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from what i remember they share the same cd so having both on weapons wont help
that used to be the case, but not anymore. only the same sigils share cooldowns with themselves (so if you have 2 sigils of fire, they share a cooldown)
This is accurate.
Sigils were reworked with the first feature pack. So same type (on crit) used to share a cooldown until the sigil rework patch.
Fire and Air will play nice together now.
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The only time I don’t use pistol/shield is when I can’t rely on grenades for long range damage. (Which is surprisingly a fair amount of the time, given that grenades perform best at short/medium range).
I’ve long since considered engineer shield skills to be the most useful.
But yeah, even warrior/guardian shield skills have situational uses.
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Bump…
Considering that this affects everyone who uses elixirs, including HGH buffing, I’m astounded that no one’s noticed this, or at least commented on this yet.
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(edited by Halcyon.7352)
I had this happen to me as well yesterday.
UI and all menus/interface went away as if a cutscene was starting, but nothing ever happened. I just had a view of myself and the living story characters.
I actually went AFK and came back ten minutes later to see it still stuck like this – I wound up using Alt-F4 and still had to manually end task.
I’ve run the instance probably a half dozen times now, and it’s only happened to me once, so it seems really rare. Ran it again right after and it worked fine.
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Most AoEs only affect five people so you might be giving five of the people you’re stacking with the boons but not yourself. You’ll have to get 4 other people together to test it properly.
I thought it’d be pretty apparent that’s exactly what was going on, without saying.
That should not be happening. It never worked this way in the past, and there were no patch notes to suggest any sort of change. It just started doing this randomly one hotfix patch after the 9/9 feature pack.
Again: Being in a party, even with just one other causes the toss elixir effects to suddenly prioritize yourself as it always used to.
It seems to me that something accidentally screwed up the priority list for these skills.
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I’ve noticed this on almost every keep/tower lord in EoTM, consistently failing to hit the Balloon Pilot, Basilisk, Owl, Charr Igniter. Also was missing as 400-ish range Megadestroyer near the shore today, and the Risen High Wizard in Cursed Shore.
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I know that profession bugs are to go to the game bugs forum, but I feel something this major needs to be noticed by other engineer players
Not much to say, beyond: Gee, I sure wish I could buff myself.
Tossed elixir boons only prioritize self if in a party as of a post 9/9 patch. Most of the time, they go to targets at random now, even when you’re in the impact radius
Broken with any elixir related traits or not. Confirmed on both my Charr and low level Human engineer, PvP, PvE.
I sure would like stability back.
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(edited by Halcyon.7352)
Toss elixir effects, including boons, no longer affect/prioritize self unless in a party.
I’ve submitted a thread on this previously with more information, but I just now found out that this applies to all tossed elixirs, not just Toss Elixir B.
Here’s a video of this incredibly easily reproducible bug: https://www.youtube.com/watch?v=ufQeXTju_Ww
Stand in a group of 5 players. (No party). Toss elixir at feet. It’s COMPLETELY RANDOM if you’ll be one of those five affected.
This applies to all elixir effects including HGH might boon on toss not applying to self, as others take priority for whatever reason.
In the latter part of the video, I’m at a Golem MK II in which I am never able to give myself stability the entire fight. It fails to apply to myself, going instead to other players. Every time I do get stability, it’s not from my Elixir B toss, as you can tell from the hover over ‘Source:<playername>’, as well as the shorter duration.
Considering that an Elixir is the engineer’s only reliable form of stability, this is rather game-breaking.
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Pretty much as title says. This has been an issue for several months now – one that has apparently been looked at, but not fixed. (Before, I would get an ‘out of range’ notifier whenever life blast failed to connect, despite clearly being in range. Now I simply get no popup, no damage, nothing.)
On certain targets, Life blast will consistently simply not hit, despite there being no obstructions, no reflect/absorb, no targets in the way.
This is most apparent with targets being attacked by a lot of players – champions, legendaries, world bosses, keep lords. I’ve seen it on smaller targets too, elites, veterans.
A list of some examples off the top of my head, which I frequently simply cannot hit: Champion Ogre Chief Engineer, Champion Balloon Pilot, Champion Giant Basilisk, Champion Greater Owl Griffon (EotM). Maw Svanir Shaman, Ulgoth, Taidha Covington, Megadestroyer, Risen High Wizard.
I have no idea if it’s friendly players or their spells (absorbs/reflects) blocking the life blast projectile, but I do notice that I can sometimes increase my odds of connecting by moving point blank with the target. This does not always help however.
