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NO. if they use tokens for fractal weapons you’ll see everyone and their mother wearing one. now i feel special with my LONG N HARD fractal GS on my mes.
Congrats on actually getting something you want and can use. Now imagine if you’d gotten a rifle on your mes?
It doesn’t even have to use the token system, I wouldn’t care if there was a mystic forge recipe that required 250 globs of essences and tons of orichalcum as long as there was a guaranteed method of getting the Fractal weapon that I want and can use. There is no such thing right now.
The RNG forgiveness system sounds awesome, that sounds like a fantastic way to work around the ring requirement. Maybe not specifically 7 dailies, but definitely having a hard limit where it recognizes you haven’t gotten one and you should. I wonder if that sort of “reward tracking” would be possible.
Actually, you’re right, there should be rings in the token vendor too, even if they cost an ungodly amount.
But the point is that if you do get the ring, there’s no doubt you will be able to use it. Everyone can use accessories, but with a weapon, chances are very strong it’s going to be something you can’t use. RNG being the only way to get it makes them near impossible for someone to get the one they want or can use.
Still nothing on this, but I tried my best to get this question answered in Chris Whiteside’s AMA. I sent a PM to Robert Hrouda too and still nothing. This is something that’s seriously bothering me, I love these weapon skins and I just know I’ll never be able to get what I want unless a new method of acquiring them is added.
Now that dungeon tokens are dropping in loot, we’re getting uneven numbers in little drops here and there that end up taking up space. They’re not enough to get anything with, and we don’t have the heart to trash them.
How about a universal token we could exchange them into? We could trade in our dungeon tokens 1:1 to a new token that could be used to purchase some of the things that the Consortium tokens currently give, like 250 use kits and tools or some other useful consumables. It’d help clean up our inventories and give people with an overabundance of tokens something to spend them on.
This isn’t exactly worth boycotting Anet over, but it certainly should be used to remind the item team of the principles the game was founded over. They might have gotten excited about the glorious rewards of “the amazing new Fractals of the Mists: Full of exotic and rare treasure!” and forgotten that this exact thing is what the dungeon token system was invented to avoid.
I know that I’ve been extremely disheartened by this, and even though I love FotM and plan on playing it a lot, I sincerely doubt I will ever play it enough to get the items that I want through RNG.
Colin Johanson backs me up here:
Fun impacts decisions. Every time you finish a dungeon you get tokens you can trade in for reward items that you want, rather than having a small chance of getting it as a drop, because it’s more fun to always get rewarded for finishing with something you want to have!
The rings are RNG drops too.
The rings are fine, IMO, because anyone can use them. But what do you do if you get a Fractal Hammer and you don’t have a Guardian or Warrior? Trash it?
I’ve just found out that Fractal weapons are account bound and can’t be traded, and not only that, they drop as normal loot so you’re stuck with what you get. Isn’t that exactly what the token system was developed to prevent?
Part of the core dungeon philosophy was supposed to be the ability to choose your rewards for finishing it. It was developed to avoid that unfortunate instance of getting every weapon except the one you want/need, or getting the same piece of armor twice in a row. If they were tradeable, you could at least sell the hammer to get the bow but the new Fractal weapons aren’t.
I understand wanting to create a level of exclusivity with them, and make sure that people who have them have earned them. In that case, I have a couple of thoughts:
• A new dungeon token aside from Fractal Relic that drops in higher difficulties, only used for the weapons (e.g, a “Fractal Shard” that could be turned in to the weapon vendor)
• A generic transmutation item that could allow you to “Fractalize” one of your weapons, and could be used on any weapon type.
• A new Mystic Forge recipe that involves combining high level mists essence, fractal relics and orichalcum components
These are all ways that they could remain account bound, exclusive, but make sure everyone gets what they want and worked for. I think any of these ideas would be preferable to the sole and only method being drops. If they continue to be drops I can only ask: please, please please make them tradeable. I love these new weapons and I just know that I will end up finding weapons I can’t use and don’t want before getting the ones I’m working towards.
(edited by Nefara.2186)
and
>Consider scrapping the one time events in favor of instanced or re-playable events so that people from all time zones can attend
An instanced event is a fantastic idea. Almost like an additional personal story step, but you could be loaded into it with other players currently in it. You could show up at the point of interest and enter it, joining into an instance that can be scaled up or down depending on how many people have joined. If you get booted, you’d have to join in another instanced group but at least it would be recognizing that you hadn’t successfully completed it or gotten your rewards. For something that’s supposed to be completed only once, that would be a lot kinder to everyone’s schedules, and computers.
