For the toast!
For the toast!
As others have said, it depends on what you’re looking for and how you intend to play.
If you’re looking for simply the most unique party buffs, regardless of how good they may or may not be: I enjoy looking for builds that provide unique buffs in this manner that are often overlooked – unique class mechanics.
Elementalists: There’s the pretty obvious and standard fury + might stacking builds out there that are popular for dungeon runs. Soothing Mist is a water minor trait that grants a unique passive heal to up to five players. Then of course there’s auras and aura sharing builds – which can share auras you gain (excluding combo auras sadly), and additionally provide swiftness, fury and possibly protection with further traits.
Thief: Venom sharing. You can trait Venomous Aura to share your venom skills with up to five nearby players. Further venom traits also affect those you share them with, including additional strike, might on activation, and life stealing. The latter of which is a unique party share-able heal.
Guardians can use Tome of Wrath to provide quickness to up to five nearby players. Tome of Courage can be used to pump out some noteworthy heals too, albeit on a rather lengthy cooldown. You seem to be pretty familiar with other fairly unique guardian buffs.
Engineers have HGH might sharing (and some other boons) and condition cleansing via elixirs as an option. You could probably build a turret support build around Experimental Turrets though I haven’t much looked into it myself as they’re boons that usually are easily obtainable via other methods that don’t involve sitting around squishy immobile turrets. Elixir gun gets an honorable mention as well: Fumigate can remove up to 25 conditions on allies every 9 1/2 seconds (when traited).
Mesmers, perhaps PU oriented, could potentially share boons via Signet of Inspiration when taking on multiple interruptable targets for some boon spike assistance (5 stacks of might per interrupt, possibly more from PU). Not often worth the payoff though.
Rangers have spirits, which can apply unique passive buffs. Flat 10% damage increase is the most popular with Frost Spirit, but others can additionally provide healing, swiftness, protection and burning on hit. There are traits to make them mobile and more hardy aswell.
Warriors running Phalanx Strength are often overlooked. My PS built Warrior can provide 12-18 stacks of might to party doing nothing other than hitting a single target with her greatsword – great for open world situations in which you normally won’t have the time to build proper fire field might combos. Banners of course, offer a unique passive buff in the form of a flat stat increase affecting up to five targets. They can also be traited to provide regeneration passively as well. I’ve seen some incredibly hardy Banner/shout heal or stance warriors out there.
Then of course there’s the passive traits, most of which you already have listed.
For the toast!
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The best part is that there’s virtually no reason to ever use ranger longbow #4 when fighting bosses, be it world bosses, dungeons or the like.
The only valid reason to ever use Point Blank Shot in these settings is to get off a quick interrupt, or to burn a defiant stack.
It is a DPS loss and should never be used by longbow rangers over the auto attack. (Unless you’re at point blank range, in which case it does SLIGHTLY more damage, which is never worth losing the cooldown you may need)
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Thanks for the response, you cleared out many points i was asking myself. So you would suggest to not get a very good weapon?
You’d honestly be fine with a masterwork aquatic weapon from general loot. Consider a cheap karma bought aquabreather too.
That’s honestly true for all aspects of GW2: Knowing the fights and how to play your class is waaaay more important than gear or equipment rarity.
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Aquatic combat has been removed from PvP with the removal of Raid on the Capricorn.
It still crops up very rarely in WvW, namely around BL Bay keep, and sometimes around EB Lowlands Keep.
Aquatic Combat is a pretty fun and highly underrated aspect of the game in my opinion. A lot of people dislike it because they never take the time to analyze what works and what doesn’t underwater – as well as the fact that there are usually entire skill types that are simply not usable underwater, which may wreck some builds.
It’s hardly mandatory – it’s presence in dungeons for example is pretty rare with a few exceptions. There are tasks that take place wholly underwater, as well as points of interests, skill points and vistas.
But you probably will spend a vast majority of the game out of water, outside of exploring.
