Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Why does your bingo card have 6 columns?
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
http://wiki.guildwars2.com/wiki/Phantom%27s_Hood please bring back this hood would love to use it on a few different characters but never used town clothes, now that I have been notified that it is a helm, I would love to give you my money for it.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Pre-combat, as it requires kit switching.
>Place Healing Turret
>Place Thumper Turret
>Big Ol’ Bomb (1)
>Napalm
>Switch Flamethrower for Throw mine
>Throw Mine – detonate (2)
>Detonate Healing Turret (3)
>Overcharge Thumper Turret – Detonate Thumper Turret – Rumble (6)
>Magnetic Inversion (shield 4) (7)
>Supply Crate (8)Just did it in game, it seems my memory was messing with me because that’s 24 stacks.
You could switch the bomb kit, after the big Ol’ bomb for a another turret for one more blast.
Very nice but you could also use Acid bomb from elixir gun rather than throw mine, as it is on a shorter cooldown and then can be switched out for another skill as the elixir gun wont be on cooldown itself, I believe u can still droop bundle mid air with acid bomb to cancel the jump and keep you in the same area too. just as another option that will give you another skill you can use once the fight starts, or acid bomb followed by detonate mine for 25 (27) stacks of might.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Actually I was able to stack 25 might by myself on my engineer, only took changing flamethrower out for throw mine ( so not much switching around).
I was demonstrating group might sorry if that wasn’t clear, also not juggernaut gross lol.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Regardless of who’s saying it, true is true. This class needs hard nerfs. The class with the best might, vuln, and healing capabilities should NOT also be top DPS, that’s just silly.
actually we aren’t the best at stacking might anymore, maximum might stacks (about equal to eles)
magnetic intervention = Phoenix
Acid bomb = Arcane Wave
BoB = Lightning hammer (another person can pick up the other hammer too)
Thummper turretX3 = Churning Earth, Dragon’s tooth, Earthquake
Supply crate = Flame Axe
healing turret detonate = Arcane Brilliance
blank = Evasive Arcana in earth attunement (added bonus triat that gives additional blast)
Most available blast finishers in one build
Engineer = 8 Elementalist = 9 (not to mention they can trait to give fury on top of might)
Here is how warriors can stack might now
1)forceful great swords+Phalanx Strength+Sigil of Strength+Superior Runes of Strength keep up 25 stacks of might if you have sufficiently great crit chance
2) Longbow before the fight starts creating fire field blasting it (3 personal, 6 team)+ Banner of discipline (6 personal, 12 team)+ Banner of Strength (9 personal, 18 team)+ FGJ (12 personal, 24 team) +SoR (17personal, 25 team maxed) before the fight even beings and you start stacking might with crits
for personal healing warriors we have to do a lot to surpass warriors here: both without any healing power
adrenal health+Healing signet (362+351=713HPS)
Healing turret (included all regen including healing mist 6860/15=457.33+backpack regen 117 + elixir infused bombs 145/.92=157.60+117+457.33=731.93HPS grand total)
Not going to argue vulnerability stacking as I believe you are correct in that argument.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
(edited by Infamous Darkness.3284)
Hello frands! Vee Wee here #1 Engi NA and world first rank 80!
In WvW, I still use Adventurer Runes for my condi spec and Strength Runes for my power spec with Battle/Energy Sigils!
I use Balthazar Runes for my condi Engi in PvP with Battle/Energy Sigils!
I use Strength Runes for my power or hybrid build Engi in PvP with Battle/Energy Sigils!
I use Strength Runes for my Engi in PvE!Wahoo! Bye frands!
Not really a fan of the adventurer runes used them on a mes shatter build for awhile for more dodges and more clones to shatter ( I didn’t like it too much), glad its working for you though.
Spvp -
Engineer – Rune of the guardian (gear shield block = fools burning for days)
necro – Runes of the Krait (nice little aoe condition burst I believe it works well with the flesh golem’s charge)
WvW –
rune of the golemancer (fun watching people get knocked back by the spinning arms)
Pve –
rune of strength
runes of the scholar
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Big no no for any techno in future content, especially Asuran/Aetherblade (Charr one is allright). We’ve already had enough.
Also, there’s no point in writing boss schemes. Little will even read it and since mechanics are already posted, there’s no chance it can be implemented in game.
If you plan to design content with more focused view like particular dungeons, bosses etc. you’re better just sending it to ANet, not posting on forums. It will get lost in QQ anyway
I’m guess you’re talking about Tesla Coil, which is supposed to be the name of a human boss monster using something along the lines of THIS It could be something else instead, but considering engineers already use static discharge (this boss was supposed to be somewhat modeled after the engineer class) I felt that electrically charged gauntlets were right up the same alley of technology as what is already available.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Reserved #4……….
