Regarding Blinding Powder vs Black Powder – The big difference is that one uses a large chunk of initiative and the other is a cooldown. It’s not necessarily bad to use them together but there are other utilities that could be used in place of the blinding powder.
Personally I wouldn’t use them both at the same time. If you manage your initiative properly you shouldn’t really need two AoE blinds.
I’ll let someone who knows more about thief answer the other part of your question.
Are you close to the visual representation of the finger itself or the location of it’kittenbox? They are not always one and the same.
This is one thing that has irked me with a number of the world boss fights… it is extremely noticeable with, say, the Shadow Behemoth fight where he rears back and his head is nowhere near anyone but the hitbox itself hasn’t moved so everyone is still able to wail away on him.
If this isn’t (really? you can’t have “isn’t” and “it” side by side because it considers that to be another word for “breast” even though it’s not? Thank you, language filter, for being WAY too sensitive) it, it may be related to the “obstructed” bug with ranged weapons when there’s nothing between you and your target. :<
(edited by Llethander.3972)
Heya all,
Dunno if this has been reported before since the search feature found nothing but, basically, if you try to use a [Teleport to Friend] item to jump to a party member in a zone that is full it will not teleport you to the zone, give you a message informing you that the zone is full but still consume the [Teleport to Friend]. Considering it’s not technically possible to see if a zone is full until you actually try to join to it and the [Teleport to Friend]’s are cash shop and Black Lion Chest items I would consider this a bit of an issue.
There’s nothing like using something that you payed money for only to have it not work but still be consumed in the process.
Regards,
Llethander
Actually it’s not fun or necessary and there are precedents showing changes made to the gliding mechanic in other titles out there to eliminate this bar. There are several from Archeage to Aion to WoW none of them use this method anymore because of the problems that come along with having a limited amount of time being airborn. They do however have dismount mechanics in which someone who is hit by an attack takes them out of that gliding mode so there is that to consider if they really wanted to limit it during combat or PVP that would be acceptable but not allowing people the ability to glide endlessly while airborn just makes it less realistic because look at real life here, if you get on a hang glider and you get airborn it doesn’t suddenly retract because some invisible meter that is giving you a limited time use and make you fall to your death. Also, hang glider riders always have safety measures irl now like parachutes if something goes wrong they can open one to catch their fall.
If they implement meters they need to at the very least provide straight down parachutes to prevent deathgliding. It’s only sensible.
Archeage has a time limit on flying – 3 mins, as I recall – so that inclusion in your comment is flawed. I was pretty sure Aion also had a timer, though I didn’t play it so I may be mistaken. WoD would like a word with you about flying in WoW content.
I got one, checked it on my phone. Site looked real, didn’t trust it. Logged onto GW2.com directly from my computer and didn’t see any kind of notification, immediately added the google authenticator and changed my password.
Obvious phishing attempt is obvious.
Only problem with that is that, since it’s so easy to get up high enough to fall to one’s death (or walk down a lightly angled slope and lose 1200-1800 health per step), that would trivialize the cost of travel in the game. You’d end up seeing people leaping to their deaths just so they can save a little money, which would be silly.
Take note of which enemies you notice this happen with when it does happen because a number of enemies have short-duration stealths – Skelks for example. Because of the way stealth works in both PvE and PvP, any time a target enters stealth targetting drops for anyone who was previously targetting that unit.
We don’t have AT&T in Canada, so that would be a negative. :P
Well, I’m fairly certain that it’s not my ISP that’s routing it once it crosses the border and, since the issue arises once it hits Telia Sonera’s service, I can only assume it’s on their end. At that point it would be completely out of my ISP’s hands.
It does sound like you’re right about it possibly being linked to the Megaservers, which is unfortunate, but I don’t think there’s going to be much that I’ll be able to do. I suppose I’ll just hope that everything gets sorted out.
Thanks for the response.
(edited by Llethander.3972)
Still looking for help with this issue if anyone has any ideas.
Hello,
For the last little while, since around the April feature pack patch or so, I’ve been having some very noticeable latency issues within GW2. At this point I’ve yet to be able to resolve this issue on my own, if it is even something that exists on my end, but I’m hoping someone may be able to assist.
