I’m doing my permadeath challenge with a Mesmer, and I was wondering- what are a good defensive weapon set, as well as a good offensive one, primarily heavy application of blinds, and evades.
I also wanna know what does good damage as a swap weapon
Thanks for your help
Ok, I thought that you couldn’t have one button do more that one action SIMULTANIOUSLY.
Can somebody confirm what it is plz?
I just wanna check, but I wanna make sure that I won’t get banned for using macros for instruments and/or rotations. As long as it only presses one button at a time, I should be fine, right?
Bird mail carrier. I usually just leave my house in a rage induced state and murder the closest mailman that I can find
Account-wide bag for Heart of Thorns, PLEASE
in Guild Wars 2: Heart of Thorns
Posted by: InsidiousWaffle.7086
Orrrrrrrrr
You could just buy a set of tools for each character, seeing as that is the most profitable option for anet
Orrrrrrrrrrrrrrrrrrrrrrr
You could buy dark steel pick axes b/c they are cheap
(Shameless plug(I’m an attention whore)) I also have a forum post about mg playing of these rules
I just want a horse and a spear to wield
aaaaaaaaaand I died
got charged by a risen abomonation, went down state, and then he gt stuck on geometry and kept pulsing damage on me… rip
I was level 23, about to hit 24 if I had finished the event
Heres some screens
That’d be a good idea actually, it might encourage tankier builds in order to stay alive longer.
Yeah, and that rule pertains to starting a new chapter, so as long as you are playing the missions as soon as possible you won’t have any problems
Yeah, warrior and guardian both have better defensive options than shield. Warrior has reposte on off-hand sword 5 which blocks an attack and then hits them back, and guardian has focus 4 which blinds enemies and gives you regen, and it has focus 3 which blocks the next three attacks, and explodes when it ends
Update: level 22 now, went down state to a champion, but someone started resurrecting me before I went full on defeated, so when the boss nuked by body and I went defeated my bar was still half full, so I didn’t count that as a wipe because I was gaining health through the whole thing.
I also had a moment of terror in which I fell through the ground to my death(ping of 250 ftw) so I didn’t count that either.
In other news, I finished personal story chapter 2, and have entered kessex hills as well as the fact that I accumulated 2 good today, bringing me up to 3 good total. I’m debating whether to unlock the ability to buy a piece of armor, or save my money until I can afford my healing skill. Maybe I’ll have you all vote on it…
Firstly, I thought I made it clear that this list doesn’t belong to me, in case you missed it. Even with theese rules in place, the game is still stupid easy. I’m playing with only the staring armor, no dodge, no healing skill, and my armor is worse than whites. I’ve gone down state 3 times total over the period of 22 levels, have accumulated 3 gold, and combat hasn’t gotten much more difficult than it already was, accept that I tent to think my actions through more instead of button mashing.
To the comments who thought it was going for realism, it’s more aimed towards making the leveling process more engaging
———————————-
If anyone wants to continue the discussion, please do it on the forum topic that I made on permadeath, as this topic was more meant for quick reference
Yeah, I was real disappointed with the picks. Not that they were bad art or anything, but they don’t really appeal to my tastes. They really should have picked different themes for the winners. Hell, the art styles are so similar on all if them they could’ve been made by one artist.
Personal story is plenty difficult when you have no access to dodge or healing skill like me
Daydreamer, I didn’t like Gallant as much as I wanted to, they just seem too dull. I don’t mean uninteresting, but for example; the shield, which has like no shine on it and looks like something that drops in PVE from a karma vendor
To every man his own I suppose, if anyone is actually interested in how if plays or just wants to laugh at me, I have a forum post up detailing my adventures so far, and I’m really enjoying myself.
Currently doing a vote on if my character participates in the upcoming Mordrem invasion or not, so feel free to vote
These are not my ideas, and I’m posting them here for easy referencing
____________________________________________________________________
Playing a hardcore Guild Wars 2 character means imposing a set of restrictions on yourself that make the game more engaging in a vareity
of ways. They are just honor rules, it is easy to cheat and there are no real rewards beyond your own personal satisfaction.