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Tried to make one boss based loosely on each profession, Isgarren’s creation was an extra. Basic lore to bring you to this dungeon would be after Investigating Brisban with Marjory and gang, you find information about missing person reports that seem to lead to the Wizards tower, that were being covered up by the ministry. While going through the tower you could find connections between Isgarren and the earth elementals the centaurs were using against Divinities Reach, and Isgarren’s relationship with the white mantle/mursaat/bandits.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
(edited by Infamous Darkness.3284)
First Boss path 3 Brutus shadow blade
Location: medium sized room set up like a rock garden.
Abilities:
1) Let the hunt begin: permanent effect on Brutus, constant super speed, immune to chill, fear, immobilize, and cripple.
2) Critical agility: each time Brutus shadow blade critically strikes an opponent his attack speed increases by 15% (maximum 200% bonus attack speed)
3) Critical defenses: While attacking Brutus shadow blade gains 75% chance to block incoming attacks.
4) Critical healing: Each time Brutus shadow blade critically strikes an opponent he regenerates 1% of his total health
5) Death Defying: at 25% health Brutus shadow blade gains a permanent fury buff. at each 25% Health marker (75%, 50%, and 25%) Brutus shadow blade must be knockdown, interrupted, ect. before he can continue taking damage.
6) Very low health pool possibly 60K health.
Second Boss Path 3 Isgarren’s creation (large multi-element attuned elemental)
Location: Square shaped room with a low hanging ceiling (Isgarren’s creation can instantly move any part of its body to any surface of the room including the ceiling)
Abilities:
1) Grasp: Uses entangle on all enemies in the room but the same roots that entangle also have the bonus effect of acting like Volatile Blossoms in the extra damage and poison they cause.
2) Dragon tooth: used to follow up Grasp doing massive damage and burning the target if hit.
3) Biting Wind: Send out a ripple type effect that Chills and dazes all foes hit, if dodged (invul, blocked, ect.) enemies are still chilled but for only 5 seconds rather than 10.
4) Ice Spikes: shoots a circular wall of ice spikes out in every direction from the center of the room doing moderate damage.
Final Boss Path 3 Isgarren
Location:
small circular (1000 unit across room) must be in the room to start the fight once all party members enter the room Isgarren becomes hostile and the door close behind you.
Abilities:
1) Arcane Barrage: Fires purple beams of light to every corner of the room that quickly move towards the center of the room (if hit by these beams you lose all boons and become encumbered 6 seconds) each beam does a small amount of damage but if hit by all beams while in the center of the room you will go straight to defeated.
2) Heavy Gravity: send out a quick moving ripple that must be jumped to dodge it, if not dodged it does medium damage and slows all target attack speed by 65% for 12 seconds.
3) Arcane Shield: instant cast on 25 second recharge, blocks next enemy attack and does massive damage to all enemies in melee range.
4) I summon the Storm: at 50% health Isgarren summons 2 tornadoes that move counterclockwise around the room making half the room at all times a no go zone without stability, the tornadoes will always be on opposites sides of the room of each other moving at the same speed a play in combat without swiftness moves, until Isgarren hits 25% health, then the tornadoes gain swiftness. Each hit does moderate damage.
5) Drop: shoots all enemies up into the air and drops them back down, dealing 25% of their health in falling damage if no fall damage reduction trait was taken. Isgarren will use this ability Immediately after enemies are hit by Arcane shield to finish them off, but will also use it at other times.
6) Contingency Plan: at 10 percent health Isgarren turns all areas of the room not effected by tornadoes into muddy earth crippling all foes who move into it, if in the muddy earth for more than 5 seconds enemies become immobilized for 2 seconds. Isgarren also summons a Shield of fire around himself that lasts for 20 seconds, all damage done to him at this time is also done back to his attacker. Once shield of fire ends Isgarren pushes all foes 200units away from him and summons an ice wall to use as a barricade (there are six pieces that form a hexagon around Isgarren each one has 5000 health.)
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
(edited by Infamous Darkness.3284)
First Boss Path 2 Deepwood Sniper
Location: a medium sized wooded area, similar to the orchard area in all southern borderlands.