I have several videos documenting this. The first video previews my options settings in annotations (autotargeting off, skill promote on)
There are also a number of threads about this issue already.
Considering the lengthy cast time, life force requirement, and the traits that modify this skill, it’d be nice if it actually reliably worked.
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I want voice emotes.
Not only would they be easy to implement, as they’d require no model editing for additional animations, but there are already voice lines in game, just almost never utilized.
See this older thread on emotes for some of my own suggestions, and a link to a some rarely heard voice lines.
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They’re indeed candycorn nodes. I got close enough to visibly see one today before it poofed as I got closer.
This is something that actually has been happening three years in a row now, after Halloween.
No idea if it’s intended, probably not. But either way, spooky!
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I can confirm this as well. It’s definitely very disorientatingly broken for me.
Here’s my own video of it:
http://youtu.be/HsmEGlBa_YI
Video settings:
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Effect LOD checked.
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Not technically a bug – Oiled bags are ignored when sorting, much like equipment boxes or invisible bags.
As their description suggests, they prioritize junk/vendor trash items, but also prevent sorting.
I believe collectibles placed in oiled bags are still deposited by deposit all, but you can safely use an oiled bag to store equipment, as long as you’re not worried about accidentally selling.
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(edited by Halcyon.7352)
It’s worth noting that the previous living story patch also included an undocumented change to status and social: Status is now preserved when you log back in.
Before, you’d always appear as online the moment you signed in via the loader, regardless of status. So this is actually a pretty major change.
Also, keep in mind that appear offline does not mask any changes to profession or location in both social and guild roster, nor crafting disciplines for the latter.
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The Silver-fed is now back on sale for a full week.
The airship pass was on sale at least twice, I remember as I was debating on grabbing it the second time around.
Edit: I’m actually probably thinking of the Royal Terrace pass, given that the Festival this past summer. I seem to recall that being for sale again during.
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(edited by Halcyon.7352)
It’s the best heal option for dungeons because the active effect increases your group dps by a small amount and helps keep people >90% health for the damage bonus from scholar runes.
I can see this being true, but only for the most optimized of dungeon parties.
But…
Just lock Consume Conditions on your bar and never look back. It’s the best heal in class and one of the best in game. PVE, PVP, WvW—doesn’t make any difference.
Pretty much this.
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Up
This is happening way too often, need a massiv report in game bug topic
Agreed.
More footage of life blast clearly not working.
The first 12 casts all miss. I don’t even get a ‘miss’ text. I just cast, and the bolt just seemingly disappears into thin air. I did a quick count, and saw 6 casts connect, 23 misses. It’s ridiculous.
I notice that the only hits are from when I’m basically point blank on the target/inside the circle – though even this sometimes doesn’t guarantee a hit.
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The wiki would suggest that the Chief Ogre in the previous video does have a projectile blocking skill on Fire Bomb. Why it would be on fire bomb of all things is beyond me…
But that still doesn’t change the fact that Life Blast doesn’t connect for no apparent reason all too often.
Here’s another clip from today doing the Hydra Queen. For the first 14 seconds, Life Blast misses again and again and again. It isn’t til she’s knocked back and I reposition a little, that I finally get some connecting hits.
When I enter death shroud a second time, it continues to miss repeatedly until I enter point blank range. As soon as I move away, it starts missing again.
Perhaps it’s an issue with the skill being blocked as it passes through allies? Or maybe certain allied reflect/absorb skills are affecting it? I don’t know.
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(edited by Halcyon.7352)
I for one would love this.
I’m glad that we’re getting new zones, and all. It’s fun to be exploring an entire new region – the Maguuma Wastes.
But so far all of the maps have been level 80, and very unlike the other maps. I mean, even Orr has only one level 80 map.
Still though, I have to give them props for the mix between unique gameplay and explorability. Dry Top and Silverwastes are both pretty fantastic looking.
Sadly, I think this sorta thing may be expansion only content…
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RNG is RNG.
I got 4 ascended, two boxes, two trinkets from ranks 160-185. Later I got another two trinkets around 220-240
In my case, I just happened to luck out in odd clusters. WvW has been pretty unusual good to me though it would seem, it’s the only place I’ve ever gotten ascended drops. (I don’t dungeon particularly often, and I do Fractals even less)
At any rate, the levels go fast, and there are people out there that are in the thousands – Obviously having had many more times the chance to get something good.