Have you ever wished that leveling and the playing personal story was more engaging? Ever thought it would be cool if there
was a chance to fail so you had to actually focus and would appreciate any gear you had? Are you sick of exploring the world by following
a checklist and zig-zagging from waypoint to waypoint? What about creating a unique character while making meaningful decisions at story junctures?
If you answered yes to any of those questions, read on! The vanilla game, especially since feature pack 2, simply can’t offer this experience. That’s where hardcore mode comes in.
Hardcore mode borrows ideas from rogue-lite games, introducing tension, a high chance of failure, and fun in making multiple characters who each explore Tyria in their own unique way.
The idea is to make the game more immersive, scary, engaging and – most importantly – a challenge. It is not for the feint of heart and few will complete it on their first, second, or even
tenth attempt.
OBJECTIVE:
Defeat Zhaitan.
RULES:
1. If you die, your character is deleted.
2. You cannot withdraw from the bank, and start with no gold.
3. You cannot waypoint.
5. You can only make hero point purchases after completing a hero challenges. One at a time.
6. You have no minimap or content guide. You can only view your world map when in a city.
7. You cannot explore maps until the personal story has directed you to them.
4. You cannot change your build during personal story steps.
8. Certain core capabilities, such as dodge rolling and using your heal skill, are locked until purchased from the shop. (Shown below)
9. Personal story steps must be completed: Solo, consecutively, and as soon as they are available.
Cities are qualified as:
– Rata Sum, The Grove, Lion’s Arch, Divinities Reach, Hoelbrak, The Black Citadel, Ebonhawke and Fort Trinity
Your build is qualified as:
– All items you have equipped & their upgrade components, chosen utility skills and your specialization choices
THE SHOP:
Players are unable to perform certain actions until they are bought from the shop with gold.
– The shops inventory expands over time.
At first the shop will only carry:
– A booster token, sold for 50s.
– Holding this token allows the player to access black lion armourer vendors and claim a booster of their choice
– With this token in hand, an additional booster may be acquired after each personal story chapter is finished.
– An 18 slot invisible bag, sold for 50s.
– This bag is a cheap way of expanding the inventory and holds exactly enough space for all tokens gathered on an adventure.
After the level 10 personal story steps are complete the shop is expanded:
– Trinket slots are now sold for 5g
– When starting, characters cannot equip trinkets. The shop sells tokens which, when held in the inventory, allow the player to equip them into the corresponding slot.
– Armour slots are sold for 10g
– When starting, characters can neither equip armour into empty slots nor upgrade the armour they started with. These tokens allow you to freely equip any gear to the corresponding slot.
After the level 40 personal story steps:
– Dodgeroll is sold for 25g
– Healing is sold for 25g
– Without these tokens you cannot dodge roll, use or assign a new heal skill.
After the level 60 personal story steps:
– Trinket and gemstone trading post access is sold for 15g
– Armour and rune trading post access is sold for 15g
– Weapon and sigil trading post access is sold for 15g
Clarifications about cheating:
The only wallet currencies you may spend are: Gold, Karma and Transmutation charges
You forfeit the challenge if your level is three higher than the personal story recommends
You must start with an empty trading post
You may not visit World Versus World, Heart, or Edge of the Mists as the personal story does not direct you to them
You may not use the home instance portal stone
You may not accept items from other players
You may not ‘teleport to a friend’
You may not purchase exotic equipment from the Karma vendors in Orr
You may not visit your guild hall
You may not use the currencies or mails UI to see the map while not in a city
You may not use home instance nodes and other related upgrades
In the rare circumstance you are forced to travel through a map with no personal story, you must take the most direct route you can. Use no vendors, open no chests, nor claim any hero points there.
If choosing to craft, you must empty your materials storage of all items gathered by other characters.
