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You do know MF doesn’t go past 100%…
If you got it set at 200% you are just being even more of a burden to yourself.
Ok, on that I definitely need a Dev Quote from you, or I´ll continue viewing it as yet another MF myth. :/
I’m sure they added that Negotiator 200% MF buff to the game, just to throw out big impressive looking numbers then, right?
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ITT: Complete misunderstanding on how randomness and statistics works.
Guys, just because you don’t get consistently better loot with MF doesn’t mean that it doesn’t work. It increases the chance of getting higher-tier loot, but that doesn’t mean that you will always get better loot. Farming for an hour isn’t a large-enough sample size to determine whether MF works or not. MF is only noticeable over long periods of time.
At which point DR kicks in, if you don’t change things up a bit.
Rotate your characters and mob farming. You’ll notice a drastic difference with MF gear.
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I noticed this as well today in Southsun. I actually redid my equipment several times trying to track down what was the cause, as I figured it might be one of the new back pieces or something.
I tried changing my graphics settings, to see if it would change things, but it was still visible.
I thought perhaps it was a visual effect for the Gold or MF buffs from the negotiators, but I ran out of time to test this theory. (Unlikely I know.)
Just a strange pinkish purple cloud that emits from my character.
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The heal phase is still very much active and in the game currently.
I’m not one hundred percent sure on what triggers it, but I’ve heard that apparently you will get the heal phase if the last attempt to cleanse the temple failed (or possibly the legendary fight).
I went through the heal phase bit as recently as two nights ago.
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I’ve leveled a few alts through it and had no issues personally.
The treb mechanics take some time to get used to – Skill 1 and 3 will aim you left and right, and two must be held to build up a ‘charge’ which affects how far the projectile will go.
Apparently six months ago, there was a bug where the projectile would hit the boat, but would not trigger the next scene and/or do damage to the ship, which has been fixed. (The work around was to ‘leave’ the trebuchet after firing, just before the round hit the boat)
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Concussion bomb (5 stacks) and prybar (5 stacks) require melee range. Also, there’s a delay after the bomb is dropped before it detonates.
Static shot applies 2 stacks per bounce. It’s quite hard to read or expect, as it’s an instant cast and quite a fast projectile. Obviously, an engi will need to switch back to pistol to use it however.
Hopefully you can draw your own conclusions from that on how to deal with ’em!
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Racial skills have no skill type
Then I want to equip Prayer to Dwayna on my 7, since it is not a HEAL type skill.
If you’re going to talk nonsense, just don’t talk.
Bugs aside, skills are defined by a skill ‘type’. Scroll over any non racial skill and you’ll see what type that is, which is what defines how traits modify that skill.
Things like Glamour, Illusions for Mesmer, Shouts and Consecrations for Guardian.
So there’s a definite degree of truth in what he said – Racial skills have no skill type OR have their own copied skill type. (ie Norn transformations)
That being said, there are traits that should affect global stats and variables that in theory would work with racials. Things such as on crit traits, flat damage boosts, etc.
A quick forum search says that for example, Healing Seed’s regeneration is increased by Ranger’s regen increasing trait.
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Heal skill. Defined as being a skill in the heal skill slot, you know, #6.
I’m not sure how much clearer it could be made really.
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Do any traits work with any racials?
As far as I know they don’t, which is an intended design.
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I’ve heard this is happening, but I was able to see it moving just fine on other people. (Don’t have one yet).
Please do not spread misinformation like this. What you’ve seen is the slight inertia from the character moving. Not the animation of the item.
This is a known bug as mentioned by a moderator here:
“Hi everyone,
The team is aware of this issue and working on solving it. Anyway we are going to remind them about the tentacles only moving in the item preview.”
No? The tentacles were moving even while he was holding still.
I’m not sure if it’s a display setting/rendering issue, or if it’s something that for some reason something ‘client’ side (ie, others may be able to see it where you may not).
All I do know is that it’s not broken in every case.
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I still see people at all hours on TC, in Orr… Not nearly in the numbers though, sure. Part of a latenight/oceanic clear of Melandru and Dwayna just last night.
