Where is a list of not only our new heal skill, but others?
Had to update Hebee Jebeez’s entire set cause of the gas mask, which is AMAZING!
Colors: Dark Blue/Black (Midnight Ice), White (Celestial), Light Blue (Summer Sky?)
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Don’t expect an answer:
https://forum-en.gw2archive.eu/forum/livingworld/nightmare/When-is-the-end-of-this-LS/first#post3193752
1980 views & not 1 dev reply.
Great idea Pixelpumpkin, makes TOTAL SENSE!
Nothing yet & keeping this on front page.
No word yet from devs on clearing up this text from the patch notes?
Or the original question of when this will end?
I am really hoping its not just black & white as it states, and that’s it.
Recent patch mentions – “The Tower of Nightmares content will be available until the tower’s heart is destroyed. Watch the progress as more antitoxin is injected!”
So this “could” mean 2 things:
1. The content(tower) will finish before the 2 weeks?
2. It will stay no matter how much anti-toxin is put in till the end of the 2 weeks?
Some clarification could help clear the smoke on this statement.
Correct Shpongle and Havvy. There have been parts in these releases that have been available for shorter periods of time then the actual 2 weeks, and others longer leading into the next release for possibly 4 weeks total.
I defiantly prefer the latter as it does not put pressure on the players to rush through content just to knock it out (skipping story elements to rush it) & then get back to their goals (legendary/ascended equipment/achieve points/ etc.).
When is the end of this Living Story (Nightmare Within)?
It starts on November 12th, & based on the “2 week plan” for Living story, this part will end the 26th??
I ask because I’m moving around the time it starts, and I want the gas mask for my engineer. I hope to get back online ASAP and have enough time to get it.
ON THAT NOTE:
It has been SUPER nice that the previous story achievement (Blood and Madness – Candy Corn Node for Home) has overlapped with the newest Meta Achieve (Tower of Nightmare – Krait Obelisk for Home). This duel Story Achieves at a time has made it easier for everyone that has come into RL situations (Moving, Vacations, Extended lengths away from internet access, ETC.) that require their attention longer then 2 weeks.
Keeping the overlap of 2 Living Story events at a time is acceptable. This provides those that missed the 1st 2 weeks of a Living Story enough time to get caught up to the current Living Story; not only in Achieves but in the actual story! Please keep this up with the next stories 1 after another, everyone will love to have this breathing room and not stress to rush to the finish of Achieves.
TLDR: Keep overlapping story Achievements by 1 story(Release) to allow for RL issues to be taken care of, & can come back w/o missing story elements(Previous release).
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I kept looking at my roommate’s cat when I would hear the meow, eventually saying “What do you want?!” which he replied with “Meow” and proceeded to rub my leg.
He is normally an attention kitten and talkative.
I’m very happy this mask is not super rare drop (Jetpack) or crafting required (Ascended).
I’ll choose wisely in which character to put it on….ENGINEER
Engineer:
Any consideration for applying a CD reduction for setting up turrets?
Possibly attaching it to existing traits:
1. Explosives Line – “Accelerant-Packed Turrets” (Turrets knockback when killed. Only when killed will it’s Recharge be reduced by 30%)
2. Tools Line – “Deployable Turrets” (Turrets use ground targeting. Reducing Recharge rate by 20%)
1A. Reason I say 30% is cause it is a Master Tier trait. I don’t think detonating should count as “kill” cause then everyone will just detonate all the time without bothering to pick them up.
2A. Reason I say 20% is cause it is a Adapt Tier trait, and being “easy access” as you only need 10 points for it.
I only listed these 2 as their base effect is not to appealing by themselves (To me). Add in the reduced Recharge, and you will have more selection of traits for turret specialized engineers.
I main Engineer cause of all the gadgets, including turrets. But I only end up using Heal Turret for 3 seconds: 1 second deploy, 1 second cleanse, 1 second detonate.
https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview/first#post3133104
Bringing up Engineer:
Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.