To clarify things you CAN do:
Boosters are allowed, but you cannot spend gems to acquire them
You can deposit items (e.g black lion ticket scraps) to the bank if you really need to, but can never withdraw
You can craft with the materials deposited to your bank, but not manually withdraw them
You can visit the Hall of Monuments, but only while in Lion’s Arch
You can accept and use any login or achievement rewards
You can complete dailies and use their rewards
You can use bonfires, guild banners and guild buffs
Allies in the open world are welcome to support you or revive you when downed
THE SETUP
Now that you know what the rules are, you’ll see that you need to do a couple of things before playing. It doesn’t take long.
Your account:
First, you need to get rid of your gold so that your new character starts with 0. This is best done by depositing to a personal guild bank. You may already
have one for storage purposes, but if not you can quickly create one and buy a little influence for the guild storage upgrades.
– If you have no guild bank OR available slots to create one, find another way to get rid of your gold. Spend it. Invest it. Mail it to an alt account, trust a friend. Whatever.
Second, hardcore characters cannot dodge roll or use their heal skills until halfway through the adventure when they have the option of buying them. You can trust yourself
to never press these keys, but much better to unbind them in your options! No accidents.
Third, boosters. As you continue your adventure, you’ll be able to purchase enchanted boosters from black lion armourer vendors to speed up leveling or help you in combat – your choice.
The catch is – these vendors use the existing boosters they find sitting around in your bank as a currency. Make sure, then, that you have all those spare gathering, karma, XP (and so on)
boosters visible in your bank for the vendor to see before you start.
– If you’re out of boosters, you still get a lot from black lion chests and raising other characters to level 80. You can always choose not to use them, too.
Lastly, the content guide needs to be disabled. You’ll find the ability to do that in general options.
You’re done! It’s that easy.
A note on crafting. Crafting doesn’t really add much to the challenge, except as a means of a little bonus experience from refining. I would encourage you to ignore it, however,
if you want to try crafting on your hardcore character there is an extra step – make sure your bank is empty of all crafting materials gathered by other characters before you begin! You can
either sell it all or pull it onto alts. This process can be a pain to maintain if you’re planning on playing a little of the normal game AND a hardcore character at the same time, though,
and considering how little value crafting has, I would consider not bothering unless you sincerely want the option to craft.
Disabling the minimap:
Playing a hardcore character means you get no minimap. This encourages you to use scouts and study the physical environment to figure out where to go and what to do.
It’s a highly immersive and challenging element of the experience, but the game doesn’t offer an actual setting to disable the minimap! Not to worry, it’s easily accomplished with ICM:
http://wesslen.org/ICM/ .
Extract the archive to your guild wars 2 directory and in the configuration settings make sure to ‘hide minimap always’. You probably also want to turn off ‘combatmode’ so that the only thing to
change is the UI, but that’s up to you. If you’re unsure what to do I’ll include my settings for you to copy and paste into the config file:
http://pastebin.com/raw.php?i=P2eaV1jh
You’re done again!
The shop:
The last big element of the challenge is the shop. The shop holds tokens you buy as you earn money in order to equip new gear, access areas of the trading post and complete certain actions in combat.
When a purchase is made the player simply deposits that amount of gold into the shop – unable to reclaim it until the challenge is over. (Either by yours – or Zhaitans – death.)
Once again you’ll find it best to use a guild bank for this. You can have any setup you like, and actually be rather creative in the items and ordering too! Here is my shop layout but it could be as messy
or fancy as you wish.
http://i.imgur.com/Lpk6Jht.jpg
With the last step complete, everything is ready! Feel free to make a new character of any race, profession and backstory you like. Follow the rules and see if you can make it to defeating zhaitan.
ADVENTURERS HANDBOOK (Everything written below this is WIP)
Here you will find an in-depth look at each of the 10 rules and how they affect gameplay – what’s fun about them and what to look out for!
Rule one:
If you die, your character is deleted.
The most important rule of the challenge. Playing a hardcore character means if you die, it’s game over. While this adds a great deal of tension
to playing, there are also more relaxed times to be had such as while leveling or exploring. Most of Tyria really isn’t that dangerous,
and it would be hard to stop random people from resurrecting you or helping out by accident – so it’s all allowed!