I’m disappointed in the event. Not at all with the new content, I’m thrilled with Fractals of the Mists and I look forward to replaying it in my search for the beautiful new Fractal weapons. I don’t even have issues with the Ascended items, in fact I’m kind of excited for them. The Southsun Shore zone is okay, I’ll get used to it, though the karkas have issues I’m sure we’ll work around them. However, what I have troubles with was the event itself and I’ll explain why.
Starting with the beginning in Lion’s Arch, it herded everyone in a maximum populated map into a very small area with incredibly tough mobs and resulted in the biggest lagfest I’ve seen in the game. Even for BWE1 when we killed the legendary rabbit it wasn’t anywhere near as bad as this and that one made me crash. I was unable to dodge, heal, activate skills or move without a good 30s buffer between my actions and the result. I’m sure spreading out the Karka attack across the whole map would have been a massive improvement.
Next, the investigation. I was excited to start it, and the helpful golden star icons over the event NPC’s was a nice touch to help find relevant people. However, apparently for the beach combing section there’s a specific order that you need to examine the debris in before you’re able to recover the soggy bag from the wrecked ship. I did it by luck on my first character but had trouble on my second. My other friends too, had trouble interacting with the sealed barrel despite having a crowbar equipped. Why was there an order to it? Being able to grab the crowbar and open the relevant barrel if you know where it is would make sense, no point in extra obfuscations if you’re doing it on an alt.
Next, the Phase 1 NPC’s. Oh man. The quaggan was fine, but the Hylek section was very confusing. The clue seemed deliberately out of order so if you tried to follow the directions you failed. The chemistry components were also spread out in a very unintuitive manner and were hard to find, making the constant running back from the NPC’s misdirection frustrating.
As for the largos, he never worked for me the entire weekend. I visited him on the first day and though he was there, he wasn’t talking to anyone. Later, when I got on on Saturday, he was gone but the chest was there with a quest icon over it and no way to interact with it. And today, the chest was there with no icon, no Largos and nobody there at all.
Okay, so I give up with the scavenger hunt. I’ll go find Noll. He forgot to show up for work. I tried visiting him several times on Friday and Saturday and he was never there at the Hanto Trading Post. Lots of people were looking for him too, he never showed. Today (Sunday) Noll was there but wouldn’t speak to me other than a generic “go away I’m busy” message.
So, even though I had the quest items in my inventory, I was unable to complete the Phase 1 quest. The idea seemed to be that once Phase 2 started, that was the end of Phase 1 and it could no longer be completed. Why?? During the Mad King event, no matter what phase the event was on you were allowed to complete all the content previous to that. It’s very obvious to me that that’s the way it should always be. That’s the way that’s fair to people who are unable to log in on the first day but don’t want to miss anything. Even though I was there and logged in and participating, Phase 1 completely failed to work and thus I trashed the knickknacks out of frustration and space issues.
Unfortunately, this means I feel completely without context. I don’t know what the Karka are, where they came from or why they randomly attacked. I only know that the Consortium were trying to turn Southsun Cove into a tourist destination, and that the gate they were building to send people there sends people to a dungeon instead. What’s the connection between the Consortium and Fractals of the Mists? Who is Canach? What did he do? I feel like I’ve missed so much and there’s no NPC’s offering any sort of information about it at all. I’ve played every day of this weekend event for hours and spoken to every named and even generic NPC I can find and I still have no idea what’s going on. I don’t skip text, I read it. I want to know the story, and the lore, so where is it? The event didn’t explain why Karka were able to attack in the Maguuma Jungle and Kryta, and if you’re unable to complete the investigation you’re just kitten out of luck.
(edited by Nefara.2186)
I already deleted them yesterday after still being unable to talk to Fahd after he’d been supposedly fixed, and Noll was still on his lunch break. This was at about 3pm PDT yesterday, I just gave up any hope of knowing what was going on and followed the Zerg.
Not happy at all with the way the phases went, DEFINITELY preferred the Mad King approach. Being able to complete all phases up to the current one is so obviously better.
Detail: Leurent as boss is forward forward not forward up.
Those knights are the hardest ennemies in TA, including all bosses, which is surprising considering they’re only silver “trash”.
Oops, you’re right, I get the two paths mixed up. I’ll edit to change that.