But I’ll be glad when they finally fix the broken event scaling. Things are just painfully broken, quite literally.
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I’ve heard this is happening, but I was able to see it moving just fine on other people. (Don’t have one yet).
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I only noticed the little loot bags when I happen to run over one and the “search” popped up. I have no idea how many I actually missed before hand as I was not looking for them.
I was pretty disappointed that none of the bodies I “looted” actually gave me anything. If I was to pick up those little loot bags after defeating my adversaries, they need to be more visible.
Push left CTRL
I wish you a nice day
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Hopefully this is a sign of things to come.
Along with Rox’s hairstyle please!
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Grenth open on TC as of five minutes ago
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You’re an engineer using the shield, yes?
For whatever reason, the only way I’ve found to get the full animation to play on my engineer is to equip and unequip a kit. Then the full animation with the ‘flying sword’ will play when the kit is stowed and your shield comes back out.
Simply drawing your shield only triggers the spin as engineer.
+1 engi bugs!
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Sorry, but they could hire a high school intern to update the text of tooltips.
Given some of the proper engrish in the game, I’d be kinda surprised if it wasn’t already done by one.
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I said the same thing… Sigil of Accuracy doesn’t show on the hero’s pane, but it does work. And like any other sigil, you can’t benefit from two of the same kind.
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Yes, and i have 5% crit chance in my dagger? So i should actually have 5% more crit chance than i already do?
Unless that dagger has a Superior Sigil of Accuracy, it’s not possible for it to have a flat 5% crit chance. (And even if it did, Accuracy’s crit chance boost doesn’t show on the Hero panel)
There’s no dagger in the game that grants crit chance, outside of precision.
There are however, daggers with 5% crit damage
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(edited by Halcyon.7352)
I’d like clarification if these are merely UI bugs too or not. It seems to stop counting the food buff (not talking about the boon MF food here) in the ui, as well as some pieces of gear after a down.
To be safe, I always relog after a down, before I begin building stacks again.
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It summons three lesser elementals, not two.
As others have suggested, I don’t advise fighting in the tunnel, both for lack of room, and because they will reset if pulled too far down.
I’ve honestly never seen more than 6 lesser elementals up at one time, they usually die very quickly to any form of AoE. A single of my Engi’s flame blasts is enough to dispatch all of them if they spawn together.
You’re definitely going to wind up moving around a lot, but try and avoid separating the silver/champ embers, so you can take them down faster.
Also keep in mind the silver portrait embers are still very susceptible to any form of interrupts. Daze, stun, fear, external movement (knockback/down blowout), which can be helpful for keeping the amount of lava fonts down.
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It adds 2 seconds to pre-exisisting burn condition.
Works fine here.
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Some of the mobs that look like the Shadow Fiend have the Massive Damage tag. When they get bigger, they are using their massive damage ability. Unless you are going to in-out quickly, it’s better to range them and use CC to slow, cripple etc.
Yep. I find it kinda odd that not all do, yet they all seemingly use it.
Look at the ones spawned as part of the Fire elemental pre-event. Like a dozen or so, that all hit incredibly hard for non vets. Seen even 80’s rush in to melee range and go down near instantly.
Simply not a mob you want to take hits from when possible.
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I reported this long ago, a few months after release. Both ingame bug report and here.
Both Ogre Chieftains as part of this event chain can and often will reset seemingly at random. I find it funny that they fixed a bug related to the events that halted progress, but seemingly overlooked the fact that the chieftains are simply unkillable unless you have decent damage (or a couple people helping), as they simply reset after a time.
I think it may have to do with getting stuck on the terrain, and resetting, as they seem to do it more if they’re moving around a lot.
Isn’t this the event where you damage it until it heals and summons pets (making it invulnerable until they’re dead, I think) and then repeat until it runs out of pets and you finish it off?
I think it is.
You’re thinking of the named Ogre Chieftain in Fields of Ruin. Different fight, different zone. (Although the same type of champion).
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I thought this ‘kill 10 rats’ post was going to be about, you know, actual cliched mmo fetch quests. They do exist in GW2. (I’m looking at you Sonic Periscopes and Volunteer).