That said, sooner or later, you’re probably going to die. Wandering into dangerous territory at a low level, falling a great height or more
likely during your personal story things can get very scary. Even at very low levels be warned that you have no downed state at all!
The spirit of the game is to make lots of new characters and to try new things each time. Choosing your race, class, discipline and hero
point spending will all dramatically affect how each attempt plays, so try to learn from your successes and failures each time to rise to the top.
Death isn’t the end.
Rule two:
You cannot dodge-roll
At first not being able to dodge roll will sound very punishing, after all it is a core mechanic of Guild Wars 2! And yet, though this may seem
to remove complexity, it actually puts far more emphasis on skillful elements of combat. Strafing, line of sighting, watching what you
agro and planning routes of escape all become powerful tools you’ll frequently employ to survive.
Notably, dodgeroll is not the only form of damage mitigation. Evades provided through weapon skills are still fair game, as are blocks, blinds
invulnerabilities, projectile reflection and deflection, stealths and all boons. As such, weapons and skills providing these effects are very
valuable and the decisions you make when creating a build or choosing a stat set is very important.
Dissallowing dodge-roll does reduce complexity in some areas. Vigor becomes almost useless, as are sigils of energy and various on dodge
traits. Acrobatics Thieves and Arcane elementalists are perhaps hit hardest by this change, but these were generally trivialising already easy
gameplay and there are always other, less visited options to try.
Rule three:
You start with no gold or crafting materials, and cannot use the bank.
It wouldn’t be much of a challenge if you could simply rely on all the money and wealth you’ve acquired through other characters on your account
now, would it?
Early Leveling:
Consumables such as candied apples should be bought from the TP to assist in leveling.
Early game content is not mechanically difficult – the challenge here is XP management.
Rule Seven:
You cannot explore maps unless the personal story has directed you to them.
Rule nine is one of the most important aspects of the challenge, for without it characters could explore all of Tyria at their lesiure, acquiring
every hero point possible, gaining access to all consumables and vendors and generally becoming overpowered. The spirit of this rule is to truly
make each attempt feel different: Playing a Charr character means seeing completely unique areas of the world, getting different numbers of
hero points to other races and at different speeds. The same is true for the Order you will later pick, the race you sympathise with,
and for many personal story decisions.
The result is that by the end of the game your character won’t have everything – they will have only what you chose to invest in and will be
shaped by their specific journey. It is exactly this reason that you might die when things get difficult, and exactly this reason you might
be excited to try again and see what you can do differently next time.
The wording of this rule is very specific. Players can only visit a map AFTER their personal story has already directed them to it – this stops
someone theoretically exploring the world early, maxing out multiple specialisations and unlocking lots of utility skills before easily
breezing through early personal story steps.
This does have a side effect, though: Players may complete, say, metrica province at level 17 but then be stuck unable to progress further to
brisban Wildlands because the story won’t direct them there till level 20! These times, though, are perfect opportunities to craft and the level
gap is quickly bridged.
Lastly, there may be very rare situations where a players personal story directs them to a map so far away they have never explored any maps
en route to it. It is ONLY in these situations that players may explore additional maps, and while in them they cannot visit vendors, collect
chest rewards or gain hero points.
If you wanted more hero points, access to fire ele powder or that specific world boss chest you’ll just have to choose differently next time!
TIPS
13g41s
Rule one:
If you die, your character is deleted.
You’ll find for the majority of open world gameplay that not dying is quite bearable – simply don’t wander too far out of your depth
into difficult areas and keep to small events, or appropriate renown hearts.
You can, ofcourse, play things risky. Trying large meta events with zergs of players can reward a lot of fast XP. Trying a world boss, even, is
likely to reward you with powerful loot – but enemies here will be scaled high, perhaps capable of killing you in a single strike, so be sure
to take care.
Later in the game, particularly around Orr, general exploration becomes more cumbersome. Traveling with a companion who can assist you will make
things much easier, so don’t be scared to stick with those you meet or ask for help!