Much of the time everything behaves and runs nicely whilst I play GW2 but every now and again I notice that skills aren’t activating when they should, mobs and projectiles are jerking and jumping around and when I activate a weapon skill as travel mobility I will end up jumping backwards because I’ve already run past the point where the game thinks I should end up based on where I told it to activate the skill.
If I run a speedtest at the point that I notice I’m getting this latency in-game the speedtest always comes back clear at 20-22Mbps download and 2.2-2.6Mbps upload, which should be more than enough to play the game smoothly.
I have tried forwarding TCP ports 80, 443, 6112 and 6600 but this has not had any effect on the latency I’ve been experiencing.
Please see below the Tracert values that I received. A quick note about the fourth Tracert that I performed for “google.ca”, I only did that to show that the first hop timing out is normal and, to my knowledge, that always happens when one is connected through a router.
As can be seen in each tracert test (they were all performed with 5 minutes in between), around hops 8 or 9 there is a significant increase in latency. Additionally, the same latency issues can be seen when pinging the server.
If anyone can provide assistance regarding this, as it is enough of a latency spike to be very noticeable and affect my ability to play the game, it would be most appreciated.
Regards,
Llethander
I’m blind and blind. I got it, thank you. Turns out I had Sigil of Earth on my Longbow for PvP.
(edited by Llethander.3972)
I would like to see gem-store purchased gear with a “Free to Apply” tag added to them, honestly. That’s about the only change I’d like to see.
If I spend dollars on gear skins from the cash shop I should be able to apply those skins without having to buy, or farm up, transmutation orbs.
I’ll second this. Would be a really handy feature.
Same thing goes with bags, unidentified dyes, etc.
Edit: My issue has been explained. I was unaware of the PvP Build button in the top middle because I’m apparently selectively blind.
Hey all,
Bug: Ranger has 66% chance to apply bleed on crit WITHOUT any points in Skirmishing.
Server: Dragonbrand
Map/location: Heart of the Mists
Character info(level, race, profession): 80/Sylvari/Ranger
Just posting this because I haven’t seen any posts about this and the forum search feature doesn’t seem to work.
I jumped into the Heart of the Mists to test a few things and noticed that even though I’m 6/0/2/6/0 (no points in Skirmishing and Keen Edge not traited in Marksmanship) while using only the Longbow’s #1 attack (Air/Fire sigils on my bow) I am applying Bleed stacks sometimes on crits.
Video: http://youtu.be/0qiwR49sGqg
The video has all of the details regarding gear and traits setup.
(edited by Llethander.3972)
Keep in mind that, as Solrik said, the Black Widow is simply a skin for the Jungle Spider. they’re the same pet, the Black Widow just looks cooler.
Êasiest perma swiftness in the game? That´s engi. Speedykits traited, grenade and bomb kit is perma swiftness
This.
Take Speedy kits trait and simply swap to a kit and swap back to your weapon. When the swiftness is about to run out, swap to the kit again. No need to muck about with blast finishers or bother with weapon skills or boon duration. Always swiftness all the time.
If you’re maxing out Marksmanship for Read the Wind I would honestly recommend using the Greatsword as your secondary. I know you didn’t find it very useful for getting kills but you’re kitting yourself out for Longbow sniping and, as a result, that’s where you’re going to have the best results.
The reason I recommend the Greatsword is because of Swoop (GS #3) which is an amazing “oh schaize!” button when you’re being chased down. The idea when running Longbow is to keep yourself as close to max range as possible which can be difficult when put up against some of the extreme gap closers that certain classes have such as the Mesmer and Thief, for example. Swoop can allow you to keep your distance with ease.
If that doesn’t increase the allure of the Greatsword for you then I would recommend Sword/Horn. Sword #2, if used just right, can do what Swoop does and Horn #5’s Fury and Swiftness are downright amazing. 15 Seconds of Fury (20% crit chance) and Swiftness (33% movement speed)? Yes, please.
Hope that helps.
(edited by Llethander.3972)
I quite like the way this outfit turned out, honestly:
Head: Magitech Helmet
Shoulders: Council Watch Shoulderguards
Chest: Whispers Secret Longvest
Gloves: Whispers Secret Gloves
Leggings: Whispers Secret Leggings
Boots: Magitech Boots
The only problem I have with the way things are right now has to do with the fact that Guild upgrades are server-specific. This seems rather pointless given the shift to megaservers, honestly, but that’s just my opinion.