If it was easier to pull just the one and keep him pulled long enough to take them down one at a time, it would have been challenging but certainly doable with the group we had. Our problem was indeed that they just couldn’t be separated. I agree, either they as a group need a nerf or allow us to pull them more easily to get them on their own.
I just had a very frustrating experience in Twilight Arbor Explorable tonight, on forward/forward path. I’ll admit that we didn’t have the best group make up, since it was late at night and we couldn’t be picky about who we took. So, we had two casters, and three medium armor wearers but we made it to Leurent and his four knights.
Unfortunately, this is where we hit an absolute brick wall. We did everything we could to attempt to pull only one or two of them at a time, but as soon as we had two, we were pounced on and knocked down and downed in a matter of seconds, and if we did manage to get one, he reset before getting down to even 50% health. The reset range on them feels very short, which makes it very difficult for a group without a heavy plate wearer/tank able to take them down. From my understanding of the design philosophy, certain professions shouldn’t be necessary for success. Even with all of us equipping stun breakers, using support skills and attempting to keep out of the way of the knockdowns, they moved too quickly and had such a short leash that if we dodged away, they reset, and if we stayed close we died.
I understand our group wasn’t exactly optimal, but again, my understanding is that while some group configurations will be optimal, all group configurations should be able to be successful if the individuals are competent and organized. I’m not suggesting the entire dungeon be changed around our experience, but I feel this particular mob needs examining.
(edited by Nefara.2186)
In GW1, once you purchased a costume from the cash store or unlocked a festival hat, it would be available for free from an NPC in a city. This system helped free up precious inventory slots and make items available only when you wanted them, instead of making you feel like you have to horde 8 sets of something just in case your future characters want a pair of devil horns. It was an elegant and simple solution, and I think it would be very valuable to get back!
I would also like to see cultural town clothes vendors in our home cities. When I got my pirate outfit, I trashed my character’s old town clothes immediately, assuming I’d have a way to get them back if I wanted. Turns out that’s a no, and that’s the same case for my starting “signature” piece of armor as well. If I ever want a Fanged Dread mask or a thief’s hood, I have to make an entirely new character and use a transmutation stone to get it back. This is inconvenient, and goes against intuition.
Lots of people have been suggesting a bank tab in “Collectibles” for all future town clothes and festival hats, but considering the limited nature of the seasonal and event items seeing those empty slots and never being able to fill them might be discouraging to new players. Having vendors with all of your unlocks available is a user friendly and easy way to save space and have access to vanity items.
Since a lot of people are telling me to keep moving, that’s exactly what I do when stealthed. However, the attacks that make me throw up my hands in frustration are mostly the ranged attacks like arrows and rapid fires or things like wurm rocks that take a long time to cast, but if you stealth mid-cast and move, they will still hit you. I’m not saying you shouldn’t take any damage at all, anything AOE or melee should certainly hit you if you’re standing in it. But I’m so sick and tired of running past Nightmare Court or Wurms or Risen and getting hit and knocked down or pulled while I’m stealthed and moving. Surely we can all agree that those should always be a miss?
I’m hoping their plan was always to have it, but simply weren’t able to for release. I’m dying for this (har har pun) and so far there are so many weapon skins that are cool, but only maybe one that would at all match my armor dye color-wise and I don’t like the design.
They don’t have to make all weapons dyable, I think that a lot of the unique skins with particle effects should have “locked” colors. But for my crude staff I’m too lazy to transmute on my alt characters? Let me dye that sucker!
When fighting any animal/creature that has a stealth ability, I’m sure you’ve experienced that frustrating occurrence where you wind up a big attack with a long cool down and poof, the alpine stalker/shadow skelk/jaguar just disappears and you’re left with those tantalizing “miss” bubbles over your head. However, when you want to have fun turning it around on them, any creature that has a ranged attack, charged attack, or any other type of attack they’ve started since you’ve stealthed hits as if you’ve done nothing. Somehow, all enemies are equipped with magic you-seeking arrows that will always hit no matter what unless you specifically dodge.
Considering that it’s one of a Thief’s most valuable assets and a Mesmer’s backup panic button, it seems we’re being unfairly discriminated against by this. If the mechanic is meant to let us keep hitting a stealthed enemy as long as we know where they are, let our hits against creatures hit! If it’s meant to miss, then let us use it to mitigate damage! It’s unfair as it is right now.
in Mesmer
Posted by: Nefara.2186
Personally, I love scepter how it is and would definitely agree with adding pistol as another mid-range single handed option. As far as main hand weapon goes, we have sword, scepter and that’s it. Scepter is fantastic for shatter builds, sword is great for melee, but if you’re doing phantasms and you want a ranged one handed weapon you’re SOL.