I’ve personally not played any other MMOs or many other RPG’s for that matter with underwater combat, but most seem to think GW2 has done it in a good, fairly enjoyable way by comparison. Still, it seems like underwater combat itself is fairly unpopular.
Edit: There also has been basically no new content in the form of Living Story that even has any underwater combat, aside from a Fractal and Southsun having underwater elements on the map. None of Living World events at Southsun ever even brought you underwater.
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Still bugged as of yesterday’s Halloween patch.
It’s pure chance whether or not I get stability from my own Toss B without a party, when standing in more than 5 targets.
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Because the loot for letting Arah fail tends to be a lot better than defending it for a short nine minute event.
Sadly, the event chain’s loot was nerfed pretty dramatically with the change to Angaria, making nothing spawn during her event once at the beacons.
Even with the Angaria nerf, I’d still wager that it’s far more profitable for everyone on map to not defend Gates and do the chain from Anchorage:
There’s no wait time once gates falls provided Anchorage is defended. You get six events with a bare minimum of three champions – usually more from upscale champions (5-7 is common). Even with Angaria nerfed, you can still farm the mobs during the Ballastician event, and the Giant one, and to a lesser extent Didi escort. Before the Angaria nerf, Angaria was also an effective 7:30 min long non stop loot farm. I used to average 65-80 loot bags from the Arah Assault prior to this nerf.
The ground chest provided at the end of the chain is also very good. It seems to have a much higher chance at rares/exotics than most, not to mention contains more loot than any other boss chest. I usually see 1-3 rares. I’ve gotten two exotics at once as well.
After the Angaria nerf, I still tend to average 15-20 moldy bags, 3-6 champion bags and that once per day per character amazing chest. I’d take this any day over your 30+ loot bags.
Believe me, I farm for the moldy bags too primarily. There are better events for this that don’t wind up annoying everyone on map. Ideally, it’d be best to farm the Gate defense til the end and let it fail, but that’s not going to happen with megaserver zergs anymore.
Not to mention, the High Wizard doesn’t always seem to spawn on defense – even more reason that Assault is preferred.
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TC is actually winning this week (I know, I’m shocked too!). I can only imagine that BG and JQ are having a “rest week” since the tournament is now over.
I’m not surprised at all.
TC has always had probably the most stable overall population of any realm, even more so with the post season 1 SoR transfers. We tend to do better out of season than in season historically (S2 being an exception), because we have a number of people playing for the sake of playing.
The other realms tend to be more focused about scores ‘when it really matters’, or even frankly when that next content update hits.
Things’ll even out again, and come the hint of another tourney, we’ll be fighting to hold our ground once more, particularly when the more ‘serious’ WvW’ers come back.
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Someone post a screenshot of the T1 queue’s tonight. I want to see a 2k queue does the number fit?
Speaking from a purely TC perspective: Outside of WvW seasons, there’s never a queue even in T1.
The only time you see queue times are reset night, and extreme heavy server population peak times. (an hour or two in NA for TC, usually one map).
I doubt it’s any different on JQ or even BG.
I recall one or two maps going into triple digit queues in the first week of Season 2. Season 3 had a terrible turnout by comparison.
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At one time, there were a lot of teleport-farm-bots that did exactly what the OP describes. They were thick in some maps. It can be very difficult to catch their ID and report them. They banned a lot of accounts at one point for this activity, and since then, I haven’t seen any more. If these teleport-farm-bots are showing up again, it may help to let ANet know which map you saw them on, which area of the map, and at what time of day.
Pretty much this.
They used to be exceptionally common for a brief time, and then went the way of the dodo bird.
This would indeed fall under the catergory of botting – players using a teleport hack to gather are almost certainly using an automated process en masse.
Arenanet tends to take this sort of thing very seriously.
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Blood and Madness started the 15th and ran well into November.
I assume that we’ll simply be seeing Halloween events run even deeper into November this time around.