During personal story, things are another matter. You will be alone, weak, have few options, and will need to be very careful of your position.
Generally the game becomes very easy with the use of AI companions and for this reason classes like the Ranger can do very well.
Your last great threat is fall damage! One slip and it can be game over. Be weary of jumping puzzles or hero points poistioned precariously
over cliffs. The shiverpeaks can be a particularly deadly reigon for this reason, so try to watch out when using weapons that move your
character!
Rule two:
You cannot dodge-roll
Not being able to dodge puts a lot more pressure on having the correct build! Don’t understimate the power of weapon skills that allow you to
evade, try to get used to how they work early as they will be your main means of survival when things get tough! Staying alive with no
safety-net to get you out of danger won’t be easy, always try to watch what you’re fighting and plan to escape accordingly.
In general, watch for blinds, deflections and evade skills!
Rule three:
]
Rule nine:
You cannot explore maps unless the personal story has directed you to them.
If you find yourself stuck with no new maps to explore, waiting for more personal story to unlock, be sure to do some crafting! You’ll find most
of the time this is exactly the boost you need to progress further1.
Class tips:
Warrior: With it’s heavy armour and innately large health pool, you will find shrugging off hard hits easier than most. That said, you’ll find
further damage mitigation from shields, greatswords and to a less extent swords and maces. Endure pain, defy pain and berserker stance will
all help to negate incoming damage, too!
Ranger: Your pet is great at drawing agro, and combined with your long range you may find this one of the easiest classes to play! Further evades
may be found on lightning reflexes or signet or stone!
Necromancer: You have fewer abilities that nullify damage than most, but minions can be a huge help. Necromancer is a pretty difficult class
- try your best to keep life force high and use CC’s to escape as best you can!
Elementalist: Elementalists have low vitality and low health, but some capacity to heal themselves through water attunement. Using a focus may
not be great for offense, but will provide cleanses, reflects, invulns and deflects. Using cantrips while water specialised can get you out
of a great many tricky situations.
Mesmer: The Mesmer suffers from having particularly low damage, trying to collect condition based gear may be your best bet. Use stealths
Thief: As a thief you will start with a signet heal, significantly lowering the pressure to purchase mystic essence until much later where withdraw or hide in shadows may be preferable.
You have ample access to dodges without a moa feather, too, as well as blinds and projectile deflection! Be warned however: Your ranged damage is lacking and you are particularly squishy,
two things that will cause significant struggle against the hordes of undead later.
____________________________________________________________________________________________________________
Here is my reasoning for hard timers.
It forces players to take a break, and punishes death, something that is found in few places in this game.
I’m even for adding timers that increase in time every time you consecutively fail. Does anybody remember when triple trouble work came out? Yes, the two hour timer in between was awful, and I advocate nothing similar in time(maximum lockout would be like 20-30 mins)
However, after every event finished, people would rush to the forums and see if it had been beaten yet. It was failed so many times that it became well known as a difficult experience. My concern is that a group will go into the raid, beat it within a day of it coming out, and then having that trivialize the overall difficulty of the event.
Furthermore, a hard timer allows players to think, take a break, and go back into the content with a fresh start, as opposed to grinding themselves into a wall waiting, no… hoping for the sweet release of death to end their suffering.
Well, firstly, for maiming ranger, I’m impressed that you don’t know about all of our condi cleanse.
Troll ungent- cleanse 2
Sharpening stone- cleanse 2
Lightning reflexes- cleanse 2 movement impeding
Signet of the wild: cleanse 1 every 10 seconds or full clear
As far as traits I’m curious to know which one you are noting, and you might be forgetting shared anguish which transfers movement impeding conditions to your pets
I believe sword 2 is also a immobilize break as well as greatsword 3
Also, the damage done by condis is in many ways still inferior to flat damage done by zerker builds of the same class.
I think that having condis actually greatly increases build diversity too, with players being forced to decide between toughness to counter physical damage, or vitality to counter condis.