Having a pistol main hand would be a great opportunity to round out the available options. I’d like to see it lay on vulnerability and some sort of targeted aoe, I would be one happy mesmer.
But you don’t see these items on the avatar and only in the character panel, unless I’m missing noticing that. So what’s stopping you from making up the story anyways without the item in the slot? Or keeping the item in your bags if you don’t mind sacrificing space for sentimental reasons. I’m just trying to understand why this would be something they should spend time on doing.
They don’t show on the avatar, but you’d see it every time you went to your hero screen. There’s nothing really stopping me from cluttering up my bags admittedly, but it’s just one of those things that would be nice to be able to do. I’m under no illusions that this is an important request at all, but it also strikes me as the sort of thing that would probably be easy to do. I know everything is more complicated than it sounds to the people outside the game, but compared to some of the other things suggested it might happen.
I’d love this, it doesn’t have to be in a specific location in the hero panel, but being able to “equip” it would be fantastic. I always forget to pull out my cat, and I’d like to see him! Having a visible/invisible checkbox would be great too.
I know it sounds like a silly request, but hear me out. When wandering through the world you find all of these karma merchants and vendors with unique artifacts and tokens. If you’re roleplaying, they help you make up a bit of a story for your character. You can carry with you the Seraph dog tags of a friend or a Skritt pet rock or a book by Captain Langmar. The problem is, I almost always just make and wear my own jewelry because it has the exact stats I want, it’s easy to acquire and usually higher level.
There’s a merchant in Fields of Ruin that sells a teddy bear accessory, and I realized what I really wanted my thief in her black and sinister awesomeness to have was a teddy bear tucked away on her person, giving her strength. It just made me smile to think about it, but of course I have my mithril/orichalcum jewelery set of epicness and this thing is way too low for her. I recognize that it doesn’t have any sort of real appearance change but I think if I want to “waste” the transmutation stones it’d be nice to have the option.
The rate these sound effects occur should be toned down. Maybe every 10th hit or something. Or only if a crit lands.
Only on crit sounds good to me, and lowering the pitch of it would help too. Also, only playing the sound ONCE (a single “ah!”) would be a big improvement. The rate is definitely too high, it’s every single fight I get into even if I don’t take more than 10% damage.
I’m wondering if there is any intention of it being implemented? I know they don’t like to make promises but as I’m planning my final look, I find there are no weapons at all that are both the colors and the style that I want. I’m still using the Krytan dagger blades on my level 80 rares and there are no exotics that have caught my eye. Weapon dyes would change everything, and open up so many options.
I love so much about my Sylvari female, the armor, the exotic skin tones, the “hair” styles, but this has been bothering me for a while. The sound of pain a Sylvari female makes when she gets hit sounds like a little dog, or someone having an orgasm. Or maybe a little dog having an orgasm. It’s this very high pitched “ahf ahf!” noise that just pierces through all of the other sound effects. I couldn’t tell you what my Norn, Human, or Charr sounds of pain sound like because they’re so easy to ignore or just blend seamlessly into the other effects, but the Sylvari sound has been etched into my brain. I can recall it even now while I’m typing and it just bothers me.
Would it be possible to replace it with something else? or maybe just lower it a bit, I think it being so high pitched might be part of it. Does it bother anyone else?
(edited by Nefara.2186)
Yes please to this! I have to specifically remember to catch it on my level 80. I facepalmed just the other day after doing 98% of my daily on my 80, then accidentally finishing an event on my level 8 got me the level 8 reward.
Re: dailies being per character, this might make mystic coins far too common. Right now they’re a good level of rarity I think, rewarding frequent players and taking some work to get enough for an exotic weapon from the forge.
A grand total of one option for elite underwater. Nuff said.
a 1 second stun with a 1 second cast time…
hardly what id call elite, possibly the worst elite skill in the game
I agree, you can’t even use it on bosses or champions, who are pretty much the only enemies you’d want to waste a single target elite on. The only thing going for it is that it has a comparatively short cool down…. and that’s it.
in Suggestions
Posted by: Nefara.2186
Sahriah.3792Just to clarify here, because i dont know
Can i buy the tier 3 cultural and transmute the looks into the exotic gear?