I’d only buy smth like this if it provided a tool for each existing and future character you posses. Or if I were a farmbot, ofc.
With the exception of the first round of ’em (molten pick, lightning axe and… whatever the sickle was) they are all account bound. I have the wasps, alliance molten pick and sickle-bot and I just toss them from character to character as I need them.
Will I make up what I spent on them? Probably not. But for the convenience of not having to kitten around with different types of gathering tools I’ll take it. Convenience > all
snip
The measure of success is going to vary from person to person, but if your definition of successful is to just “complete the dungeon in a reasonable pace.” then it doesn’t take much effort at all. I could be successful in dungeons playing condition damage longbow if I found 4 other players to carry me through them.
Instead, the focus for many players will be completing the dungeon efficiently and quickly in order to farm them for tokens and gold. In this scenario, you want every member contribute as much as their class can and builds like bearbow become less appropriate for the situation. It’s also very possible for players to not pull their own weight and leech off the boons and buffs the rest of the party gives to them. If you are playing with friends/guildies who don’t mind you playing that way, then that’s fine. In a PUG environment you won’t know the random players and they may not appreciate you running longbow in their speed runs. That doesn’t mean they’ll kick you or even care, but anyone knowledgeable with the game will be annoyed and may not be as patient.
tl;dr: It’s a team game, be a team player, not a DPS leech.
How is a bearbow going to leech off his team’s buffs when he’s standing at 1500 range?
That is exactly the argument I make when people ask why I say Longbow is garbage in PvE. If you’re standing at max range to make the most of the max-range damage then you’re missing out on buffs. If you’re standing at close range to get buffs your auto attack damage is going to suffer noticeably. On top of that the Longbow is, for the most part, strictly a damage weapon bringing no real form of team utility or buff/debuff stacking outside of Rapid Fire which stacks vulnerability but the Ranger loses a lot of DPS over the duration of Rapid Fire and, since the ability is channeled, if a dodge is required part-way through the channel duration then nothing is gained at all.
Additionally, if you’re standing at max range with a Longbow you’re likely not in range to help revive allies as necessary and any spirits you’re using are going to be out of range of the rest of your party as well thus negating any form of real “support” that the class may be able to provide.
I’ve actually been having great results with this build: http://intothemists.com/guides/82-moon_moon_the_swordhorn_pve_guide
Granted it hasn’t been updated in a while but for PvE and Dungeons I’ve found it works well. I’ve changed a few things based on the information in the comments at the bottom because what was said made sense.
I’ve noticed that since the Feature Pack update to the game where Pet AI was tweaked that pets will no longer attack “Neutral” enemies that do not flag red when damaged. This has to do with all cases including ordering the pet to attack, attacking with the pet set to “guard” and being damaged by the target in question.
For example, Risen Rotmouths and targets that function similarly to them. I’ve seen this with my Jaguar, Drake, Shark and Jellyfish and have seen it happen a number of times. Not every target functions similarly, however, as the pets will attack structures such as supplies crates and tents as well as neutral mobs that flag hostile when damaged.
Every time I have seen this happen it has been when I’m fighting a “Neutral” mob that doesn’t flag hostile, as mentioned earlier.
I think it’s hilarious. I want to see some of the bigger bosses and see if they have bobbleheads, too.
Welp, gave it a try. After a few attempts I was able to get into HotM without a bobblehead. I did the same with WvW and was able to get into one of the Borderlands maps without a bobblehead BUT the act of changing Borderlands zones runs a high risk of bringing back the bobbleheads.
It’s possible that every time one changes maps there’s a chance of the bobbleheads coming back but I was able to get it. Not really a viable solution but still an option for those that REALLY don’t like it.
As that’s the case I don’t think I’m going to bother uploading the video showing the above.
Additionally, it’s highly possible that it has nothing to do with the changed date at all and there’s always a chance of loading up with no bobbleheads. :<
Of non-bobblehead, you mean?
Some folks really don’t like the bobbleheads. Here’s proof that changing the system date on the computer can work, though one might have to try multiple times before it does.
I honestly don’t see what the huge deal is. The only reason I played around to disable it was so I could use my Total Makeover Kit.
Change your computer’s system date then completely close GW2 and open the game again. I changed mine to March 27th. This worked for me.
nope
I beg to differ. I had to restart GW2 like 7 or 8 times before it worked, but it worked.