The mounted enemy is one model, not an actor riding another actor. They don’t have a mechanic in the game for it. All they did is add a new type of enemy, and IMHO it’s really cool. Don’t give negative feedback in an awesome new type of enemy design
I’m tired if this bullkitten, you guys need to calm down with your victim complexes. Ranger is a good class. It can do very well for itself in any of the three game modes. Rangers one weak point is active team support, but it does very well for itself in every other way.
If you care to see a good ranger paper, check out gladomer on youtube and twitch, then tell me ranger is bad
I am for removing the anvil… And a short cooldown after exiting(say 5 minutes)
Having an anvil allows you to bang your head into a wall infinitely until the wall cracks. If there are waypoints inside of the raid and an anvil, it will be beaten within a few hours for the first ever try. Unless anet puts in place things to stop players from grinding their way to victory, players WILL grind their way to victory
Crafting is really useful for me actually, but that’s because I’m running a hardcore character that isn’t allowed to make weapon, armor, rune, sigil or jewelry purchases. This is great fun for me, but not so much for anyone playing the game normally.
I think that the underlying problem is that players can sell base crafting materials to each other.
Currently, if you want a set of exotics, and have the materials, you can sell the mats, and buy the equipment AND STILL MAKE PROFIT
Update:
Hit level 17 today, started crafting in chef and huntsman(for utility effects)
Found that you can craft buttered biscuits (which do the same thing as loaves of bread, for twice as long) ,
As well as grilled mushrooms which give you +20 condi damage
Working on finishing map completion and leveling to 20 in queensdale before personal story lets me go to kessex hills.
On that note, most of you know that the Mordrem will be attacking kessex hills very shortly, and I wanna allow people to vote down below on if I participate in that event with my hardcore character or not, so tell me what you want, I live to please.
(edited by InsidiousWaffle.7086)
Update:
Hit level 14, found some more stuff to help others who care to try this challenge.
Farmer Diah sells loaves of bread for cheap that increase vitality by 20
the Carny vendors in div reach sell cotton candy that give passive health regen(it does stack with normal regen)
Cristina(a merchant in Beetletun) sells Slices of Watermelon for 16 copper each. They increase down state health by 20%, which i find useful for doing world bosses and champ fights
thats all for today
Besides anet completely changing their game to cater to your needs, of corse
Orrrrrrrrrrrrrrrrrrrrr
You COULD play with hardcore rules(which I conveniently have a forum post on(shameless plug))
Yeeeahno. Saw that litany of rules. The bigger challenge is remembering all the wonky, poorly-thought ‘rules’ that went along with it.
Not to say a “Lifetime” or “Career” style of play wouldn’t be interesting, but arbitrary junk like “50 gold to unlock dodging” or “can’t change gear” is just.. dumb. >_>
I could see simple things like:
No bank access. (Or, if there’s room, limited to one bank tab.)
Cannot use Deposit Materials and must carry everything in available bags.
No waypoints.
No Trading Post access or gear vendors. (You can only use what you make or find.)
Can only change/learn skills in capital cities or Lion’s Arch.
And of course, if dead, delete.
So, when someone provides you with a way to make the game more engaging by taking away the mechanics that make it mindless such as dodging and your heal skill, suddenly it’s too challenging. What would you suggest instead?
Orrrrrrrrrrrrrrrrrrrrr
You COULD play with hardcore rules(which I conveniently have a forum post on(shameless plug))
Another problem with removing pets is that approxamatly 15-25% of our DPS is tied directly to pets, so removing them would make rangers far weaker as far as dps goes, or anet would buff rangers who run without pets…
Actually that sounds like a good idea, make it optional, that adds a helluva lot more build diversity, it allows people to take trait-lines beyond beast mastery without wasting their class ability, whereas others get to make a meaningful decision by taking beast mastery and having access to added pet utility like taunts and so-forth. Probably never going to see the light of day… But maybe with Druid? Please?
So what’s the goal? To simply hit 80 or do you have to clear all dungeon paths or all JPs or something?