Abilities
1) Spirits of nature: 4 spirits around the arena each with a Million health and guarded by a single champion animal.
a) Spirit of Brambles: Each second an enemy moves while in this are they take 200 condition damage
b) Spirit of Exhaustion: Endurance recharges at 1/2 its normal rate.
c) Spirit of Darkness: All attacks by foes have a 25% chance to miss.
d) Spirit of Dread: Whenever enemies use an ability they take 550 damage
2) Smoke trap: when enemy hits this room is filled with smoke for 35 seconds, visibility is reduced to maximum of 150units, and blind is applied every 8 seconds for 2 seconds.
3) Flashing Blades: Deepwood Sniper becomes harder to hit, gaining 35% chance to dodge/block, if enemy has Deepwood Sniper targeted and misses an attack they take 250 damage.
4) Enraged: If any of the nature spirits are attacked Deepwood Sniper gains 50% attack speed and 105 extra damage on each attack.
5) True shot: basic attack, deals low-medium damage and cripples target for 5 seconds.
Second Boss Path 2 Aquila shield of Isgarren
Location: a pentagon shaped room with 3 entrances all located in North, North Eastern, and North Western areas of the room.
Abilities:
1) Righteous Flames: all enemies farther than 500 range away from Aquila shield of Isgarren are set on fire for 5 seconds. The ability is always active.
2) Dual shields:
a) Sharpened edges: moderate damage, unless foe is stunned or dazed then it is massive damage.
b) blunt force: basic attack low damage, each hit stuns target enemy.
c) Electrify: blocks next attack doing moderate damage and dazing target for 3 seconds.
d) Magnetic Inversion: can be used to pull enemies in or push them away.
e) Skull crush: 1 second channel that finishes any downed enemies.
3) Drain: Steals 7500 health per second continuing until target is defeated or Aquila shield of Isgarren is interrupted.
4) Real Power: all boons applied to enemies are immediately stolen and given to Aquila shield of Isgarren.
5) Hammer of Justice: at 60% health Aquila shield of Isgarren summons 3 hammers of wisdom one entering through each of the northern entrances all hammers basic attack daze enemies, every third attack is a knockdown.
Final Boss Path 2 Minister Harry Copperfield (lazy name combining David Copperfield and Harry Houdini)
Location: Octagon shaped room
Abilities:
1) Catch me if you can: at the beginning of this fight Minister Harry Copperfield summons one of each of these, Phantasmal Rogue, Phantasmal Defender, Phantasmal Warlock, Phantasmal Warden, Phantasmal Swordsman, Phantasmal Mage, Phantasmal Duelist, Phantasmal Berserker. each phantasm has the same amount of health as Minister Harry Copperfield, but the Phantasmal Defender takes half of the damage that any of the other phantasm takes.
2) Mimic: Minister Harry Copperfield uses transforms into a duplicate of one of the phantasm he summons, all phantasms look the same as Minister Harry Copperfield aside from the weapons they are using may differ. Minister Harry Copperfield will only activate this skill when invisible.
3) Switch-a-roo: Minister Harry Copperfield uses mass invisibility, and while invisible uses mimic, he may also exchange health with the phantasm he just mimicked.
4) End of the Show: at 5% health Minister Harry Copperfield uses Switch-a-roo, and Mimic, he and all phantasm change to one type of phantasm. (this ability can only be used once.)
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
(edited by Infamous Darkness.3284)
First Boss Path 1 Tesla coil
Location: a medium sized square room with water on one side and land on the other.
Abilities:
1) charged gauntlets: basic cleaving autoattack that hits up to three enemies, each hit does confusion (2 stacks 12 secs), and 3 seconds of blind and the 1st and second hit, the third hit is a 1.5 second stun.
2) Magnetic wave: pulls all enemies in the room to Tesla coil 0.5 second windup.
3) mine field/detonate mines: Scatters 8 mines (each having a 500 blast radius) when each does moderate damage, removes all boons and knocks back. uses detonate mines 1/4 of a second after Magnetic wave if any enemies are pulled but can use it at other times as well.
4) Rocket boots: at 50% health Tesla coil removes all conditions and rockets into the water section of the arena.
5) Electrify water: at 25% health anyone in the water including Tesla coil takes 350DPS (if no enemies are in the water Tesla Coil will reset)
6) Scatter mines: throws out 3 mines in an spread form (just like the engineer scatter mines skill) each mine does massive damage, hit by 2 or more likely to be downed or defeated.
7) Grappling: pull one foe to Tesla coil immediately followed by Scatter mines.
8) Net Wall: just a 2X version of engineer Net Wall
Second Boss Path 1 Justiciar Noilbah (couldn’t think of a good original name so its just hablion backwards)
Location: a medium sized square room with water on one side and land on the other.
Abilities:
1) Decimate: basic attack does moderate and cleaves stacking 5 stacks of bleed for 15 seconds with each attack.
