where did you get the adventurer’s spectacle and the scarf from?
i have read many posts about guard haveing almsot same dps as war but i just cant figure how he can comaparte to it anyone have some tips ?
is warrior berserker or full condi one better or its same ?
what is stronger in pvp with celestial amulet ?
is there any chance that event will came back ? i wanan get my weapons to green
what is normal temperature of CPU whne u play GW2
does thsi trait add dmg when im useing granades ? u know my weapon is rifle and only useing my utility soo it should
its like i play tpvp and few games its ok then boom and im at 6 fps soo not only wvw i dont play pve so cannot tell
i have same problem used to have 50+fps and now 15 wvw unplayable
for 1 year i got never to 6 fps even in sm with all servers there lol and now i get it almsot all the time whats problem ? it all started after patch
i paly this game for year or sooo i can play it on medium settings in wvw and never had any lags now after patch i start lagging that much that i cant even play i need reset whole game and sometimes even pc to make it run normaly also this happens to me in pvp in match 5vs5 lol ? what should i do …. sorry for my bad english
how is engi in dungeons with dps and in solo roaming ?
why did they do that ?
what is fastest class in open world ? just for trash mobs ? any chance guardian can be good in that ?
S/P , D/D or D/P and whats best set up i wanna farm fast and easy
s/d, sb thief or s/f, gs(staff) mesmer or d/d ele i will be mainly running with my guild soo its more like guild vs zerg any tips what is better
thief or mesmer or d/d ele is betetr for that ?
is there any way that thief can be good in blobs ( that is what wvw is now ) ? or it just die too fast i saw some skills that could evade and still hirt many ppl
where can i get them thx
does it lower dmg i take from enemy ?
mainly u are staff el that do lighting 5 then fire 2 fire 3 fire 5 go earth 2 and 3 +4 and then u put on light hammer and stay in earth no crit dmg to u and u help with another static field and ur auto attack have blast + blind on it and after u have no charges u do again same and u can also go fo flame sword and u do lots of dmg with it what u think about it ? and sorry for my english still learning it
how does it work in wvw is that passive heal from 1 foe or if i get hit by 5 i get 5x passive heal
how can i get it rings and amulets are easy but these ? 40laurels and ectos is there any other way ?:
why i cant craft 15 together i crafted one and then it says i have to wait 5 hour
what are best runes for d/d ele in wvw for solo roaming or small team or gvg or zvz anyoen can help me pls
where i can get that light armor set
anyone have these 2 together and have pic if it have some nice effect or somethink thx
well i think this for real what is fastest guard or ele ? and what spec ? thx and im not some kind of troll only unexperienced player
what do u think kill faster or its betetr for farming materials out of dungeon like in cursed shore i wanan get some character for fast farming saw some vids where guardian with scepter/torch is pretty fast but have ele 80 and with staff or s/f its fast too but really squishianyone can help me ? + is war betetr ik HB rock but i saw guardian killing mobs in cursed shoree under 3 sec with S/T and he wasnt full buffed idk if war can do that ?
what all i need to get these i have the exotic ones and wanna make ascended but my leatherworking is on 450lvl and i need little time to get money for getting to 500 what all i have to buy to get these ? or green oney soo after event ends i can slowly get there
could u help me with some gear and trinkets thx
i like to play my elementalist but i wanna try some close fights too i wanan test d/d but dont know whta armor and what stats for it would be goood maybe aura share ? or ? need some really help i k staff one is better but sometimes its boring just get all these ppl down with MS
anyone know hwen it starts ?
what is engineers biggest enemy in wvw and in pvp and if u know ur engi and u good at it is engineer good choise for pvp wvw ? how u do agains ham/bow war or med guardian or shatterer mesmer or condi necro thx for help
is better go full celestial or just armor and weapons and trinkets somethink else ?
anyone have some final stats of full celestial engi comparated to full rebid ? and how is bleedd confusion pls im really at point wehre i wanan craft my armor ascended and dont know which one
where i can get that recipe for leatherworking ?
ok thx now only get 60 gold to make my lovely back piece
thx a lot and do u think that crafting booster helps to lower cost ?