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Over the last four months, plaing mostly on my necro and life blasting a lot more often than I had been, I have yet to ever see this bug. Even against the world bosses, I still have perfect Life Blast accuracy.
On Maw, though, it might be the stupid cyclones he summons that are body-blocking your life blasts.
Please give me your perfect hits.
Here’s EotM footage I got today.
I apologize for the blur and stutter, I’ve fine tuned the settings since recording this.
In summary: Of 23-24 casts, only 8 connect. I’ll be recording more hilarious broken-ness in the future in better quality.
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Here’s some footage I recorded today.
Turn annotations on for a break down of skills and combat log
I apologize for blurry 720p and some stutters, still learning recording software settings – Already tweaked it to hopefully be better for future recordings.
Basically in summary though: 3 times engaging the Champion Chief Ogre Engineer in BL Keep.
First engagement: 2 hits, 4 misses.
Second: 2 misses
Third: 2 misses, 6 hits, 6-7 misses.
That’s a really terrible track record. The skill is pretty horribly unreliable.
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Since launch.
I’ve brought a number of friends to check it out, some to even try and map glitch to it.
I’ve a feeling we’ll see something become of it – just like people snooping around the old Fort Vandal thought we’d see something in the future.
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I dunno, playing the game is pretty fun!
It’s also pretty equally rewarding, regardless of what you’re doing, unless you’re standing around and not killing things.
I’m reminded of people griping about how poor they are in map. Someone in map once suggested that one such would-be-panhandler sell their weapons for money, cause they clearly weren’t using them.
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(edited by Halcyon.7352)
I would also like an answer on this.
The wording on the buff, “Bonus Bonus Magic Find when opening Lost Bandit Chests”, definitely implies that magic find works on these chests. Because why would you increase Magic Find if Magic Find didn’t affect the chests. They even capitalized it, “Bonus Magic Find,” which means they’re talking about the game mechanic and not just saying it increases your chance to find magic items in chests.
I dunno, it seemed pretty clear to me that it meant that the bonus magic find granted by that particular buff applies to the chests.
It says nothing about magic find from other sources affecting them.
Hopefully a dev will clarify, but I’m pretty sure this is it.
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Bump.
Still an issue today.
It seems something was changed with the skill – perhaps an attempted fix? Now instead of ‘out of range’ errors, there’s simply no text, nor damage numbers (or damage).
The skill simply fails to connect, no damage.
I don’t know if it matters, but I experience this with my Charr necromancer consistently, fairly tall even for Charr standards.
It’s incredibly disappointing as the skill takes a full second to cast, and fails to hit so often.
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Four months later and this is still persisting.
For an auto attack skill with such a lengthy cast time, there’s nothing more disappointing then waiting for life blast to consume life force, charge, barrel towards your target… and then not connect. Hooray!
Please fix this broken skill.
It seems to work on most normal mobs, but it fails consistently on larger targets, particularly champions and legendaries.
Edit: It seems something was changed however in these four months: Instead of getting ’Out of Range!" for no apparent reason, the attack simply misses, and no popup for damage or out of range text shows.
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Another picture.
Achievement is currently impossible it would seem.
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Can verify. Looks like it’s been bugged for some time.
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Huh… for some reason, I thought tailless was an intended aesthetic for the outfit.
Nice to know someone is still poking around the files for us, I guess.
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If you really want it for whatever reason, disable Vertical Sync. This also can act as a frame limiter.
This’ll probably also result in screen tearing however.
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Oh nooo, that probably means my asura won’t get them, asura females nearly always get the male versions of everything
And they’d be so perfect for her as a necro, she could have the whole dark fairy thing going in, that was my first thought when I saw the datamined pics of the armour
Yep, Asura get the male version as usual. Sorry.
There is no ‘nearly always’.
Charr and Asura always get the male versions, regardless of gender.
Outfits are an exception, as they’ve been kind enough to at least try there.
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Nerf on duration incoming!!! (I can feel it…)
Why?
Because blast, knockback, and shorter cooldown? Granted, the reflect duration is the tradeoff, but we do have the #5 block too.
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While we’re at it, take a look at some of the the miscellany by the gate hub.
I mean, I know you guys tried hard to spruce and spooky up the place for halloween, buuuut…
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This was an apparent intended recent change, not a bug.
It used to be that if you were not on the same realm, you wouldn’t see your party member’s dot anywhere in the world at all.
It only seems to make sense to me that given the megaserver system now, this would be something they addressed intentionally.