2) Gillotine: does 4% of foes health in damage per stack of bleed on them, removes all stack of bleed when used.
3) You’re all alone: teleports to lowest health foe applying 10 stacks of bleeding and immediately followed by Gillotine
4) Blade Frenzy: a whirlwind type of attack like warrior axe 5 but with double the radius, does moderate damage and applies 14 stacks of bleed every second for all foes who remain in range.
5) Merciless: once below 15% health all damage done by Justiciar Noilbah returns to him as health.
Final Boss Path 1 Councilor of the Ten
Location:
Large circular room similar to the room you fight lupicus in arah. 5 (normal) human necromancers spawn around the room in a pentagon formation (each 900 range apart) when the fight starts, if killed one will respawn every 7 seconds. the only skill they know and will frequently is epidemic.
Abilities:
1) shallow grave: recharges whenever a foe is downed, skill targets downed foes poisoning, and 2 seconds afterwards dealing 100K damage if foe remains in the downed state
2) putrid detonation: If shallow grave kills a foe you can now use putrid detonation which does 15K damage in 700range around the body of the defeated foe instantly.
3) Plague: range 1700 target foe receives poison (20 secs), 5 stacks of bleed (15secs), 3 stacks of torment (12 secs), 2 stacks of confusion (10 secs), burning (7 secs), fear (2 secs) (immobilized for one second when fear ends), Weakness (17 seconds), Chill (7 seconds), blind (3 secs), and Cripple (13 secs). This skill is The councilor’s main form of damage and is usable every 8 seconds.
4) feast of corruption: Heals for 12500 for every condition on an enemy in the room (maximum of 350K) 15 second recharge.
5) grasping earth: basic attack immobilize target for 2.5 seconds and give yourself protection for 3 seconds 2500 damage.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
(edited by Infamous Darkness.3284)
What is the total downed health per class?
Is it different per class?
does it change based on vitality stat?
does toughness reduce damage while downed?
Is downed total health the same across all classes?
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
My favorite would have to be Kralkatorrik both his imagery and minions are amazing, plus he seems to actually have tacticians that lead his armies Uldek, Victurus, and Kronon
Second would have to be the DSD though.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
‘i rune dol cuz orb i die many’.
Is it supposed to be I run dolyak runes because I die when trying to use ruby orbs???
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
@Infamous Darkness.3284:
I can do this amount of damage in a few seconds with my opening attack rotation on my Mesmer phantasm build.Burst damage, as far as my understanding goes, is dealt within a few seconds. Your example deals it’s full damage after 12 seconds. 11,000 dmg over 12 seconds is not very impressive and it gives your foe a lot of time to cleanse that.
I understand what you’re saying, although I was trying to give an example of a possible condition burst situation, and although the damage of those skills would continue for 12 seconds or more the combo does 11,000 damage in just 4 seconds.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
nice, I hope it comes back because I really like that skin but had no use for it as town clothes. Thank you for the help
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
I had a friend who also ran into this problem he wanted 1 of every class with each race and gender type per class, he ended up 16 character slots short.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
I just wanted to know from anyone who had one, what did the Phantom’s hood become, is it useable like a skin for a piece of armor now?
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Anyone with half a clue can see why conditions are completely broken.
It’s basic math, really.
please show me this basic math.
sorry this is a lazy comparison but I thought I would try to show an example of a condition burst.
http://wiki.guildwars2.com/wiki/Flurry
http://wiki.guildwars2.com/wiki/Impale_
http://wiki.guildwars2.com/wiki/Riposte
with 8 stack of might from FGJ and SoR, as well as Banner of strength (170 condi power) and sigil of corruption (250 condition)
2127 condition damage total
bleed
(0.05 * Condition Damage) + 42.5 per stack per second at level 80
((0.05 * 2127) + 42.5)*12=1786.2
torment
(0.0375 * Condition Damage) + 31.875 per stack per second at level 80
(0.075 * Condition Damage) + 63.75 per stack per second at level 80 while moving
((0.075 * 2127) + 63.75)*5=1116.38
(1789.2+1116.38) * 4 (over 4 seconds)= 11622.3 still not the best burst but eh.