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One bought (Legend), and one via drop here (Tooth of Frostfang)
From my own friendlists and guildies, the overwhelming majority simply buy them, though some forge.
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Most fun? D/D hands down. I’m fond of S/D as well.
That doesn’t mean I use it all the time though, Staffy elementalist for WvW is just pure awesome.
Each set has it’s uses and functions, with plenty of builds out there for each.
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Medium is probably the hardest armor weight for a proper female look because trenchcoat trenchcoat trenchcoat, and add onto the fact that most things look horribly stretchy or clipped for Charr…
There are just some choices for Charr that look pretty gender neutral. But it’s very possible to get a more feminine look.
Feminine colors can help, without being overtly obvious, as in the case of my gaurdian. She has a very deliberate rusty brown-to-pink theme in both her fur pattern and armor dyes.
New hairstyle kit or face options aren’t necessary, but I do believe some indeed help.
Edit: Also here’s an old image of my engineer rocking a very similar look, Arikyali.
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My own Light armor Charr looks.
Mixing and matching is seemingly the best option we have, as more often than not, whole sets look rather ridiculous.
It feels so much easier to put together a look for heavy and to a lesser extent, medium.
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Sadly, immobilize has been this way for as long as I can remember. If you get immobilized in midair while being focused it’s pretty much GG.
You cannot use any skills or perform any actions if immobilized while in midair.
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Only comparable skill with Flame Jet is Guardians staff 1 and that is 600 with wider cone. 600 range on Flame Jet is one of then thing what FT needs to be bit better.
It’s already ‘better’ in certain situations. Namely, situations in which things spawn quickly and die very quickly in a confined area.
It also has the potential to hit far more targets in a single cast with far less effort than repeat spamming staff 1.
I’d say it’s well worth the minor range tradeoff as is, as it’s literally the only thing Staff has going for it, aside from the larger cone – which is easily made up for by simply turning a little.
425 seems pretty solidly midrange to me. Don’t forget that Flame Blast can also hit targets at up to 840 range.
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If there is indeed an intended cap – it would seem that it’s never been working.
I’ve reached 5 minutes on my elementalist, and I frequent 3-5 minutes on my engineer.
Highest I’ve done is about 8 and a half minutes.
I’ve been stacking swiftness on my engineer at least for a year like this.
Edit: Speaking from a PvE/WvW perspective. I don’t sPvP much at all, but it’s not hard for me to get up to 5 minutes in WvW either.
It’s definitely been working for the last several months because I often top out between 1-3 minutes on my engineer who farms with a Superior Sigil of Speed so I can use chocolate MF foods (while under boon + boon duration). Sometimes I cap at only 1.5 minutes or less because of Speedy Kits (10 sec) plus Drop Stimulant (10 sec) as opposed to my theoretical max cap of just over 3 minutes using only the Superior Sigil of Speed bonus (20 secs). But I have reached closer to my 3 minute max cap as well at times. I’ve watched the boon duration not increase on several occasions despite gaining swiftness because the cap has been reached. Someone with a lot of boon/swiftness duration increase would’ve been able to see just under 5 minutes on occasion.
I’ve noticed that once in a while, when I should have swiftness (or any boon that’s stacked high) applied, it simply poofs, and I get nothing. This is probably the reported ‘cap’.
The thing is, it seems incredibly inconsistent: I’m often able to keep stacking anyway.
Here’s a screenshot of my engineer with 7 min 10 s of swiftness, from just running around Malchor’s for T6 mats, waiting for temples. No gimmicks, no tricks, a pretty standard 6/0/0/6/2 build with Altruism runes and 40% boon duration. (20% more if I use my MF food). I also had about 3 mins 20 seconds of fury.
I’ve similarly stacked Vigor to 2-3 minutes using certain racials, engineer skills and traits.
The cap is pretty clearly not fully working, and it’s been functioning this way as long as I can remember.
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I thought this trait was broken too – it actually does work, but it only works if your pet is in combat, not just you.
