to, nor how many times the flesh golem can actually hit in this circumstance.
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Don’t forget Tower of Nightmares. ToN is more what killed it, and WvW season 1 ensured it stayed dead, imo.
Shame too – I got some incredible quick leveling from the Labyrinth Zerg. Was hoping to level a second character to 80 before the 11th.
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I honestly am wondering if there’s some kind of scaling issue going on here, because I have yet to experience this terrible new fire elemental
I rarely see more than a small handful dead at Fire ele, and they’re usually low level characters. I usually see more people die after the event due to the lingering invulnerable embers than during.
As Zaxares said – he was much worse at release. Though part is this is due to the fact that there were much fewer 80’s running around.
Don’t try to melee him, move out of the aoe launches, and avoid the swirling embers. Something to cleanse burning is nice too. Also avoid eating the firebolts – they do a ton of damage. (A lot of people don’t seem to realize that the slow moving fireballs do damage)
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Did they really nerf the offshoot harvest drops? I remember getting 12-15 easily from a single node.
It’s not even that hard to get 20 at any rate – toxic event champions and vets anywhere in the world drop a node that, with luck and +gathering effects, can be harvested more than once.
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Bump.
This is kind of a majorly confusing issue, and it really irks me that official patch notes are misleading like this.
Really hoping someone at Anet sees this and fixes!
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The Toxic Offshoots aren’t just limited to Kessex Hills. The wind has carried these vile blooms into the neighboring zones of Caledon Forest, Metrica Province, Brisban Wildlands, Queensdale, and Gendarran Fields. They have even been spotted in the Eternal Battlegrounds!
After sitting in Metrica for nearly 2 hours and having no offshoot events pop up, I decided to recheck the Toxic Global Gardener living story achievement. In the suggestion locations, it lists the following zones: Kessex, Queensdale, Gendarran, Caledon, and Brisban. No Metrica Province.
Just a little public service announcement and a heads up to Anet that you maaaay wanna get this fixed, before more people start wasting their time in an incorrect zone.
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Tier 3 light redo please and thank you!
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Reposting this here as it’s quite relevant to thread.
All kinds of yes please. I’m really really hoping to see more mobs with downed state, personally.
Makes for interesting cooperation between mobs and mob types, much more engaging. Plus I find it really hard to believe that people are seriously complaining about a mechanic that causes mobs to group up for easy tagging. More grouping = more loot and chances to rally.
It’s especially exciting on champion mobs – imagine fights where you need to take down mobs with the capability to quickly revive downed champions. Plus again, downed state equates to brief invulnerability, and more time to tag juicy targets. It’s not like a finish is required either – when in doubt, auto it to death.
And besides, who doesn’t like feeling like a BA and driving a kill finisher into a -champion-?
The new instance so eloquently introduced the idea that these new mobs have a downed state too.
Please do fix the bug causing friendly npcs to revive hostile courtiers before implementing this elsewhere though.
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All kinds of yes please. I’m really really hoping to see more mobs with downed state, personally.
Makes for interesting cooperation between mobs and mob types, much more engaging. Plus I find it really hard to believe that people are seriously complaining about a mechanic that causes mobs to group up for easy tagging. More grouping = more loot and chances to rally.
It’s especially exciting on champion mobs – imagine fights where you need to take down mobs with the capability to quickly revive downed champions. Plus again, downed state equates to brief invulnerability, and more time to tag juicy targets. It’s not like a finish is required either – when in doubt, auto it to death.
And besides, who doesn’t like feeling like a BA and driving a kill finisher into a -champion-?
The new instance so eloquently introduced the idea that these new mobs have a downed state too.
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(edited by Halcyon.7352)
On DUlfy there is 4 in maelstorm, she only shows pictures to 3 of them
^
Cannot -this- enough.
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Wha? This is way better than say, Dragon Bash in terms of fetchy quest kill x wolves achievements. Smash dozens of pinatas, light two types of fireworks a few hundred times, clear the same hologram mini events a few dozen…
The best part of the achievements this update is that they’re very natural to your exploration and participation in the affected areas. That and they’re numerically much lower and thus far easier to get. Maybe 3-4 hours in and I’m already half way done with the meta, and having a blast.
The only thing remotely x wolves-y is the kill 200 one, and perhaps the Krait Historian, as I know scavenger type hunt things aren’t for everyone.