Really lazy bad build for reference: http://gw2buildcraft.com/calculator/warrior/?8.0|c.0.0.c.0.0.0.0.0|0.0.0.0.0.0.0.0.0|5q.719.5q.719.5q.719.5q.719.5q.719.5q.719.0.0.0.0.0.0|2x.0.2x.0.2w.0.2x.0.21n.0.2w.0|u267.u389.0.0.0|0.0|0.69.62.0.6m|e
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
I actually tried out the new firearms trait after killing risen priest of grenth and was very disappointed. It did the right amount of damage which was good, it doesn’t have a knockback but I figured that would be the case. but the major issue with it was even when used in melee combat with the forceful explosives trait they didn’t immediately explode you had to get the enemy to walk directly over them even if they spawned under their feet it seemed. majorly disappointed in this trait.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
also in the central area of edge of the mists there are some aetherblades
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
can elder dragons eat one another for a large boost in magical energy/food?
based on this question, with Zhaitan dying and its body falling on the eastern edge of orr could it have been consumed and used to strengthen another elder dragon (or one of its champions). My guess would be that the deep sea dragon or one of its minions consumed the corpse of zhaitan giving the DSD a major power boost because soon after zhaitan’s fall we see the aggravated karka move into southsun cove. Considering the karka were the top predator in the depths of the ocean and appear escaping onto land soon after the fall of zhaitan (this part may be false as we don’t know how long the karka had been on southsun before they were worked into a frenzy by the consortium, but based on their leader just moving in and the nests appearing to be unfinished I assume it was soon after the fall of zhaitan)
perhaps it could’ve also been krakatorik who consumed zhaitan, or one of zhaitan’s lieutenants, or maybe its dead body is still just rotting there?
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Well, I don’t think I’ve said it yet, but I don’t think the deep sea dragon really poses any threat to Tyria so far. He only scared off the Karka, who now are just kinda doing their now thing on that island in the Sea of Sorrows.
and also, size doesn’t always equal strength
But with all the information there is about the Elder Dragons, we can use that to determine how strong or capable they are of causing destruction
but it wasn’t just the karka that he drove out from the ocean, he also pushed out the krait, possibly the largos, and to a much lesser degree the quaggan.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
I focused one armor on each profession and their f1-f4 skills to try to keep the armor to the flavor of the class.
1) elementalist armor that focuses on flexibility in attunment swapping, here are a few examples
a) water attunement water crest over the shoulders and back twisting and weaving around the arms until it reaches the palms where it freezes into icy spikes.
b) earth attunement rocks cover the body in scaleish armor while the wind forms a small sandstorm around the elementalist that when hit forms an implosion of sand as if it blocked some of the force of the incoming attack (no actual effect on damage reduction)
c) air attunement the elementalist no longer walks but floats as it moves wisps of air surround it as it (a similar effect to wind catcher backpiece skin but covering the entire body)
d) fire attunement the limbs of the elementalist are covered with tongues of flame lick up the elementalist limbs similar to the effect incinerator has on the arm but the skin above the flames are ashen black color with veins of red that show the heat underneath.
2) Engineer, even though I main an engineer I couldn’t really think of an idea that would satisfy me for a legendary armor any ideas would be great.
3) Guardian with each set of armor I am trying to focus on the F1-F4 skills so for guardian it focuses on their virtues.
a) justice blue fire burst out from quickly rolling towards allies
b) resolve a rush of air fires off in ever direction from the guardian
c) courage a large character sized shield materialize in front of all allies affected by the virtue. (possibly with wind rushing against the shield)
4) Mesmer got a little lazy on this one if someone could find a separate and better ideas for each type of shatter that would be excellent.
a) whenever a shatter is used the shatter effect occurs on your person as well and then rebuilds your person from the shattered pieces (must happen quickly as not to become used like a stealth?)
5) Necromancer each of the death shroud abilities gain an added bonus visual, I didn’t come up with any ideas for underwater death shroud.
a) life blast changes the color to black when fired the aura of the death shroud thins, if it hits the death shroud’s dark aura becomes thicker again.
b) dark path a ghastly arm travels towards the enemy (maybe just make it more visual?)
c) The death shroud aura forms into another creature which causes the target to flee in fear (Idk on this one maybe just make the aura look like it is a separate being?)
d) life transfer your shadow stretches to all surrounding enemies when activated
e) tainted shackles rather than just a green line it becomes chain linked shackles pulling on all targets.
6) Ranger depending on the species of animal used it will change the outlook of your armor (this may be too much work?)
a) for example bears show a spiritual claws grow from your hands and feet with fur growing from their bodies ( basically like a spiritual translucent norn bear form)
7) Thief when using the steal skill your shadow moves separately from you pickpocketing and stabbing (backstabbing?) the target enemy’s shadow
8) Warrior I’m sure someone can come up with something better but my idea was that whenever an adrenaline skill is used red steam explodes out from the warrior and lingers for a few seconds.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
One more step toward a MF recipe to get this.