They recently added a ‘Combat Only’ skill fact to the trait – again, this applies to your pet. This is true of a lot of other traits that affect your pet too.
Test it again by giving your pet a command to attack and activating their boon skill after they’ve hit something, or been hit by something and are in combat.
It works fine in my testing.
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I love when I do large zerg-y type events on my low health zerk elementalist or gaurd, and am kept alive almost solely by the zerg’s AoE healing.
Whether it be traits or runes/sigil causing heal effects, or just certain skills during open world PVE, or more organized WvW zerg healing/buffing periods, group healing is very much an important part of this game.
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Full means that you will not be able to select the realm as your home realm or transfer to it.
Because you specifically mention wanting to WvW with a friend on SoS, this would definitely be a problem for you.
Realm populations definitely shift over time and change with some degree of frequency. Unfortunately, Sea of Sorrows is one of the top four (NA) WvW realms, and correspondingly, has one of the highest populations.
Some firmly believe that realm population is a gauge of how many people are online at one time – thus the belief that server wide ‘community’ blackouts – where players simply do not log in or play for a period of time – are helpful for getting new players and more specifically guilds onto the server. Also, player population peak hours would play a role in this status.
There is also speculation that Arenanet fairly routinely increases the overall population cap on all servers once in a while.
Regardless of the reasons for the shift in realm population, just know that they do change - realms rarely stay full for more than a few weeks, with the longest streak I’m aware of is about 3 months.
Since Sea of Sorrows is well known for it’s large SEA/OCX presence, I would try taking a peek at realm population status when people from these timezones are the least active.
It’s also worth mentioning that if you have no characters, you’re able to freely select a realm (while still abiding by population rules), which may in some cases be a better choice than paying for a realm transfer.
Edit: The wiki page on worlds population status may be of interest to you as well.
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(edited by Halcyon.7352)
The Gates of Arah event chain starts with the Escort Warmaster Chan event on a fresh new server, or if all the defense events fail, which basically never happens nowadays with Megaserver.
The event seems to start on it’s own from Meddler’s Summit every 15-25 minutes incase the escort fails. If it succeeds, you’ll have to Secure Shank Anchorage which is not nearly as difficult as it seems. Unless there’s a number of people scaling the event up, you can safely ignore the mobs and focus the cauldrons up in the towers, before taking on the rather weak champion to take the camp and waypoint.
After about five minutes of downtime as the NPC’s clear the camp, the next three pre-events to secure reinforcements will start – Crusader Angaria, Scholar Didi and Ballistician Dexa’s events. Note that technichally none of these events have to succeed to continue – they only spawn additional NPCS for the remainder of the chain.
Angaria frequently bugs out after the event has been run a few times, preventing it from being completed. Didi’s event often gets stuck due to risen Rotmouths spawning inside a nearby downed airship related to an event not part of the chain. (You can still kill the Rotmouth to continue the event)
After these three pre-events run their course, you’ll be tasked with storming and securing the steps and hall of the Promenade of the Gods, where you’ll fight a Champion Giant and Eye (and possibly upscaled champs) in that order, which finally spawns the Risen High Wizard himself and the meta-event’s associated boss chest.
After the Gates of Arah are taken and the Wizard is slain, it will be between an hour and a half to two hours before the defense pops up. However if the gates were previously defended, the time will be an hour instead - I’m familiar with the timings as I used to pretty often farm the pre-events.
If you wish to rerun the events to get the daily boss chest (per character), you must not defend the Gates of Arah. Instead, you can safely defend Shank Anchorage, and the event chain will restart from there with the three pre-events before marching towards the Gates again.
One of the April/May patches post April Feature pack was supposed to have made the High Risen Wizard spawn during the Defend the Gates of Arah event, and thus making the defense eligible for the trait. However for whatever reason, sometimes the older version in which the Wizard does not spawn happens instead.