This sounds like a lot of fun. The no dodging thing is kind of weird. Gonna have to simply remove the key binding, it’s habit at this point.
Typically stuff like this is meant to have you lose the challenge relatively quick, and the challenge is to see how far you get.
Not being able to upgrade equipment makes me think this is sort of a “quick” challenge since you probably wont get very far.
Actually, the objective is to defeat zhaitan, and you can get the ability to equip new armor… I’ll just copy paste his rules here to alleviate confusion
Edit: Linked full rules in OP
(edited by InsidiousWaffle.7086)
Yeah, so in my drunken sleep addled stupor last night I made one post in the guardian forums and one in the general discussions forum, so if a mod could merge this one into that one that’d be great.
Anyways, I love the guy who is complaining about guardian not having enough health, and guardian has so much survivability that a little bit less health doesn’t really matter.
I suggest that anyone who reads this before it gets merged go and read my post in general, and the responses, as those have many of the rules that I’m using
People are overreacting. It isn’t that spirits are bad, but that people feel slighted because they can no longer move. Everyone seems to bypass the fact that the sacrifice skills on the spirits are crazy powerful. If you build properly, you can get sun spirit to solar flare for 10.4 k, and then Bonfire for 5k while also having like 30k health.
I also find it ironic that people HATE pets(for a few valid reasons) but then turn around and want more ai companions that run with you.
Also, the fact that spirits can’t move doesn’t effect dungeon play too much anyways, seeing as either people will stack on one point, and your spirits are useful, or you will be on the back lines anyways, in which case spirits that move wouldn’t help your team anyways.
Except that the radius is like 360 traited. So people can just nuke them from range and they have no effect.
That’s why you root them with entangle and then drop both bonfire and solar flare
Okay, to overview woodenpotatoes rules real quick:
You cannot use your heal skill
You cannot dodge roll
You may not equip new armor you find, or replace armor that you already were given at the start
You may not buy items from the trading post
There are more, but these are the ones that effect gameplay. Something to note: you can unlock all of these abilities by putting gold into a ‘shop’ system that he has set up
More non unlock able rules
Your minimap is disables at all times.(I changed this one, you can look at your minimap after you have 100% map completion on a zone in that zone)
You cannot look at the world map unless you are in a city(counted as all racial cities, lions arch, ebonhawk, and fort trinity
You can only spend hero points after you finish hero challenges, one at a time
You must do personal story episodes solo
If you enter personal story three levels above recommended level, you forfeit the challenge
You start with no gold, no karma(optional b/c you have to spend it to get rid of it) and an empty crafting inventory in your bank(I just shuffled all of the low level crafting items onto a different toon, because I figure that I probably won’t be getting over 75 crafting until I hit 80)
There are more rules, and if anyone is interested in checking them out fully I can link them here.
People seem really suprised about this, as if it’s some massive challenge or something…
I need to tell you, it really hasn’t been a problem for me so far, I mean, i died once to the shadow behemoth, but the rules say that people are allowed to res you so that worked out and gave me a huge damage boost considering the weapons I got.
It’s great fun, and it makes me play differently and learn more about all aspects of the class.
I’m starting a guardian, using Woodenpotatoes’s hardcore permadeath rules, but I was wondering who else on this forum has attempted/succeeded in such an endeavor, and if so what are some experiences, knowledge, or stories that you’d like to share to help out us new perma-death expeditioners.
Thanks!
Current Class: Thief
Current Race: Sylvari
Current Level: 5
Current Goal: Unlock weapon skill 5
Long term goal: Defeat Zhaitan
Most recent achievement: I made a good looking character
Current Vote: vegan, or no?
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Ruleset that I’m using: https://forum-en.gw2archive.eu/forum/game/gw2/WoodenPotatoes-Hardcore-Guild-Wars-2-Rules/first#post5459741
Permadeath Guild: Not Yet Created
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Read the Latest Post!