You can always simply join your party members in instance copy with two clicks, provided the map isn’t hard capped.
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I’ve no qualms with it being given an AoE circle.
But I mean, it is one of the more obvious moves an engineer can make, with a monster of a tell.
Elixir gun equipped? Did the engineer just fly back randomly? If so, you may not want to stand where they just were. Granted, I guess the leap back can be cancelled.
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This isn’t really very helpful in sPvP, but maybe in some WvW situations, and definitely PvE: Learn to ‘aim’ your meteor shower (and Ice Bow #4, Ice storm) well.
Each impact from these spells can only land on valid solid terrain: That is to say, if you aim half on a wall and half on the ground: you’ll have twice as many impacts on the walkable ground.
You can condense the damage into smaller areas, resulting in some stupidly high potential damage.
This also applies to the Charr racial Artillery Barrage, but it’s pretty much never worth slotting due to the massive cooldown.
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I did okay with (exotic armor, asc weapon) zerk gear, and asc cavalier trinkets. Took about 6 mins on my first try.
I took Elixir U for the quickness – dual purpose healing/damage burst instead of Utility Goggles. Also, the toss U reflects/absorbs his (healing?) auto attack.
If that was against horror, you should definitely record and upload it, as that beats both mine and Sandy’s time by alot. I’m thinking you’re talking about lich though. If that’s the case, then yes, his AA heals (I’ve tried holding him at 5% for the zerg and noticed his health went up to 15% in about 30 sec). Just be careful with quickness because it could eliminate your endurance (dodges). If you’d like to reflect his attacks instead of out healing them, fortified turrets might be worth a try – they offer a higher reflect uptime, on a lower cooldown, and you can blow them up in your fire field (assuming bombs) for extra might. Just make sure to blow them up before he spawns skeletons on them. Either way, good job on successfully soloing.
Oh… wow. Major reading comprehension fail. In the sense of not actually reading, haha. Yep, I indeed thought I was reading and posting in your Skeletal lich thread.
Pretty much everything I posted was in reference to the Lich fight. Disregard in this case at it has nothing to do with the horror!
Nice job on the horror solo – I figured the horror would indeed be a bit more of a challenge than the lich!
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(edited by Halcyon.7352)
update: I was able to attempt this in berserker gear, but only got him to 40%. based on the amount of time that it took to get him to 50%, berserker gear isn’t any faster (vs celestial armor/berserker trinkets) against this particular boss (I was even running around less, connecting more hits). Berserker is better for most other PvE stuff though, so don’t take this as promoting the use of tanky gear in dungeons.
I did okay with (exotic armor, asc weapon) zerk gear, and asc cavalier trinkets. Took about 6 mins on my first try.
I took Elixir U for the quickness – dual purpose healing/damage burst instead of Utility Goggles. Also, the toss U reflects/absorbs his (healing?) auto attack.
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It’s a level 80 zone – as such the mobs and rewards will match this. This also includes some T6 nodes. Also, some zone specific nodes, like the cactus and prickly pear.
It’s notably different in that the events also reward you in geodes and piles of silky sand. Geodes are the zone’s unique currency, and can be used for a number of things.
The events in the zone contribute to the overall ‘favor’ progression for that map instance copy – the more events you complete, the higher the tier you will unlock. Higher tiers unlock lower geode prices on things, and some items require a minimum tier to unlock. Higher tiers also unlock ‘bonus’ events during the map’s second phase: the sandstorm.
This is why you’ll find people organizing in the map sometimes. Don’t let that discourage you from participating though!
Aside from geodes and the lockpicks/buried chests, there are also some decent-ish farms that are popular, particularly during the sandstorm. Haze and mites are the usual sandstorm repeated farms, often the chain being mites-haze-(devourer queen champ)-mites-haze-dust twister champ-(skritt queen). You can get Charged Lodestones extremely rarely from the dust mites, along with t5/t6 mats.
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lol op turret engi move along ty
Funny because turret usage will likely kill you in this situation.
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It’s damage threshold, plain and simple.
I can’t count how many times I’ve been the first to land blows on a champ, and NOT gotten a loot, party or otherwise.
Avatar of Blight and Ulgoth are good examples of these – I’ll launch a poison volley or grenade spam before anyone else even lands hits, while everyone is focused on the first one, and not get a bag sometimes – and yes, several attacks.
I’ve tested a lot of what you’re saying Xaihou, and I’m simply not seeing the same results. Getting in a few attacks early doesn’t guarantee a bag. More often than not, I seem to screw my party out of a bag on the first target by going for another target early, than focusing the current one.