Either way it’s considered pretty common courtesy to let the Gates themselves fall – Wizard or no at the defense, everyone benefits by letting the gates fall. If Anchorage is defended instead, there’s no event down time, and everyone can get a chest and trait.
The Arah Waypoint now remains uncontested regardless of the meta status, so defense to keep the dungeon waypoint open is not longer valid as an excuse even.
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Offhand warrior axe #5 was similarly broken for several months.
It was eventually fixed – I honestly didn’t even think it registered on the fix list radar.
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Bumping for visibility. Still broken, still a major problem for any engineer player.
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Sorry if it’s a dumb question but, what do you mean with PU?
Prismatic Understanding – a grandmaster Chaos trait that’s pretty popular for sPvP builds. I find it fun in open world PvE as well.
Also in an effort to stay on topic: Year old picture of my elementalist achieving 3:39 of swiftness via weapon skills, combos and glyph traits.
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You probably got stuck in an event. But your level does not affect aggro.
While this is technically true, there are areas you can encounter in which you will be level capped lower than the mobs in the area – thus causing them to aggro onto the lower level target at increased distances (you).
There’s a spot in Blazeridge that comes to mind – Brandview Waypoint. The area to the northwest, just before the wall often contains a plethora of gold, iron tree and plant nodes. It also oddly caps the player level to 48 – despite the fact that mobs like the hostile wolves are 50.
The area is a graveyard for mindless node farmers who quickly get overwhelmed by high level wolves that spawn even more high level wolves… – I’ve had easily a dozen attacking me at once before.
Additionally: Some events will spawn a wave of mobs some distance away from the actual event – far enough for you to not even be notified that there is an event nearby. If the event is upscaled by a sufficient amount of players, the results are often not pretty for anyone who happens to be in the area.
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The only benefit to stealth is to hide in the open and cannot be directly targeted through the interface. If a user or NPC can predict your movements and manage to hit you despite this, you have bigger problems. The revealed aspect is to prevent excessive abuse.
It has nothing to do with player skill on either end.
A skill that has a long duration channel which is cast before the target enters stealth will continue to track and hit the target.
This is indeed apparently intended behavior.
You can however break LoS and force obstructed (with or without stealth).
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My sluggish mesmer with their TC feels envy hearing that :P
Mesmers have almost no source of swiftness and the only one available that doesn’t require any additional upgrades isn’t reliable, it only provide 7 secs and never stack.
+1 for a source of longer swiftness.
I use Centaur runes + mirror and Signet of Midnight on my mesmer with a power PU build (Full boon duration tree). Even before they added Swiftness to PU, I was achieving 1-2 minutes.
But yeah, Mesmers are sadly very much the slowest class, without resorting to a dedicated runeset, or allies.
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Mesmer ability to tag mobs is as terrible anymore. If you gear up properly with traited mantras, you can dish out pretty decent dps. In fact, I believe mantra of pain is esssentially a range cleave auto attack with somewhat melee damage. As a bonus, you can chain it with the weapon’s normal auto
BTW, thank you anet because farming on a mesmer isnt as crappy anymore
It’s a much needed step in the right direction, but more more needs to be done.
The fact remains: Mesmers are still probably the worst profession for ‘farming’ type events where mobs need to be tagged quickly before they melt.
You will simply not get a hit in versus guardians, engineers and elementalists, once your cooldowns are used and you need to refresh Power Spike.
But this is sort going minorly off topic now.
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If there is indeed an intended cap – it would seem that it’s never been working.
I’ve reached 5 minutes on my elementalist, and I frequent 3-5 minutes on my engineer.
Highest I’ve done is about 8 and a half minutes.
I’ve been stacking swiftness on my engineer at least for a year like this.
Edit: Speaking from a PvE/WvW perspective. I don’t sPvP much at all, but it’s not hard for me to get up to 5 minutes in WvW either.
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I can see your point and I do believe it has quite a bit of merit.