Sorry, that’s the new Engineer Elite skill.
Cacophony kit – Generates confusion and Daze on yourself and all allies in a 900 unit radius.
Fixed
now its almost as good as mortar
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Well mesmers are not that bad at trash skipping, you just need a skipping set dedicated to skips and you’re fine (Centaur Runes is the way to go for perma swiftness with the Healing Mantra)
I don’t know if this was said elsewhere but thought I’d throw it in incase it would help anyone, http://wiki.guildwars2.com/wiki/Endless_Toymaker%27s_Tonic you can use these in WvW and PvE to give yourself perma swiftness by using the #6 skill, return counts as a heal for centaur runes. You could really use any endless tonic but I think these are the cheapest currently.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Melandru or the Pale Tree
beware a few personal story spoilers
Any additions/criticisms would be great.
Stats:
Pale Tree
Exists simultaneously in two realms (the dream and tyria)
has an army of children that seem to be produced very rapidly
able to see all of the possible futures that may come about?
Strong magical abilities, from the Caladbolg show this in its elemental strength (also her ability to show herself as an avatar/Mesmer magic possibilities)
Melandru
Ability to terraform the soil and bring the land back to life. (I suppose the pale tree also did this in the Artesian Waters with Caladbolg.
Ability to turn humans into plants? (Ewan’s tribe)
Surely powers similar to any other of the human gods?
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
perhaps the trees are blessings from melandru as it seems the juggernauts could compare to the margonites of abbadon in that both are unable to reproduce (I believe juggernauts cant reproduce but don’t have any evidence) while they both take on aspects of their deity.
Separately do we know what kind of creature melandru turned Ewan’s tribe into? seems there are a few possibilities as tree like creatures that became stewards of nature, Treants (The formerly human Druids of the Maguuma Jungle took on a treant-like appearance (specifically Willowheart) before becoming spectral guardians of the jungle.), Juggernauts (as their life is tied to the forever trees turning them into forcible guardians of their tree?), Forests Spirits (ex Urgoz),and to a lesser degree possibly Wardens
The mysterious and ancient Wardens guard the areas of Cantha hit hardest by Shiro’s legacy. Protectors of the Echovald that was, they now guard the petrified forest it has become. They may once have been human, perhaps powerful druids or holy men, but they long ago merged with the spirit they served to become something altogether different.
Now they stand as the ultimate protectors of the Echovald that is. The clan claims the right of vengeance for what Shiro Tagachi wrought, and blames all humans for the Jade Wind that stripped the woods and sea of life, but inexplicably left the Wardens unharmed. Driven nearly mad, enraged at their failure to fulfill their only purpose, they work in their own mysterious ways to reverse the effects of Shiro’s death, but until they succeed, they will threaten any humans they encounter.
Wardens do not take names as such, but take their monikers from their rank in the clan’s natural hierarchy. The lowest ranked, least powerful Wardens are associated with the smallest forms and shapes of nature—leaves, moss, seashells, and so on. Higher up are those Wardens who take their name from particular trees or larger forms of sea life, while those protectors that lead the clans take the names of the seasons.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
huh good job anet never thought they would get around to doing this.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
I’ve given this advice several times on this forum but here it is again http://www.gw2spidy.com/recipe/3461 buy these with jewler 500 most likely to come out soon and these being at almost 1/2 the price to buy as they are to craft they should make a good initial investment. Charged bands that come from CoE often have these same jewels in them if they are rare or exotic variety I cant remember.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
my guess for this was always that ppl just had full inventories with more items waiting for them on the ground so they sold whatever for its lowest possible sell price rather than throwing it away, still not a good idea but that was my guess.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
hmm I suppose this bring up another question, if all that is required to make a juggernaut is a soul and the ritual, would it be possible to bring ghosts back to life, like all of the ghosts kept alive by the foefire, or even adelbern himself?
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
http://wiki.guildwars.com/wiki/Forever_Tree
1) How many juggernauts could each of these trees create?
2) They can only create one juggernaut per year?
3) It transforms humans into juggernauts but could it do the same for other races (ex. sylvari)?
4) Is there any relation between forever trees and the pale tree?
5) Is there any relation between forever trees and mordremoth (it transforms a living being into a plant like thing that lives forever, but their minds are left untouched)?
6) why are all of the tree singers necromancers with death nova as their only skill (just something strange)?
7) Do the souls combine with the forever tree or are they consumed? (“They were once humans whose souls the gods deemed fit to merge with the souls of the Forever Trees.”)
8) Is it the gods that decide or volunteering that decides if one can become a juggernaut?