Still regardless of any mechanics: Hit the champs hard, and try to hit them asap. Partying seems to help a lot. This much is undeniable.
Also, karka queen and megadestroyer are poor test subjects to test this on: Megadestroyer disappears twice during the fight, and you can lose combat between these, potentially giving up any tagging credit. Karka Queen has two health bars, which makes it confusing there which bar you need to do the most damage to. Personally, I try to hit ASAP and tend to save large damage bursts for after the second bar pops, as she’s more vulnerable then anyway.
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(edited by Halcyon.7352)
Get a Thief. Equip two pistols. Equip Signet of Malice for your heal. Equip caltrops. Equip Daggerstorm as your Elite. Put 4 points into Trickery and trait Ricochet. The other 10 trait points are up to you though I would suggest any Iniative return you can get (3 into Critical strikes). Spam Unload like it’s going out of style.
No other build even comes close to the amount of tagging you can do in the Lab with this setup.
*Note: Bounces from Ricochet can cover a 2100 unit radius.
*Note 2: This is for maximum tagging and isn’t the best against the Lab Bosses.
*Note 3: Because the random nature of Ricochet traited Unload, the Skeletons with Retaliation can wreck you nearly instantly. (They will also destroy the other ‘tagging builds’ above unless ‘Corrupted’ or ‘Nullified’)Feel free to hit me up in game for a more detailed/specific guide which can put out a good share of damage.
I used this to level my thief during last year’s Halloween event. It’s decent if the mobs are a little more spread out.
However for tight clusters, like foe doors, I still prefer ‘shotgunning’ with SB #2 point blank – you’ll simply be more likely to hit every target than with ricochet, when tightly packed like that.
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For farming specifically the lab, definitely necromancer – especially if you have the help of a party.
With a wellmancer leech build, using axe/warhorn and staff, you’ll get plenty hits in at potentially 0-900/1200 range. Learn to use horn #5 and stack on the tightest clusters of mobs, and place your wells carefully on clusters you can’t be at, at the same time.
Even with the tiny bit of leech damage from your locusts and wells, if party is helping contribute to damage tagging, just that little bit of damage will net you loot.
Also don’t forget about DS #4 and #5..
My next vote would probably go to warrior or ranger, both can do decently well at farms in general. GS and axe/axe warriors do quite well if the mobs aren’t too spread apart. Keep moving while casting axe #5 to hit more than just the same targets, be sure to use arcing slice with GS. (5 targets). I actually really find reckless dodge trait to be helpful too, particularly when paired with GS#3 for movement.
Rangers can do well with axe/torch or even axe(Pref with offhand training traited) and longbow. Traps are very helpful too. Alternatively, you can try Piercing Arrows with the shortbow: I’ve seen manually aimed shortbow rangers utilizing piercing and the machine gun auto to do incredibly well against even engineers and guardians in tagging events. I don’t envy them for having to constantly mash #1 though…
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The thread that Aryilana mentioned.
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Fixed in the latest patch…yay!
Despite the patch notes, still no meta progress after completing my halloween dailies for today.
Still seems broken.
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Even with the hundreds of bloodstone dust stacks I’ve probably trashed by now, I’ve no interest in making Mawdrey II.
Not unless it’s absolutely required for something upcoming in Living Story 2. I know that it’s probably not the last we’ve seen of the backpiece, but that doesn’t necessarily mean that Mawdrey II will be required.
Either way, it’s not that much work anyway – I just have other priorities.
As some others have pointed out too, the game still doesn’t do a very good job of telling you what to do for things like this. They’ve made some improvements definitely, props for this! But it’s still very vague and confusing a lot of the time.
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I wasn’t entirely sure if this was merely unique dialogue to Charr players or not.
I figured it was, and that your own racial leader would say something similar. I haven’t done Living Story as a non Charr to find out!
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I’ll admit that I did find this Halloween initially disappointing. Particularly the fact that the Labyrinth is no longer an amazing place to level, due to low map population caps, and zergs preferring everyone be at their best now. But you know, it’s actually quite fun organizing and defeating the Labyrinth bosses with less people.
At the very least, they added some candycorn cob items to grind for, which I’m always an apparent sucker for.
The number one most upsetting and annoying feature of this patch to me has been the Gem exchange UI change. Which has already been announced to be reverted soon. The UI change felt like a punch to the face, yet another pointless-NPE like change that felt like more a money grab than anything.
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