Change your computer’s system date then completely close GW2 and open the game again. I changed mine to March 27th. This worked for me.
@Goldenwing
Change your computer’s system date then completely close GW2 and open the game again. I changed mine to March 27th. This worked for me.
Changed my system date, restarted GW2 and everything’s normal.
I wouldn’t have any problem with it if the size of the head when trying to use the Total Makeover Kit was normal. :<
Made sense to me.
He’s saying that he sees Mesmers as upper-class individuals such as members of nobility and the like. He’s campaigning for a standard of dress for Mesmers so they look the part.
Additionally, he is talking down about the other classes with the only one taking a somewhat positive spin being the Guardian who is, as he claims, the highest ranking of the non-nobility caste and the best suited to play the part of the Knight for the Mesmer.
That’s the best translation that I can manage with how limited my level of giving any kittens is. :P
Thank you, I knew I saw it somewhere. I also haven’t noticed this as my clones will still run off and attack rabbits, rats and <insert strong mob’s name here> whenever it feels like it.
I seem to remember seeing a post a little while ago about plans to make it so that the Mesmer’s clones would not aggro enemies that are non-hostile or you are not currently fighting. I can’t find the thread that I saw this in and the Search feature doesn’t appear to be working properly (it’s completely unreadable for me.)
Has anyone heard anything about this or does anyone know where, or of, the thread I’m talking about is? I’m tired of fighting something, dodging – and creating a clone upon dodging – and having the clone that was created run off to attack something nearby that was just minding it’s own business.
I’ve used the Magic Bullet to interrupt boss attacks before but it’s somewhat unreliable. I’ve noticed that after a successful interrupt there is a long period before it actually affects the boss. I may be crazy, but that’s what I’ve seen, at least.
I love the focus for it’s mobility and disruption but I use Sword/Pistol, personally.
I, personally, found the design of the Asuran Master of Whispers agent, for whom I cannot recall the name of at this juncture, exceptionally pleasing.
there would be more thief and necros crying on this forum if that to happens lol
Thieves have an unparalleled ability to remain stealthed and Necro’s have ridiculous survivability through Soul Shroud. They have no right to complain. :P
It would be cool but i honestly don’t think the engine could handle it, it would also require a massive rework of our class as it would make us incredbly powerfull and hard to kill, and we are already dam hard to kill atm with all our active defence and escapes. Cool idea though would be fun but i don’t think its viable with the current class build and the game engine
I completely agree. It would be an interesting idea to toy with but, as we both mentioned, because of the way the clone skills are designed it would require an overhall of this system which would change the way the class worked entirely. While I would love to see this, or something similar, I think it would be better if it could be possible to code a single skill to work this way instead of reworking every one of the skills. This could avoid the need for a full rework and make tweaking a lot easier since only a single skill would require working on.
Thanks for the feedback!
I just use this: http://www.youtube.com/watch?v=UiWGEMFdKSQ
Best practice is to just hold down right-mouse button when you want to turn since left-mouse only turns the camera. It allows you to make a lot more split-second actions and reactions when you need to get out of something quickly or about-face in a hurry.
I’m not sure if this is something that has been suggested already, as I was unable to find any threads posted in the last little while with this idea. While I think the illusions are an interesting tool for Mesmers especially considering the spike/burst damage potential they bring to the party I am of the opinion that there isn’t enough PvP utility to them.
What I would like to see is a way to use illusions in more interesting ways instead of the whole “summon illusions, shatter illusions, rinse and repeat” way that they tend to be used. The problem, as I see it, is that the illusions simply spawn and attack while, for the most part, standing still. I think it would be pretty cool if they mirrored the movements of the Mesmer so, for example, if the Mesmer runs to the left, the illusion runs to the right. This would, of course, require the skill to be able to be cast without a target requirement and, since the current skills all require targets, this is more of something I would like to see implemented down the road, instead of rewriting any of the existing skills.
I just think that in PvP situations it’s very easy to differentiate the Mesmer from their clones. I want to see the ability to use them in more creative ways like, for example, when trying to escape, the Mesmer pops a clone. The clone runs layered with the Mesmer for a few steps before stepping out to a random side (right/left) and then the Mesmer veers right in an attempt to escape. As the Mesmer turns to the right the clone turns in the mirror direction and the pursuer has to make a split-second decision – which one do I chase?