anyone have some cheap guid how to get to 500 from 450 ?
this is engineer pug build for dungeon and fractals i was thinking about http://gw2skills.net/editor/?vcAQJAqelcTp6qVWxPLseNiA6hdBYjooH63jNZfKIXA-zUyAYrASRAJCAJyioxW5CbpLIVwoprxUuER1BAOAY4hHe4hHuQAjmAA-w since pugs dont stack might u can get like 20+ perma might for u and some nice stacks for ur party members with bomb 2 1blast from BOB 1 blast shield and 3 from turret and u also get party buffs from elixirs tool belts and some buffs for u also bomb 4 for drege and some skiping what u think about it ?
anyone have some bomb screans of engi in FOTM i wanna just look at dmg
Engineerr or ele is better for pugs
Mark of Blood: This skill now has a radius of 180 units, up from 120 units.
Chillblains: This skill now has a radius of 180 units, up from 120 units.
Putrid Mark: This skill now has a radius of 180 units, up from 120 units.
Reaper’s Mark: This skill now has a radius of 180 units, up from 120 units.
Summon Blood Fiend: The healing provided by the blood fiend’s attacks now scales with the necromancer’s healing power.
Signet of Vampirism: This skill’s passive effect now siphons health from foes when struck on a 1 second cooldown. The active effect no longer has a cooldown and summoned allies are able to benefit from the active effect. The active effect’s life siphon damage has been decreased by 10% to compensate.
Putrid Explosion: This skill is no longer unblockable.
Marked for Death: This skill now has a radius of 300 units, up from 240 units.
Mark of Horror: This skill now has a radius of 300 units, up from 240 units.
Summon Blood Shark: This skill is the underwater replacement for Summon Flesh Golem and is on a separate recharge timer to allow quick re-summoning when entering water. The Blood Shark applies 3 seconds of bleeding on hit.
Charge: This skill causes the blood shark to charge the target foe, stunning them for 1/2 second.
Spite IX—Training of the Master: This trait now increases minion damage by 25%, down from 30%.
Spite X—Chill of Death: This trait now deals 12% less damage.
Spite XI—Dhuumfire: This trait now causes Life Blast to apply 3 seconds of burning on foes on a 10 second recharge time.
Curses VIII—Banshee’s Wail: This trait now functions correctly with Locust Swarm.
Curses XII—Withering Precision: This trait now also applies 5 stacks of vulnerability for 5 seconds on critical hit.
Death Magic VII—Greater Marks: This trait no longer increases the radius of marks.
Death Magic XII—Necromantic Corruption: This trait now grants minions 100% chance to remove a boon on hit on a 20 second recharge per minion.
Blood Magic 15—Vampiric: This trait’s life siphon healing now scales with healing power.
Blood Magic III—Mark of Evasion: This trait no longer has a recharge time. The mark of blood placed by this trait now applies one stack of bleeding for 6 seconds to foes and 3 seconds of regeneration to allies.
Blood Magic V—Vampiric Precision: This trait’s life siphon healing now scales with healing power.
Blood Magic VII—Vampiric Master: This trait now deals 10% less damage and heals for 10% less. This trait’s life siphon healing now scales with the necromancer’s healing power.
Soul Reaping III—Path of Midnight: This trait now reduces recharge time on Death Shroud skills by 20%, up from 10%.
Soul Reaping XI—Foot in the Grave: This trait now applies 4 seconds of stability, up from 3 seconds.
Blunderbuss: This skill now applies 2 stacks of bleeding at the high range value and 5 stacks of bleeding at the low range value.
Jump Shot: This skill now applies 3 stacks of vulnerability with both the leap and landing effect regardless of the amount of foes hit.
Poison Dart Volley: This skill’s projectiles have been modified to more reliably hit foes.
Homing Torpedo: This skill now has a cast time of 3/4 second, down from 1 second.
Poison Grenade: This skill now applies 3 seconds of poison per pulse, down from 5 seconds.
Box of Nails: This skill now has a cast time of 3/4 second, down from 1 second.
Box of Piranhas: This skill now has a cast time of 3/4 second, down from 1 second.
Napalm: This skill now has a 20 seconds recharge time, down from 30 seconds.