Yes, but as it’s level 80, it requires fine transmutation stones, an item only available from black lion chests or the cash shop.
in Suggestions
Posted by: Nefara.2186
I’ll put it another way… is there a reason they should be rare? I seriously doubt it. As far as it being a gold sink goes, that’s a pretty poor argument considering it would be a one time expense, and a character or characters who’ve generated enough gold to afford it will generate a hell of a lot more of it over their lifetime.
All of the other prestige armor sets are exotic, even if you want to transmute them it’s not exactly required. As for those default stats, I honestly don’t give a fig if they’re not the exact, ideal configuration I’d want, because all stats are relevant to all professions. I would use it, and if the stats bothered me I’d have the choice to transmute them. What would be important to me is if I buy it I’m having a piece of the best possible armor in the game.
Maybe the expanssion will be build around water-combat adding new elites and utility skills.. Hope not though xD even though I love how they made water in form of graphic, I hate the underwater combat :/
I doubt they’d limit themselves so much as to focus directly on it, but more skills and weapon choices for underwater combat would definitely be something to look forward to.
Not really talking about the weapon skills themselves, I’m actually quite happy with them outside of not having an aoe attack. Especially compared to my necro, fighting underwater with my thief is pretty fun and I don’t really avoid it like some people. But the utility skills! I don’t know how many underwater utility skills the other classes get but I’d much rather have some of the ones I mentioned than all of those venoms and signets.
in Suggestions
Posted by: Nefara.2186
So true literally going to make a thread on this.
The Armor is too expensive to be worth it and The weapons cost too much karma imo. They should be exotic just so they make it worth getting. Why buy rare weapons when the Temple armor costs less Karma and are better it.
Yes, thank you, I forgot to consider the level 80 karma weapons as well. If they cost 68,000 karma they had better kitten well be exotic.
in Suggestions
Posted by: Nefara.2186
Personally, I think the Cultural Tier 3 armor being only rares is also one of the reasons people complain about it being too expensive. It just doesn’t have as much value if it’s not the highest tier of armor.
I know I certainly would, I want to try each explorable mode for the dungeons at least once but I know I’ll have a ton of tokens left from each run that I won’t have any use for, at least not for a while. Having them tucked away in bank would be a great way to just get and forget them.
in Suggestions
Posted by: Nefara.2186
Now that my main character is a level 80, I’ve begun working towards replacing my rares with exotics. Before that, I replaced my masterworks with rares, so I’m slowly working up. I’m quite happy with my look, I indulged in using a few fine transmutation stones to put my favorite sub-80 item skins onto my armor so I’m looking pretty spiffy. I recognize that the next step after getting a few basic, boring skinned exotic items to tie me over is getting pretty ones with unique looks. Ooo, what shall I pick? High level drops? Dungeon armor? Temple armor?
Notice that cultural armor isn’t an option. After spending so much cash upgrading my pieces to exotics, why would I buy a set of 100g+ armor that’s a downgrade from the stuff I have? The look is of course what’s important, but if that’s entirely true why aren’t all of the dungeon armors rare instead of exotic? It’s about the look, but it’s also about having something to look forward to and work towards and about it being something worth working for.
For some people the look will be enough, but me, I’m concerned about where I spend my money. I’d rather purchase one amazing incredibly expensive prestige armor set that fulfills all my needs than have to purchase one incredibly expensive prestige set purely for the looks and then have to transmute all of those pieces onto expensive and boring skinned exotics.
The lower leveled cultural armor sets are rare simply because that is the best tier of item available to level 35’s and level 60’s. But at level 80, the best is exotic, and if we’re shelling out that sort of cash then we deserve the best.
+1
Also, OP I like your utility and elite suggestions
very nice!
Thanks very much! Hopefully the devs will, too
I kind of like underwater combat as a thief, and despite being ganked by more krait than I could possibly shake a spear at, I still don’t mind situations where I end up having to take the battle to the sea. However, I do feel severely limited in my choices of utilities.
Thieves essentially can only pick from venoms, signets, and three “misc” skills. That leaves us stuck with only one non-racial elite, basilisk venom, which frankly seems useless to me as it lasts a nanosecond and the monsters I want to use it on are always immune.