Songs of Arboreum used to create juggernauts
“A holy protector to defend the forest.” “Equal in the mystery.” “An eternal tree.” “By which we resurrect the dead.”
“The time has come to awaken the Forever Trees that they might bless us with new juggernauts. Have you seen these creatures yet? They were once humans whose souls the gods deemed fit to merge with the souls of the Forever Trees. They become the protectors of our lands, and in return, they are much honored and revered.”
“The Awakening ceremony is sacred; few are the outsiders who have witnessed it. The Council of Nobles, however, feels that the assistance you’ve provided our people has been invaluable. We therefore bestow upon you the high honor of acting as guardian during the Awakening.”
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Imagine if they came out with an unlimited banker golem…
I’d pay 1500 gems for that.
that’s basically what this is (just not in golem form) http://www.gw2spidy.com/item/35984
you would just need to exchange between 7964 and 6354 gems to gold to have enough to buy it.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
What if it was made into being essentially just for deploying combo fields
- Dark field
- Smoke field
- Water field
- Ice field
- Lightning field
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
I’d say no to this but I suppose I’m prejudice as I have two of those items and I had to farm the gold to buy them, that being said 2000gems turns into 128.6~g currently or if going in the other direction 178~g turns into 2000gems, either way for all of these items it would reduce their value/price.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
I agree with Manuhell for two major changes that damaged us as a profession that have never been fixed.
1) ascended weapons were essentially 5% damage buff to all professions other than kit engies (which we seem to be balanced around) and conjure eles (I don’t think banner wars count). This is essentially a 5% damage nerf to kit engis in 2/3 game modes that has gone on for what now 5 months…
2) Initial grenade kit nerfs, nerfs to the grenade 1 skill that make it do 30% less damage not based on how it compared to overall balance of other classes, but that it outperformed a kit (bomb) that wasn’t keeping up so rather than bring bomb kit up to par, grenades were nerfed to make us diversify? lol
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
could you have an engineer in range of the shockwave but outside of other attack ranges? also I would guess renewed focus is not allowed?
BTW your challenge end is two separate dates 4/8/2014 (April 8th 2014), and 8/8/2014 (August 8th 2014)?
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
(edited by Infamous Darkness.3284)
I’ve been on HoD since beta and even with our current coverage (think EB had 200ppl on que on reset night with all other borderlands hovering around 80 ppl que.) I would guess that we will be losing next week when we go against FA. I have seen our server do well against larger enemy zergs, but recently (since the transfers) I have seen HoD losing in zerg battles against lesser numbers. I could be wrong I know many of the larger WvW guilds on our server have been doing some training so we’ll see.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Vol,
For the Balthazar event, if you are on a server that is having difficulty completing it go to This Event and grab the weapon from This NPC note: not the one you pay money for only the weapon she gives you when the event is active it will last for 5~minutes and does great aoe damage for clearing waves. Also nice guide thank you.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
one way to make a decent amount of money currently is farming raptors or moas and selling off the poultry meat, for your 80 though you could farm SW area of southsun cove lots of sharks and skelks there that drop powerful blood and armored scales.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
a few questions if you could answer I could try to recommend depending on your answers.
1)How often do you play?
2)How many characters do you have? (and how man are at level 80?)
3)Do you enjoy grinding?
4)If you only have one or a few lvl 80s what profession are they?
5)How much money do you have currently? ( is it enough to start reinvesting didn’t sound like it but thought I’d ask)
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Kodan seem to be stable. They are hardy and nomadic. Furry Norn kind of…
The Quaggan are pretty much useless. They’d probably be best served integrating into neighboring communities for protection since they seem unable to defend themselves.
Hylek are actually crazy numerous. Keep in mind there are large populations of Hylek near Rata Sum and the Pale Tree who haven’t been driven off by Zhaitan’s minions.
Yeah but seems the Hylek populations near rata sum and Caledon are all separate tribes and in some story mission it shows them battling each other, not to mention the krait that they call their ancient enemies trying to enslave or kill them in the area.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Just taking people’s opinions and reasons to believe that a race is close to going extinct.
Here is my personal list.
1) Kodan abandoning their old lands while being chase by minions of Jormag, moving too close to other races and making enemies like the dredge (which I believe to be much stronger of a race than the Kodan) No centralized leadership to unite the remaining tribes. They don’t seem to offer any service that isn’t already better provided by another major race and much of their population seems to have died off or still be fighting in the north (areas of the map we haven’t reached yet)
2) Quaggan physically weak with few skills to use to create things for trade with other races, displaced from their ancient homes by the DSD, hunted by krait. Their primary means of defense is a social taboo. Most of their technology seems to be wood or shell based for weaponry and living spaces.