Smoke Vent: This skill now removes weakness when used.
A.E.D.: This skill now has a cast time of 3/4 second, down from 1 second.
Personal Battering Ram: This skill now deals an additional 20% damage if the target is affected by immobilized and will remove immobilized before launching them.
Launch Personal Battering Ram: This skill no longer has a cast time.
Slick Shoes: This skill now has a 40 seconds recharge time when used underwater, down from 60 seconds.
General Turret changes: All turrets have had their hitboxes modified to closer resemble their respective turret models. Turrets now self-destruct after 15 minutes once deployed, up from 5 minutes. Picking up a turret will now reduce the recharge time by 50%, up from 25%. Base recharge times have been modified to accompany this change.
Flame Turret: This turret now consistently fires every 3 seconds. This skill now has a recharge time of 30 seconds, up from 25 seconds, and a pickup recharge time of 15 seconds, down from 18.75 seconds.
Net Turret: This turret’s rate of fire has been restored to 10 seconds. This skill now applies 2 seconds of immobilized, down from 3 seconds. The overcharged version is unaffected by this change. This skill now has a recharge time of 40 seconds, up from 30 seconds, and a pickup recharge time of 20 seconds, down from 22.5 seconds.
Electrified Net: Removed the rate of fire increase skill fact from this skill’s tooltip.
Rifle Turret: This turret now consistently fires every 2 seconds and is now able to fire while rotating. This skill now has a pickup recharge time of 10 seconds, down from 15 seconds.
Automatic Fire: This skill now properly affects the rifle turret. This skill now causes the turret to apply 2 stacks of vulnerability for 4 seconds per shot for the duration of the overcharge.
Harpoon Turret: This skill now has a pickup recharge time of 10 seconds, down from 15 seconds.
Harpoon: This skill no longer has a cast time and now has a recharge time of 10 seconds, down from 20 seconds.
Rocket Turret: This turret now consistently fires every 4 seconds. This skill now has a pickup recharge time of 25 seconds, down from 37.5 seconds.
Explosive Rockets: This skill now has a duration of 8 seconds, up from 7 seconds.
Thumper Turret: This turret now consistently fires every 3 seconds. This skill now has a pickup recharge time of 25 seconds, down from 37.5 seconds.
Healing Mist: This skill is no longer listed as an elixir skill.
Incendiary Ammo: This skill now has a recharge time of 45 seconds, down from 60 seconds. The effect applied by this skill now lasts for 30 seconds, down from 45 seconds.
Firearms VIII—Juggernaut: This trait now halves retaliation damage taken while using flame jet in addition to its current effects.
Firearms X—Go for the Eyes: This trait now has a 100% chance to apply blindness on critical hit with a rifle.
Inventions VII—Reinforced Shield: This trait now increases toughness by 150 when wielding a shield.
Inventions XII—Rifled Turret Barrels: This trait now continues to function properly when a turret is overcharged.
Alchemy XII—Automated Response: This trait now starts functioning at a health threshold of 20%, down from 25%.
Tools IV—Kit Refinement: This trait now has a recharge time of 10 seconds, down from 20 seconds.
Flamethrower—Fire Shield: This skill now applies the fire shield effect for 10 seconds, up from 4 seconds.
Grenade Kit—Enfeebling Grenade: This skill replaces Drop Mine and throws two grenades at the target that apply 2 seconds of weakness to foes caught in the explosion.
Tool Kit—Super Speed: This skill now applies the haste effect for 5 seconds, up from 2 seconds.
Med Kit—Magnetic Aura: This skill now applies the magnetic aura effect for 4 seconds, up from 2 seconds.
Tools XI—Armor Mods: This trait now has a recharge time of 10 seconds, down from 15 seconds.
anyone can say what gear and what runes and what traits i have to use for that im tired of ppl in dungeon not even try to get my might for them
anyone know whta traits i use 30/30/10/0/0 or 30/30/0/010 for vigor
ohh i seee thx for that
i use S/D ele with LH and so i dont need to doge much but i see blind on boss and its like 3 more sec on him but he still gets me why ? and im pretty sure blind still on him and his buff only say 10% less efective