That means out of 22 utility skills, we can use only half. I would love to be able to use Blinding Powder (Ink Cloud?), Caltrops (Barbed Net?) or Shadow Refuge underwater, and are my Thieves Guild buddies hydrophobic? As much as I’d love to see a version of Dagger Storm underwater (omg finally an aoe attack) I’d settle for a pair of thieves who could actually swim.
I understand a lot of other professions feel even worse off underwater, but I’ve spent the most time as a thief and it doesn’t mean that they don’t need a bit of help too. In so many respects the underwater combat is fantastic, and the environments are so rich and detailed I want to spend even more time down there. But, I can’t help feeling like my build just doesn’t suit me, and I’d like to change that. Given more options, I think a lot of people would feel more at home underwater.
(edited by Nefara.2186)
I know not all builds are conditionmancers, but that’s not to say that other builds wouldn’t be strengthened by them. Dagger might not need it if the life siphon gets fixed, but I definitely feel like axe needs it, as right now it doesn’t seem to really have a place.
I think it should be an easy decision if you’re a conditions necro rocking Signet of Spite and Epidemic to pick staff, that’s obvious. After going through your marks any mob is going to have a lovely line of red beauties under their name. However… what’s your secondary? Since the nerf on skill 3 for Scepter in beta, it’s got a lot less “bite” and just can’t seem to compare damage wise with the other weapons. Despite that, if you want to gear for condition damage it’s still up in the air. Looking at main-hand axe and dagger, neither do any sort of damage over time. Dagger has immobilize on 3 and axe has vulnerability on 1, but neither of those intensify with condition damage.
It seems like it should be the necro’s thing to drain life, lay on conditions and do damage over time, but rangers, engineers, mesmers and hell, even thieves can lay on conditions and stack bleeds way faster and easier than necros. A simple solution I think would be to add poisons and bleeds to any of the main hand axe and dagger skills. Maybe the dagger 1 skill Necrotic Slash could apply 2 stacks of bleed, one with each slash. Perhaps the Axe 3 skill could apply aoe poison. These would really help up the damage and be more competitive with other profession’s condition skills. Compared to the ranger’s shortbow poison volley, axe splitblade, or greatsword maul attack, (all of which do DoT, are in the 2 slot, and thus have quick cooldowns), it’s pretty ridiculous that only two main hand weapons do damage over time for the necro.
We all know necros need a bit of love, I don’t want to resort to the gimmick build of the week to feel powerful and effective. I’d like which weapon to use to be a much harder choice, because they should all have something great to offer.
(edited by Nefara.2186)
Definitely, I’m in complete agreement. Considering how hard they are to acquire, it only makes sense you’d want to mix up your runs a bit on alternate characters and use the ones that would best suit your party, not whomever wants the armor. I’m surprised they weren’t account bound to start with.
Thanks guys
I know this isn’t the sort of idea that gets people all fired up and excited but it’s a simple convenience issue, it’d just be nice to have.
I agree with your post. It’d be nice to have something on the UI to easily consume my chocolate cherries
Thanks! And seriously, once I find a consumable I like I usually just make a ton of them and go through them. It’d definitely be nice to streamline it a bit.
Surprised at no responses, but then again, I did write this at 3am my time :p
I think anyone who is a chef or has chef friends has found out that consumable buffs are actually pretty kickass. Even level 55 consumables can give a great boost to a level 80, and I’ve taken to bringing with me a hoard of pies to snarf down for extra precision and life on crit. However, it is pretty easy to forget to go into my inventory, find the pie, and use it when the buff wears off.
Thus, my suggestion: Put in a consumable slot somewhere in the skill bar, similar to the F1, F2, F3 etc skills. Bind it to something like F6, a key I don’t think anyone uses, and maybe add it on the right hand side where the boons are. It’d be amazing to just be able to hit F6 as soon as I see my boon fading, and then keep fighting.
You could also slot in different consumables just like you do with skills. You could hit the arrow and see all consumables available in your inventory and their current amounts, and swap them depending on your needs. I think having a slot in the bar would also encourage people who aren’t as aware of them to use them and keep them up consistently.
On an aside, the durations seem very generous. With an easily accessible hotkey and a reminder to keep them up, it might be better for supply/demand to have consumables have shorter durations, closer to 5-10 minutes. I was surprised and impressed that a lot of them last 30 minutes but maybe it’d be easier to go through my stash of over 100 pies if they went a bit faster. It would also help chef become a slightly more lucrative profession, instead of having to sell your valuable lotus root and saffron concoctions for a few paltry coppers.
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