I don’t know if this is something that would be easily created but it’s my own personal opinion that this one little thing would add a lot more depth to the Mesmer’s illusion skills compared to how they are now.
I’d love to hear the community’s thoughts on this and I also want to know what you think about the current use of Mesmer illusions and/or what you would do to add depth to the skills.
The TA fight you are referring to is, I am assuming, the one in the large, circular room where the spiders constantly spawn and explode in clouds of poisonous death? At least that’s what I recall from that fight…
That is the easiest fight in the entire dungeon even without pulling the boss out of the room. I, as an engineer, soloed the entire fight. Allow me to elaborate:
When I ran Twilight Arbor’s Story Mode I did it with a random group consisting of four individuals I had never had any interaction with up to this point. A few of them had run the dungeon before and gave a few pointers at various points of the run but none had anything to say about this fight. I can only assume that the exploit had not yet been discovered or they simply didn’t know about it.
Well, as a result of our inexperience with the dungeon we wiped on this boss twice. The third time around I decided to try something different and swapped out all of my utility skills with elixers. Not even a quarter of the way through the boss’s health bar all of my teammates were defeated and, for some reason, none bothered to respawn at a waypoint to run back.
I proceeded to spend the next six-minutes or so circle-strafing around the boss ignoring the spider adds entirely while quaffing elixers or throwing them at my feet for the various myriad effects they caused. My allies spent the entire fight commenting on how they couldn’t believe I was doing what I was doing. At the ten-percent mark they finally decided to run back and help me finish the boss since it was obvious that I wasn’t going to die.
The fight is easy enough without pulling it out of the room so I don’t see how simply adding a door that closes upon initiation of the fight would help in your example.
I ran Sorrow’s Embrace Explorable today with a group of 4 friends. Two of us were on Ventrilo and the other two were not, so we didn’t have the best communication in the world but it was alright. We all know how the other plays and we adapt to situations quickly.
The final boss in the dungeon path we chose consisted of two golems, one melee with the spinning/knockdown attack that is standard for that variety of golem and one ranged that shoots balls of electricity which explode into AoE circles of electricity upon hitting a player.
The way this fight played out had me, as an engineer fighting with pistol and shield for the added survivability, by about thirty-seconds in with the full and undivided attention of both golems. I spent the remainder of the fight – approximately five minutes or so – strafe-running around the room with the melee golem trucking along behind me and the ranged golem playing a very one-sided game of dodgeball with me.
I, unlike as you are describing, actually found this to be a lot of fun as well as somewhat funny that they were both so fixated upon myself. Dodging ball-lightnings, dodging AoE lightning circles from ball-lightnings that had hit someone and keeping ahead of the mechanical machine of death while continuing my attack on the golems was a challenge and a challenge is exactly what the dungeons – not to mention the explorable mode dungeons – are supposed to be.
And the added bonus to the way the entire boss-fight the golems fixated upon me was the fact that it allowed my friends to open up and unleash pain upon them without having to worry too much about retaliation.
Also to note, this was the first time through for every one of us and we don’t bother reading up on boss fights ahead of time. We actually burned down the ranged golem once before it healed to full and we realized they both needed to be defeated at the same time. It was like we had to fight the whole thing twice consecutively without a break. I loved it!
It’s actually a real pain for the majority of us on GoM because we can’t do anything in WvW at this point. As of this post we have one supply camp in a Borderlands map and that is it.
I don’t condone hacking and really hope Anet manages to come up with a hotfix that will render this hack, and hopefully any future hacks, unuseable. However, it is also rather disappointing that both TC and SoS have taken it upon themselves to ruin any potential fun the much larger group of legitimate players on GoM might be able to have.
The hackers are the 1%, the 99% are the ones being punished.
Face it, the naga razer is the only thing that makes this class bareable
in Engineer
Posted by: Llethander.3972
Logitech G13 makes every class in this game a breeze.
I unlocked every single skill before level 80. Do yourself a favor and buy it.
how you get an elite skill open before level 80. you cant open each tier until the previous tier is completely done.
Uh, no. You need 5 tier 1 skills to unlock tier 2. 5 tier 2 skills to unlock tier 3.
At level 30 you can take your Elites. You need 2 tier 1 elite skills to open the unlocking of tier 2 elite skills.