(edited by InsidiousWaffle.7086)
I’m not sure that they would give you a refund after owning the game for 8 months, because if they did it for you then they would be obligated to do it for anyone who purchased it within the last 8 months, and that won’t happen. As far as I know they were offering refunds to people who bought the game when it was on sale right before they announced both the expansion and f2p. I’m afraid that your chances are slim.
You could always file a support ticket, and if you do then best of luck
So yeah, started a perma-death guardian using woodenpotatoes’s hardcore rules, at level 9 right now, planning on running mace/focus for defensive needs and sword/torch for offense. Considering replacing focus w/ shield but that seems unlikely.
Anybody else tried this? If so what was your experience like?
Rangers can have really great single target damage and survivability, as well as decent group support while stationary, however, rangers lack mobile AOE buffs, so for wvwvw zerging they are less than ideal. However, for roaming, PvP, and PVE, rangers can compete .
People on this forum tend to perpetuate a vicious cycle of victim hood, instead of focusing on the strongpoints of our class and how to augment them, so take all of the negativity with a [Salt Packet]
People are overreacting. It isn’t that spirits are bad, but that people feel slighted because they can no longer move. Everyone seems to bypass the fact that the sacrifice skills on the spirits are crazy powerful. If you build properly, you can get sun spirit to solar flare for 10.4 k, and then Bonfire for 5k while also having like 30k health.
I also find it ironic that people HATE pets(for a few valid reasons) but then turn around and want more ai companions that run with you.
Also, the fact that spirits can’t move doesn’t effect dungeon play too much anyways, seeing as either people will stack on one point, and your spirits are useful, or you will be on the back lines anyways, in which case spirits that move wouldn’t help your team anyways.
I know they came out a while ago, but I myself hadn’t made my way down there until yesterday. I love the design of the fort fights especially. I think they way that the vines attack the top of the walls first to knock you off of cannons and stop archers is awesome, and the way that the siege Mordrem stand out of arrow range(except mine(ranger love)) is really well thought out. Also, whoever thought of having the airships do carpet bombing runs is a genius:
At first when I saw the picture I thought it was longbow… Much dissapoint
Yeah, this whole thing is ludicrous seeing as Woodwnpotatoes Incineration Elementalist can burn for 18k per tick and be immune to condis
Your right, sorry. Just got done with a late-night WvW session and wanted to vent
This one kittenes me off.
Who in their right mind actually thought this was a good idea? Before the change, you had an assured 5 bleeds as soon as your target hit 75% health. If they were tanky, you could hit them with 5 more after icd came off. Now, it is theoretically possible to crit every hit on RF and not get a single bleed.
I don’t understand why they added an arbitrary 66% to bleed on crits. Now if you build rabid per say, for condition damage and crit chance you end up effectively wasting 33% of your condition damage and your crits mean NOTHING due to the fact that you are attempting to do condo damage and wouldn’t have build for crits or flat damage at all.
Can somebody please at least explain positives or reasons for this change to me?
@Harrier and OneKlicKill
The npcs are there for a reason. What you want is a death-match map, but stronghold will never be that.
@Exedore
I really appreciate your constructive comment! However, there are some points that I’m afraid I disagree with you on.
Firstly, I say that it resembles a MOBA because of more reasons than just the lanes. Although the lanes are a determining factor, more similarities are in the 5v5 format(although this is nothing new) and the npcs that spawn at a central nexus location. Furthermore you have guards acting as (weak) ‘towers’.
Simply put, the mode, although not a carbon copy, finds it’s most similarities with a MOBA type game. To this end, my suggested changes should not only help emulate the feeling, but also make it subjectively more fun.
Thanks for reading
Perhaps an dscalating series of bans like in counter strike? 2-8-24-week long? Or a system of cool downs before matches (5-10 minute wait before you can enter a que)?
24 hours for first offense seems a little extreme
Please? Feedback? Please?
Not that I endorse the change, but you DO have multiple chill skills, and the chill will still be there when his move skill finishes AND the skill will be on cool down while you have more chill to apply. Plush you have staff for normal necro so you will shill have the range to deal with him if he’s low and running and chilled
Just some thoughts