But speaking from my experiences during this season:
TC was green during week two. TC probably has the largest share of ‘casuals’ of any of the first tier servers, and yet not only did our server rating increase dramatically that week, but we also had notably increased queue times in the normal WvW maps all week long.
Week one and three had much shorter queue times overall by comparison, suggesting that while being Green, we actually had increased player turnout and coverage in normal WvW, despite the desirable OG status in EotM.
This is likely due to a large number of ‘fair weather’ WvW’ers and casuals, also possibly those possibly uninformed about why we were doing so well, and wanting an easy ride.
I’m not trying to argue against your point, as I do believe there is a trend and a definite correlation between casual or newer WvW players and EoTM color – but just some food for thought.
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Nobody uses the drops they get at level 80.
I can’t quote this for truth any harder.
As someone who has no interest in dungeons, and only a casual EoTM’er, farming is my primary source of income.
I don’t want more leather. This is a huge change for someone who also mains an engineer.
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Remember to holster your weapon, it also affects the timer which takes you out of combat.
Source on this?
I’ve never personally noticed any difference, nor anything to suggest this being true.
I personally stow weapons out of habit, both because it’s useful for stopping attacking, and because I primarily play Charr, and prefer running on all fours.
Halting your attacks does not make you leave combat any faster, so why would stowing?
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This is a pretty amazing fix, which has irked me forever.
In dungeons in which you had to pick up interactibles, you could quite literally screw over your entire group if you weren’t aware of the bug and changed skills while holding.
Now engineers can actually volunteer to run things like the other classes!
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I posted a similar thread not long ago with more information on this bug.
It seems that it now only works 100% of the time for yourself if you’re in a party – which is not true for any other form of stability that I’m aware of.
Please fix this inconsistency Arenanet!
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Maybe I don´t die frequently enough to notice what is wrong except that it sometimes triggers on accident.
This is exactly it.
There was a fix to make it much harder to accidentally activate your skill 2.
That fix appears to have been undone, as it’s now very easy to trigger skill 2, which is a pretty important survival tool to certain classes.
In short, a fix was made, and apparently broken again.
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They literally just revamped the Combat log, which has pretty amazing functionality now.
Granted, this should have probably been in the game at launch, but I don’t see any reason we would need something like Recount now.
Other than comparing and measuring kittens for raw DPS because someone got lucky enough to perfectly execute that right combo at the right time in that one boss fight that no one’s gonna remember of course.
In short – no.
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I’ve always wondered: Is the actual event status reading API still intact? The kind that the old timers used to use by realm.
If so, why couldn’t a tool be written up to read event status by server IP?
Granted, there’s still no way to get onto a specific IP outside of somehow finding someone on that IP, but this perhaps could be done via LFG and/or friends and guilds.
If such a tool was written, and people were made aware of it, I know I most certainly would be advertising in LFG to get on those IP’s with the event up, or helping to get others onto my own.
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Nice to hear confirmation that this is being looked into!
Any word on also looking into the Dredge Commissar chain in Dredgehaunt Cliffs?
From my observations, the most common cause of the stall with that chain is the Fridgardr Lodge event not resetting properly – Dredge spawn and invade the camp, but the event never actually begins.
The event there and at Firebase Molensk appear to be two pre-events that need to be cleared as spawn conditions for Dredge Commissar. Of course, when the Fridgardr Lodge event never starts, these conditions can’t be met and the Commissar never spawns.
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Just get to level 80. Even in all white gear, as long as you don’t afk in front of a karka or try to pet a reef drake, it’ll be incredibly easy for you to pick up the grandmaster trait.
Despite being on the ‘hardcore’ boss schedule, Karka Queen is actually pretty easy. Average life span once summoned is about 1-2 minutes.
Even the pre-events are easy, you can capture all four camps with just 3 people if you time it right in the right order, provided there aren’t afk’ers nearby upscaling it. (Empty maps like this pretty much never happen anymore with Megaserver)
Just be sure to get at least two of the four possible spawn location waypoints so you don’t miss out – Camp Karka and either Kiel’s Outpost or Pride Point.