•Explosives V – Incendiary Powder. Moved to Master tier.
•Explosives VI – Exploit Weakness. Increased the health threshold from 25% to 50%
•Explosives IX – Accelerant packed turrets. Moved to Adept tier.
•Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.
•Inventions V – Energized Armor. Increased conversion from 5% to 7%.
•Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. * Decreased interval from 10s to 3s.
•Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
•Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
•Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
•Tools VI – Speedy Kits. Increased Swiftness duration to 10s. This effect can now only trigger once every 10 seconds.
•Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25 seconds to 15 seconds
Very interesting stuff there.
Could be the “Ascended Krait Prophets”
http://wiki.guildwars2.com/wiki/Krait#Religion
According to the Religion section of “Krait” on wiki.
how does the executioner outfit look?
I’m at work
Didn’t scarlet take him? maybe he is corrupt & will be a boss :P
“You-Have-No-Spare-Change? I-Take-It! Have-A-Dead-Day.”
As much as I would like to change my charr engineer to an asura, I wouldn’t care for a race change, and understand why it can’t be done.
Having said that, if its in progress, bring it to the gem store. Otherwise there are more important pressing issues that the effort can be focused to.
Has there been progress/looking-into on a fixing the “leader of instance leaves, & kicks everyone else upon leaving” issue Ben?
It has been awhile since I looked up this issue, & kinda avoided a few dungeon runs because of this.
Forum filter of naughty words.
Why has Anet not stickied one of these threads, cause there is always “what is kitten” thread every other month?
Has anyone played around with the fix for Lyssa Rune? Specifically, does it actually work with Supplies?
It mentions in patch notes “Runes of Lyssa now work properly on all elites” but I’m curious if anyone has found out if its true, & has managed to find it truly useful.
I made mine for the text & I love the Zelda series.
Protip: Have a Jewelcrafter convert crystals to orbs.
As I feared….
Great fix. :\
Attachments:
For a legendary weapon to not have access to all possible stats, defeats the purpose in the flexibility to swap stats on the fly for situations.
I will still make Quip and Ascended Shield, but very disappointed I can’t pick Giver stats for legendary.
Anyone been in my situation? I really don’t want to make another ascended back just to infuse that 1 & transmute my Ascended Jetpack to the new infused back.
Happens with engineers as well when we equip a hobo-sack, it just disappears. Or it melds with our hobo-sacks. Happens with ANY back piece.
I think since MF was made account wide, chests somehow got effected as well.
Its raining rares/exotics from chests.
Bringing up my situation:
Now that I understand what happens when you infuse an Ascended back piece. I have a Ascended Molten Jetpack I wish to infuse.
If I were to use a Transmutation Splitter on the current jetpack, would it give me 2 items:
1. Jetpack Skin, or Last stat item with the skin (exotic back) ?
2. Ascended Stat Back (Yakkington’s Book) ?
Allowing me to infuse the ascended Stat back & then re-skin it with the Jetpack?
At least this is what I am hoping for.
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Upon converting field, maybe reset its spawn timer so it stays out as long as when it was put down normally.
Thinking in the same way this field change works though, would be great to turn an enemy field for our use. A enemy fire field they are stacking in for might blasts is converted to ours, burning all the enemies that are in it! LOL
Currently, the Giver Stat Combo is only at exotic level. Also, it is not listed on the Ascended crafting recipes, and not selectable on Legendry weapons.
Wiki link of Giver Inscription:
http://wiki.guildwars2.com/wiki/Giver%27s_Orichalcum_Imbued_Inscription
Example of 1 that is listed with ascended at the bottom of the list:
http://wiki.guildwars2.com/wiki/Berserker%27s_Orichalcum_Imbued_Inscription
I noticed the stat combo “Giver” (Condition Duration/Precision/Vitality) is not on ascended weapons, or legendries. So 2 questions:
1. Has any found where you can get Giver stat combo on a ascended level of stats?
2. If it truly is not acquirable currently, are there plans to add this stat combo to not only ascended items, but selectable on the legendary stat list?