But the objective (in a dungeon no less) to rescue ten prisoners, many of which offer varying dialogue hardly counts as a fetch quest… They even help you to fight.
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I think this is suffering from some of the same issues Orr is seeing with over-powered vets. I’ve done this several times before with different chars, and while more challenging than convincing nearby skritt to drop the toxic stuff they’re running around with, it was still soloable. I went in there the other night with my necro and I didn’t even see it attack and I was suddenly downed. Couldn’t have been more than one or two hits tops, but I didn’t see anything indicating it was even attacking, nor what the attack even was — just WHAM! Its hits hurt before, sure, but I don’t recall it ever having an attack like a one-shot.
Definitely not.
The issue in Orr is that damage scaling rises exponentially with the number of players, due to a non functioning difficulty scaling cap.
The Chaos Beast here has always hit pretty hard.
Honestly, I’ve never had issues fighting it regardless. It’s only a veteran and susceptible to any range of control effects you can throw at it.
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RNG with a definite touch of DR.
If I stop doing dragon chest events for a while, I seem to get a higher incidence of rares when I start again. If I’ve been doing a few, days in a row, I get to the point where I get one rare out of perhaps 3 chests.
Then again, I got a chest yesterday that had three rares, plus the bonus rare inbetween a stretch of four green/blue chests…. Just a lucky anomaly with RNG, I assume.
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I’m actually quite pleased with where the engineer is currently.
Feels sorta like Elementalist 2.0. Nerfnerfnerf, build diversity shrinkage. Yet we find a way to make it work.
Now I’m just waiting for the next patch, where they don’t hold back with the nerfs, and do to us what they did with Ride the Lightning and other ele nerfs last patch…. sigh
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Indeed on testing in the mists, Flamethrower #2 is not an explosion in any way. Doesn’t benefit from any of the traits, because it isn’t an explosion. Neither the pass through damage, nor the detonation.
I think you may be mistaking the Short Fuse cooldown reduction for Fireforged Trigger’s.
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Female #3 for my Necromancer, and more recently, Female #1 for my Thief.
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Which sigil and rarity? Doesn’t seem to be a problem with Major/Superior Bloodlust and Superior Luck.
Superior luck does not begin to stack for me about 50% of the time on down.
That in combination with the fact that MF mysteriously vanishes after a down, unless I swap gear around, makes me just relog after being downed and rallying… It’s quite annoying.
No idea if the latter issue is just a tooltip think, like MF on Boon foods.
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Power Hgh/Juggernaught build here, sorta glassy. Exotics, no ascended.
Power 1976
Precision 1842
Toughness 1310
Vitality 1241
Condition Damage: 345
Crit Damage: 40%
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Afaik that sigil has 5s cooldown so you cant have 500 every second:-)
This is what happens when I math at 2 am based on incorrect wiki pages.
On testing, yep Blood is a 5s cooldown. I’m still healing for 583 on blood, and 380ish on ghost proc, which equates to around 300 a sec, not given non casting down time/missed crits. Still better than Kit regeneration!
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The reason most won’t take 6x Runes of Lyssa Halcyon, is even if it worked on Supply Crate (the only good Elite we have), it’s a very loooong CD Elite skill, and we wouldn’t get as much out of the 6th runes as say Warriors or Necromancers
Which is why I didn’t suggest taking 6x Lyssa? I did say 2x Altruism!
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One thing that I think you’ll find is true regardless of profession is the fact that certain skill types that may seem weak at first glance, can be traited to become so much more.
There’s a reason that Elixirs (HgH) is currently the most popular engi build – because they can do so very much with said elixirs, while still retaining flexibility and damage.
The game as you level is very different from what you’ll experience at endgame, and sadly, the leveling experiencing varies wildly based on profession at the moment.
I suggest you play around with builds in the Heart of the Mists – It’s a good step for learning any profession, and any builds that might appeal to you. It’ll help you figure out the direction you want to take as you level, as well.
I will say though that definitely, even given recent patch buffs, turrets alone are not the engineer’s strong suit. (Partly because many turret traits are broken currently)
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I’d never put Lyssa runes on an engineer, but this is good to know just in case.