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I’ve noticed the bug with traited thief pistol range as well.
When out of combat, Vital Shot appears as 1050 range when traited. When in combat, Vital Shot appears as only 900 range
It would seem to be more than just a tooltip bug – I’m able to hit Golem MK II from the infamous pile of boxes spot ONLY with pistol/pistol skills 2, 3 and 4, which list a 1050 range. Auto attack vital shot shown at 900 is out of range.
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1. Use staff guardian or a warrior.
2. Spam 1
3. Collect 10 times as much loot as most other classes.
4. trade in loot, buy precursorOther classes, tough luck.
The whole precursor thing is just bad game design. There should be a clear path to achieving your legendary weapon that does NOT involve rng or farming for 5000 hours to raise the gold to buy one (if grinding is your thing- try raising money in real wvw as a non- guard or warr…).
I fell out of love with the game when nothing new was done to wvw for two years, and the only reason to log in became doing the dailies to get laurels for ascended piece once a month or so.
Warriors are actually fairly mediocre at quick tagging farm events. Engineers do far better with their loot vacuum, bombs and grenades.
It does depend on the farm in question event though – but in cases where mobs spawn close and need to be hit quickly, the loot vacuum even outperforms the guardian lootstick.
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Keep up the faith, brothers!
I got my first drop, a Tooth of Frostfang from the Meddler’s Summit Giant in Cursed Shore. Was at about 4k hours of total gametime.
Praise RNGesus!
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Meh I don’t mind the look too much.
I’ll probably get a dagger or scepter for my Elementalist.You won’t regret! Someone told me there would be a windy “woosh” sound when drawing the weapon, but I couldn’t hear anything other than the normal sound.
I suspect it may be bugged. The volume is so stupidly low as to barely be heard I’m told.
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Just adding this to the thread, in the hopes it gets noticed:
Toss Elixir B is currently not functioning properly out of party.
Stand in a group of players/npcs while not in a party. Toss Elixir B at your feet. It’s completely hit or miss if you will get any effect at all, because for some reason it not longer prioritizes yourself.
The more people in the impact radius, the less likely you are to be affected.
Both traited and untraited elixirs suffer from this.
Considering this is our only practical form of stability, this is a pretty significant bug…
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Been a while since I actually wanted to spend my black lion tickets – I think most of the set is gorgeous. Makes me wish my elementalist could use more weapon types!
I’d just promised to myself to start saving up gold again too… sigh
I’m really really frankly surprised to see all this negative feedback.
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I would suggest deleting your local.dat, which is now located at “C:\Users\<YOURUSER>\AppData\Roaming\Guild Wars 2” by default.
Also run a repair by adding -repair to the end of the client shortcut once. (Be sure to remove it after finishing the repair).
Keep in mind deleting local.det will cause you to lose some of your settings in options, like sound volume and quality as I recall.
This usually helps me immensely with the rare CTD’s that invariably seem to crop up.
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I haven’t played much enough to test since the patch dropped, but I was on earlier and noticed that while the change skill icon now remains even while in combat, you still could not change skills in combat.
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One of my favorite zones is still Frostgorge Sound.
It was absolutely thrilling to explore the vast frigid underwater locations during world completion years ago, not to mention incredibly beautiful to swim amongst the ice floes.
Sadly, the only reason I visit the zone now is to do events that are no where near the water…
HotW is still my favorite dungeon as well. I’ve always loved running P2 and (to a lesser extent) P3.
Underwater combat is still undeniably a rather interesting part of this game, and doesn’t get nearly the amount of attention or focus it deserves. It’s a whole ‘nother ballgame, and it’s very much a part of the GW2 experience.
For the toast!
Human mesmer named simply – “A Centaur”
Unsurprisingly, he (or she? don’t recall it’s been a while) was struggling to escape from some Orrians with their last few moments of precious temporal curtain swiftness…
For the toast!