This question comes from observing no Giver on Wiki’s Ascended weapons list of craftable stats – http://wiki.guildwars2.com/wiki/Ascended_weapons#Weapon_sets_by_attribute
I can’t +1 this thread enough. Great job Anymras on compiling all these turret bugs, its great to see such dedication on the Engineer!
Great watch & great play!
Ah, ok. Thank you Spoj!
When we got the two oozes to the gate the first one goes in to the gear and we just pulled the second one across the flame to the other side. Easy peasy.
When you say “Pulled the ooze across the flame” you meant literally that? They don’t catch on fire/die?
I haven’t done the dungeon yet, but I was thinking after watching some streams/videos “I wonder if I can Magnet pull the ooze across to bring it faster?”
Gentlemen, i present you..OH GOD WHAT HAS SCIENCE DONE
OHMAHGAWD THEY ACTUALLY FIXED HOBOSACKS AND BACK PIECES JASHDASF
I DON’T CARE IF THIS IS A BUG AND HAS HORRENDOUS CLIPPING , THIS IS GLORIOUS
This has been happening for quite awhile. This attached photo was taken on july 24th of my grenade pack with jetpack peaking through. IDK how to reproduce it, but it happens A LOT for me as I swap between med-kit/grenade kits often.
Sorry to ruin hopes, including my own.
Where was this picture taken from?
As you get higher, things get easier. 20-40 was roughest when I was playing 1st time, but I was trying ability’s as I bought them, wishing I bought something else at that level.
Wish I knew about the pvp lobby to try abilities before I bought them LOL.
I would still prefer my Jetpack over anything. Looks like they have decided to change the sacks to a different skin, instead of actually making back-piece skin have higher priority over kit pack. Great 
Makes me wonder then about legendary fix for us…
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This happened not only to me, but other guildies. Logging out & back in fixed it. Still not sure what caused it. I tried the represent swapping, but that didn’t fix it.
Maybe this was already asked & clarified somewhere about the intentions. I am having a hard time with the search function to find similar questions.
“And finally, Engineer turrets will attack the Engineer’s target. They still take time to rotate to face the target, and they still have their respective cooldowns when firing. But this means the Engineer can focus damage on a single target by using their turrets.”
Does this mean I can’t place turrets on a spawn event (5min pre-event for fire ele -example) and turrets hit targets as they spawn so I can get credit before the mob dies before I can target them?
Are the ‘Accessories’ on the laurel vendor meant to have globs with the laurel purchase?
Other slots/tabs cost laurels + WvW badges, so I’m curious if this is meant to be, or getting changed to fit the rest of the purchases.
I meant “Physical Chests”, the ones after Shadow Behemoth, Shatterer, Teq, Fire Ele, Maw Event (chest, not boss), channel to open chests, etc.
The bags from champs I have not noticed anything different about them. The “wood chest” or “steel chest” Im not interested in since we know those are always rare+ & we already know those drop based off your MF.
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Ever since the MF swap to account, I have been getting more & more rares from chests. This includes all chests from world bosses, JP’s, and dungeons.
Has anyone else noticed this?
So my question:
Did the change for MF to account actually start effecting the outcome of physical chest loot?
Otherwise, I have been getting really lucky since patch. 
I would like a dev response as well on this loot system towards people in a party & not in a party. Getting invites, when farming, from people who tag a mob once then run to AFK on side line is getting on my nerves.
If Anet will be doing a livestream of the patch the very same day, maybe a bunch of engineers should just follow him around spamming flamethrowers & explosions to slow his FPS? Maybe drop a lot of supply crates while were at it, raining boxes everywhere!
You have to buy the celestial recipe for the weapon you want in order to craft it. That goes for all celestial weapons and gear, you buy the recipe (off the TP best option) then craft it from your list.