3) Hylek could either easily die out or could unite and become a fairly powerful nation, after Zhaitan’s minions attacks on bloodtide coast and sparkfly fens that caused many Hylek to join together tribes to fight back the corruption, this alliance could lead to a mighty nation or they could break apart, and as weaker tribes start infighting again and easily be conquered by another race like the krait. They do have great knowledge of herbs for poison making (but probably also remedies and medical uses) which could be a very valuable trading partner.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
im just genna leave these 2 things right here
personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.
yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.
everything you are saying is irrelevant since HGH is by design a selfish build, your best chance at stacking aoe might using HGH is around 5 might and that’s a waste of time since you wont be spamming out condi cleanses/stability and invis just to support a team with might.
Except it doesn’t have to be just HGH that you stack might with, for example using bomb kit, heal turret, thumper turret, shield (with these 4 items you can give your whole group 18 stacks of might, not counting that you could use fire bomb again afterward using your elite supply crate and elixir gun jump to give your whole group 24 might) in this order Healing Turret, Big Ol’ Bomb, Fire Bomb, Thumper Turret 1, Thumper Turret 2, Thumper Turret 3, Thumper Turret 4, Detonate Healing Turret, Magnetic shield, Magnetic shield second hit I didn’t include 2nd round I got tired of linking…
you do realize that i was showing how much stronger a HGH zerker engi would be with those new runes right?
get your pve jibber jabber outta here
Yes I do understand that, do you understand that while HGH benefits from the rune change, that other might stacking builds suffer. Especially when that can be a major role in a party as an engineer I thought it had been specifically said by a dev that this patch would help make engis more beneficial into groups (or something along those lines, but I cant find it now).
did i also mention that i don’t think playing how you want and playing to be optimal is a fair argument in pve.
Sorry I suppose I took “im just genna leave these 2 things right here” along with the picture and video to mean the trait changes don’t matter big buff to HGH engies through reworked runes.
edited for bolding
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
(edited by Infamous Darkness.3284)
im just genna leave these 2 things right here
personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.
yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.
everything you are saying is irrelevant since HGH is by design a selfish build, your best chance at stacking aoe might using HGH is around 5 might and that’s a waste of time since you wont be spamming out condi cleanses/stability and invis just to support a team with might.
Except it doesn’t have to be just HGH that you stack might with, for example using bomb kit, heal turret, thumper turret, shield (with these 4 items you can give your whole group 18 stacks of might, not counting that you could use fire bomb again afterward using your elite supply crate and elixir gun jump to give your whole group 24 might) in this order Healing Turret, Big Ol’ Bomb, Fire Bomb, Thumper Turret 1, Thumper Turret 2, Thumper Turret 3, Thumper Turret 4, Detonate Healing Turret, Magnetic shield, Magnetic shield second hit I didn’t include 2nd round I got tired of linking…
you do realize that i was showing how much stronger a HGH zerker engi would be with those new runes right?
get your pve jibber jabber outta here
Yes I do understand that, do you understand that while HGH benefits from the rune change, that other might stacking builds suffer. Especially when that can be a major role in a party as an engineer I thought it had been specifically said by a dev that this patch would help make engis more beneficial into groups (or something along those lines, but I cant find it now).
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
Probably not even if you put the skin of the legendary on another item it wont have the stats of a legendary (unless it was an ascended) and you wont be able to change stats on it when out of combat…that’s my guess at least.
Edit: I forgot to add this, also legendary’s also were promised to always be the best in slot items in the game, so there’s still that too. If another higher stat item then ascended comes around legendaries will still be the best.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
(edited by Infamous Darkness.3284)
im just genna leave these 2 things right here
personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.
yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.
everything you are saying is irrelevant since HGH is by design a selfish build, your best chance at stacking aoe might using HGH is around 5 might and that’s a waste of time since you wont be spamming out condi cleanses/stability and invis just to support a team with might.
Except it doesn’t have to be just HGH that you stack might with, for example using bomb kit, heal turret, thumper turret, shield (with these 4 items you can give your whole group 18 stacks of might, not counting that you could use fire bomb again afterward using your elite supply crate and elixir gun jump to give your whole group 24 might) in this order Healing Turret, Big Ol’ Bomb, Fire Bomb, Thumper Turret 1, Thumper Turret 2, Thumper Turret 3, Thumper Turret 4, Detonate Healing Turret, Magnetic shield, Magnetic shield second hit I didn’t include 2nd round I got tired of linking…
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
(edited by Infamous Darkness.3284)