Leaps and bounds better than some previous content achievements… Aetherblade retreat. shudder
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(edited by Halcyon.7352)
Recheck Mount Maelstrom. Last I saw Dulfy’s guide, the pictures showed all 4 obelisks, but the guide only listed 3.
Maelstrom has 4 – one near treacherous depths, one west of old sledge, one in the krait tower scaffolding near the champion at the top, and one just north of that, underwater.
I thought this was bugged too, but on going though dulfy’s guide a second time I realized I’d forgotten the Maelstrom one near the champ – someone had pulled the champion to it, and I got distracted with fighting it, jumping off after to the next location, completely forgetting to go back and interact with the shard.
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Anyone notice that the toolbelt skill doesn’t remove the new toxic pollen debuff, despite the tooltip saying it does? I didn’t have much time to properly test it or bug report, but I remember dropping the antitoxin and being unable to use it to remove toxin on two occasions.
Unless I missed an interact, or something…
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Norngineers definitely got the short end of the stick here, it sure seems like.
For humans, I do like Prayer to Lyssa’s toolbelt – similar to a boon giving elixir toss. But it does take a valuable skill slot, which is hard to justify when a skill type that can be modified and much more potentially useful can be used. Sadly a number of human racial are also elites that obviously don’t have a corresponding toolbelt skill.
Charr engineers have some useful racials definitely. Invigorating roar with a build that uses invigorating speed, especially with + boon duration, allows you to stack perma vigor quite comfortably, along with the swiftness, fury, might you can already make permanent.
Hidden pistols scales well with power: my zerk built engi easily hits 4-5k full casts, on the lower end of the scale. And of course, the main skill is a okayish 15 sec evade.
Sylvari engineers do make me a little jealous sometimes though, because I do so enjoy confusing people with the sheer amount of blocks, evades and invuln I can pull off… I would love two more seconds of block.
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It’s an issue with transparency (of any kind, including stealth) and some kind of type of effect – any weapons with a particle type effect I think.
Super adventure weapons do this too, as well as things like the zephyr catchers.
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Same issue here, sylvari thief (wearing T1 medium, but I don’t think it matters) green eyes, which are now clouded over in black half the time.
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Krait? I think you mean the Toxic court members, as the krait (mobs) don’t have a downed state
But yes, I experienced this bug – the seraph npcs were trying to revive a couple downed Court members – I had to put a swift stop to this with a banner through the skull.
Amusing bug, but this should probably be in bug reports not here.
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Two month later and this still happens.
I guess it’s intentional.
Funny thing is that we actually made it to the altar when the unidentified well spam left the Pact morale with 1 point.
Not fun to deal with certainly, but seemingly intentional. From notes in August:
World Polish
Risen nobles: Decreased the damage on the symbol created by their shadowstep skill.*
This in addition to the now fixed no cap scaling makes the symbols far less insta death… to players. NPC’s on the other hand… Balthazar and Arah pre is very much doable, just kind of annoying.
I have to say that Grenth is in a very good spot as is now, compared to where it was a few months ago. Even after the no cap scaling glitch, people were a little hesitant to pick up on Grenth again. It’s now very much possible even with a small handful of people – Defeated the priest last night with only six.
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I know there are guilds that often do Southsun events on smaller servers, often after guild missions or such.
Karka queen is spawned pretty much once a day on Tarnished Coast, usually a couple times daily. It doesn’t hurt to have ears in a multi realm guild!
The amusing thing is – it doesn’t even require a full group to spawn the queen. I’ve done all four camps with two people. It’s always just a matter of time invested versus potential gain.
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Somewhere there was a thread pointing out that they’d redesigned the SE dungeon armor for Charr as well.
Hope lives!
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Been like this since a short time after game launch.
I wouldn’t get my hopes up for a fix.
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HgH and other elixir skills have never worked with Elixir gun skills since launch. (I have no experience with beta, so I can’t say there)
Elixir gun skills should not be marked as Elixir skills - this is quite simply an error, and one that’s persisted for a very long time.
Either make elixir modifying traits work with elixir gun (Which personally, I believe is wholly unnecessary), or better – simply remove the ‘Elixir’ skill fact on the EG skills. I get the feeling the ‘elixir’ skill fact is a leftover from beta, as Elixir gun already has a flat cooldown reduction trait.
Leaving it as it is creates a whole lot of confusion and is a glaring inconsistency when compared to other profession skill types and traits.