Precision, condition duration, and a boon on heal to game with Medkit? Even more if you pair with Altruism.
Not sure what’s a no go here, although personally I have switched from Condition builds.
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I’ve actually just switched to a similar PvE build a few days ago.
I went 10/30/0/30/0, however. Full zerker, Rune of Flame Legion (for now, I actually thought it was might duration. whups. May keep though) Bloodlust to max stacks, then Blood and Force offhand. Omnom ghosts + quality maintenance oil (Only cause it’s so much cheaper than master)
Honestly, I get better healing from my leeching than I’d ever hope to get with kit regen, crit rate winds up at around 75%, so I’m healing for nearly 500 every second.
I can switch between 409 and HgH depending on needs. Deadly Mixture is a must as I usually have both FT and EG, and even EG does a surprising amount of damage with Deadly Mixture and a high crit rate/damage.
Did not know FT#2 counted as an explosion either. May have to toy with it some.
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Sigil of Luck has had this same issue for far longer, at least a month now.
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Open on TC (NA). No idea how long it’s been open, however.
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I would be willing to pay almost double in gems, just to be able to send this precious baby lion to a friend who’s wanted it since seeing it was going to be made available.
We already have weapon skins prompting a dialogue asking whether to make it PvP use or normal – I know it’s not at all the same thing, but perhaps the same interface could be used?
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@Deniara
I’ve personally never experienced Acidic Leap propelling me forward. And I’d say #2 missing is simply due to things moving out of the way of the slow projectile.
I’ve noticed that Grenade Barrage and Supply Crate do indeed seem to suffer more from skill lag too. They’re locked ‘longer’, somehow. When I recover enough from the lag to use my other F1 abilities and heal skill, I often still can’t use Grenade Barrage or Crate.
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Dwayna is now open as of the time of this posting, Tarnished Coast (NA)
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Grenth is now open as of ~20 minutes ago on Tarnished Coast (NA)
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Melandru: ~4-8 people. You need at least 1 person per acolyte to prevent the boss from full healing. All 4 people also need to interrupt and drake’s breath, rather than just auto attacking.
Strangely, they reverted the Melandru legendary fight back to it’s previous state. Acolytes that heal are no longer spawned. The second half is a bit harder now, because the Champ spider spawns a veritable SEA of veteran hatchlings. But I’d say Melandru is the least affected by the last patch’s changes.
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Aside from the obvious of Grenth, I hear Lyssa is terrible now too.
I’ve only done Melandru twice since the patch, and neither time seemed particularly difficult… though both were not during peak hours. a sea of Veteran hatchlings yes, but they didn’t hit too hard, nor were too hard to CC.
I find it odd that they reverted back to the original version of the Melandru Legendary fight.
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So my guess is they gave some of the lvl 80 mobs new skills to make them less one dimensional, without actually considering how the new skills scaled in events. AT ALL.
This honestly, sadly, seems to be the case.
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’nother Elixir S bug to add to the list: When you leave Elixir S form now, your current action is interrupted.
Used to do things like mine nodes or revive people uninterrupted previously. (Tested in PvE)
Is this an intended part of the nerf? Cause it’s definitely new.
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@RoyHarmon: Skills worked fine, hence the ability to free myself using a movement effect.
I have noticed a separate similar issue however, related to the immobilization condition – Sometimes if I get immobilized while I jump, I’ll be stuck in a state where I’m not quite on the ground and cannot use any abilities with a cast time, as if I was stuck in midair.
The only way to free myself in that state is using an instant condition removal skill to get rid of immobilization (as instant cast abilities work still), or let it wear off normally. This bug seems to happen regardless of profession or race, as I’ve experienced it on my human elementalist, Sylvari Necro and various Charr.
I’m beginning to wonder if the ‘stuck rooted in ground’ bug is perhaps something exclusive to Warriors.
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My Charr Ranger has his aegis shield in the exact same position you describe Commssar – upside down and facing the wrong way.
My (female) Charr engi’s shields and aegis looks normal however.
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