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People avoid harvesting while in combat for a reason. Certain attacks (possibly crits?) will cause you to drop your harvesting tool and switch to your main weapon while still doing the harvesting animation – ruining whatever it is that you harvest.
Some skills (including those triggered by traits) have been purported to ruin harvests as well, but I have yet to see any reproducable common links personally.
This applies to all harvesting tools, not just the infinite ones.
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Necros have zero reliable blast finishers.
While they are certainly not good for blast finishers this is the internet and since you’re wrong it must be pointed out.
Necrotic Traversal (flesh wurm secondary activation) is a reliable blast finisher.
Putrid Explosion. One of the lowest CD blast finishers in the game, and you get two of them.
Staff #4, Putrid Mark (granted this must be triggered by a hostile)
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It’s always been two seconds, despite the incorrect tooltip.
The wiki page mentions this, and that it’s only 3 seconds with a certain major trait.
A better bug report/request would to be to please fix the incorrect tooltip!
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No. Why would I? No kit damage benefit, and as I spend the majority of my time kitted, I gain no real advantage.
There’s no reason for me to make them for my engineer. I’ve instead been made them for my ranger, and potentially my guardian some day.
I don’t do fractals enough for the infusion to matter personally.
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A lot of personal story missions come in two parts, the second of which you actually get a reward. (Both instances often have the same name)
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There are many many examples of this in game. Both incorrectly colored AoE rings and simply lacking circles altogether.
Veteran and Champ Devourers (most notably, the branded one in Iron Marches) have a friendly white AoE circle when they use their vicious siege attack.
Settlers in Southsun have a throw bomb attack which results in a red AoE circle, despite all settlers now being permanently friendly.
Elementalist focus water skill #5 (I believe it’s 5) Comet has a red AoE, even if you cast it.
Champion Ulgoth Modnir’s lava font attacks are lacking a red AoE (most notably the ones that linger after he’s defeated)
That’s just off the top of my head, I’m sure there’s more.
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It’s definitely not so much a question of difficulty once you learn his mechanics – I’ve two manned him.
It just seems that there’s little reason to go to a far corner of the zone away from WP’s in what’s already a far corner of the world map.
I love exploring the Iron Marches (though I’m biased as a Charr player), and am here pretty often for gathering and guild things. But it’s pretty blatantly obvious that the zone is a ghost town, even on a realm like TC, outside of guild events.
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Whatever happened to actual event dynamic scaling?
It seems like we’re given one of two possibilites currently, with world bosses: A set encounter difficulty type (Tequatl) where a predetermined amount of champions and vets and such spawn, and seemingly no scaling occurs (Aside from champion health, defiant and damage seemingly)
And events that scale very poorly, that apparently need to be manually tweaked and bug fixed over time. (Orr temples, primarily Lyssa and Grenth. They’re in a good spot now, but it took quite a lot of tweak time).
I think given the fact that these bosses have yet to get a complete overhaul, Fire Elemental, Golem MK II, Karka Queen and Jormag are in a good spot right now. The Golem MK II fight in particular was incredibly fun to learn and play out, even if I still think it has just tad bit too much health. Jormag needs further tweaking to make it more interesting, but it’s a very good start.
The Shatterer has turned into even more of a ridiculous HP loot pinata as the changes to make him more challenging have failed to do so really. Same goes for Maw’s Shaman. I can literally auto attack and AFK, as it seems to take a good ten minutes to actually kill him now.
I almost feel as though Megadestroyer has become easier as well – his long cast fire aoe rain ability kept people on his toes, which is now gone. Every time I’ve encountered the fight, it always came down to the wire though, because of the sheer amount of health he and his vet minions have.
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BEST:
1. Halloween/Mad King
2. Super Adventure Box
3. Molten Facility
4. Lost Shores (Despite the massive lag and disconnects)
5. Dragon Bash
I feel Bazaar of the Four Winds deserves an honorable mention. I did not like some of the things that came with Cutthroat Politics, let along the whole voting thing.
Worst:
1. Canach’s Lair (Last Stand at Southsun). I don’t think I even need to go into why.
2. Flame & Frost prelude. Introduction of tedious fetch quests and achievements, oh joy!
3. Queen’s Jubilee. Somehow this update just lost me completely. Remedied somewhat by the follow up.
4. Tequatl. Don’t get me wrong, I love that it’s more of a challenge, and challanging content is good, it just seriously highlights a few flaws with the game. From AFK leechers to overflows, to terribly teaching fight mechanics.
Splintered Coast is now a ghost town outside of maybe once daily during server prime (resets). Making fights more interesting is fine, but when it gets to the point that a large portion of the player-base no longer wants to do it, that’s evidence of something amiss. Some better event scaling and reward should be considered. I mean really, the vet swarms and champs seem to spawn regardless of how many people are actually there. It’s like they gave up on event difficulty scaling, despite it being such a unique feature to GW2
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+1, but add Karka hatchlings to this list.
Champion invisible poppers… shudders
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Well certainly bombs and grenades are an option, but what’s missing is a defensive melee skill. Mesmer swords have blurred frenzy and a block, guardians can grant protection and heal, etc. It doesn’t feel as “complete” as a regular melee weapon skillset. But maybe it’s as simple as if they get too close, throw down the glue bomb and a smoke bomb. Afterwards, drop more bombs or give yourself some distance.
I’m only level 16 so I’m still learning, it’s just a very different style from what I’m used to with other classes.
I haven’t yet tried tool kit, how useful is it? Is it only used in a turret build or is it more universal?
Toolkit has an amazing 20 second cd (can be traited lower) 3 second block. Combine that with shield #5 for another 1 and a half sec block, Elixir S for 3 secs of invuln. Then you can trait for vigor on swiftness for more dodge fun, and trait for an extra Elixir S at 25% hp. (Though granted trait things don’t apply much as you’re still leveling)
Then all the blinds and knockbacks others have listed… Engineer is certainly not lacking for defensive cooldowns.
And yeah as others have said, Flamethrower and bomb kit may as well be melee kits. Even grenades are best at medium range – less travel time, easier to hit things. Engineer definitely shines at medium range or less.
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Flamethrower in PvE is just a might kitten. For honest support go for grenades and elixier gun with many finishers.
Just curious, but what “support” does the Grenade Kit offer?
I’m going to assume he means the vulnerability stacking and AoE freeze, with an additional blind.
But honestly, at almost any large scale PvE event and even dungeons depending on how many condition users are in your party, you’re going to be a lot more useful support wise with a FT/EG build due to the fire and light field access and blast. Cleansing and a little extra healing, with might buffing seems more useful in most situations.
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I still feel Rox’s hair belongs more on Asura than it does Charr. That being said though, I’m so very glad to have more variety. And it’s still probably my favorite of the femcharr ’dos.
I love both of the new male ones as well. The one shared by both genders I feel can be worked into something usable, but the first of the female ones… Yeah, I dunno. I know exactly how you feel Tyragon =p
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I agree, it makes NO sense that its a Light field when it HEALS people. Which i stated in another topic. Why they made it a light field i dont know.
Heh, have a chat with necros. Their HOT well is a light field.
This, if that’s your logic.
I used to be for changing the super elixir to a water field. Then they gave us double water fields on Healing turret!
People seem to underestimate the cleansing power of the elixir gun with fumigate and super elixir combos.
The biggest issue I have with super elixir now is that of how combo fields stack, and how light fields seem to annoyingly take priority over fields more useful to a zerg (water, fire etc). But that’s an issue with how combo fields work, not with the super elixir.
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Came from an overflow that I was on for my daily earlier. Best organized overflow I’ve ever been on – got Teq to about 55%
The main problem were: Afk’ers, people doing other things on map (completion, other events), and a lack of good, dedicated turret users. Atleast one hylek turret was frequently unmanned, and another was destroyed twice.
There were at least a dozen people afk littered around the shore.
/Supplyinfo before the fight showed ~65 people in the main zergball and another ~20 at each group of turrets.
Another part of the problem is that server mains (non overflow) are always at (soft) capacity, whereas overflows generally are not. Always gonna be less people on an overflow.
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ISLE OF JANTHIR GOT HIM!!!!
Hmm, you sure that’s not TC? I see NOPE, EP, ESP, KH, Yum… All prominent TC WvW guilds.
Very sure. One of my guild’s commander’s was there, and was actively recruiting to get people on IoJ to help.
And yes, those are indeed toasters!
Blackgate, Fort Aspenwood, and Tarnished Coast got Tequatl as of few minutes ago.
There was an additional kill prior to that on Tarnished Coast this morning too.
It’s gonna get way harder to keep track of all this…
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(edited by Halcyon.7352)
I cringe at the thought of Turrets becoming the new ‘FOTM’, and seeing kits and elixirs nerfed into the ground.
That’ll be the day I retire my engineer.
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