I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
I still think it’s the janitor.
If that’s a janitor she can empty my wastebasket anytime.
No, really, there’s always a few balled up wrappers and cartons in the bin. It’d be extra-sanitary!
Ok, some daydreaming…
Major Grandmaster Traits
(edited by Nike.2631)
It bears mentioning that only a very small minority is really lobbying to make the dodges separate buttons on F3-F5 that are usable in combat. The rest of us would be fine with a simple Revenant Legend style drop-down box that is locked while in combat/an active SPvP match. This is an important point of distinction, as people keep bringing up the in-combat thing as a strawman to dismiss the whole idea.
As at least one of the “people” being mentioned I want to apologize. I’m sure at some point I did mis-speak and give the impression that I was concerned with mid-combat swapping. I know that was not what was being proposed. What we have now can be swapped outside of combat (clunky, but doable). My objection was to the power creep of being able to swap dodges mid-match, when trait choices are normally locked in.
Indeed. To reiterate, if we are being asked to accept the dodges as GMs, then they need to be the best possible dodges they can be. Right now, all three dodges have problems interacting with Shadow Refuge, which is one of the few powerful and iconic abilities Thief has, and not something they should be asked to go without. It remains to be seen how much Dash’s tweaking will make SR to use in practice, but Lotus should definitely have its direct damage removed to help.
Woo-hoo! Consensus! (Though I’d rather rebuild Bound rather than Lotus, but that’s mostly because I like the theme of throwing knives more than making a crater when I land .)
A nice summary. Thank you .
My time on a thief has mostly been spent playing variants of the Super Unicorn, so I don’t spend a lot of time in stealth (mostly off of the occasional Dagger #5). I follow the concern that the revised Dash is not a sound choice for stealthy in-fighters and the other two both do damage.
…Should they?
Could we be better served by~
You’re a stealthy in-fighter. Put Dash aside for a moment. What’s your DREAM DODGE? Short distance seems preferred (but still enough to escape most ground decals)…
…How about a dodge that cleanses your revealed state allowing you to go into stealth sooner?
Stabbity! → Dodge → Vanish…
Make revealed work the same way as Resistence.
Basically, we can have the “stealth” boom and Revealed at the same time.
Once once reveal wears off and stealth is on effect, we will automatically return to stealth state.
That’s an interesting approach. Certainly a lot more forgiving than the stealth wiffing completely.
On a different note…what if full speed omni-directional movement was also added to the DD’s repertoire? Maybe it’s a bit gimmicky, but it would let us feel pretty mobile…also it will help ranged playstyles by being able to strafe better.
Would gaining a couple seconds of super-speed for doing X, scratch that itch?
Like maybe~ “You gain 2 seconds of super-speed upon a successful evade.” ? (just going with a trigger we already see in the Daredevil trait line)
Swiftness on evade might also be workable (and probably have a longer duration).
Edit: No, wait, sorry. That would be redundant. Dash is giving that more or less and it work whether someone is attacking you or not. Super-speed on Steal maybe?
(edited by Nike.2631)
Happy B-day to your Nanna! 80 is getting up there. We should all be so lucky.
you should get benefits for traps being out, and traps triggered.
for example, when putting down a trap, you sould have 3% or 4$ more damage. once the trap is triggered the damage modifier should cool down and you should gain a boon, based on the trap used. traps need SOMETHING along these lines to make then even near … competitive
Maybe simpler but in the same theme:
It would max out at a +10% bonus while you have all 5 traps out, going down as you get foes to step in them. Kind of a neat insurance policy against those players who do manage to avoid the whole minefield…
@Nike
So…I’m not really sure what you’re trying to accomplish with your argument. Are you suggesting that Daredevil is strong enough as it is, or do you acknowledge that, in its present state, it isn’t strong enough.
As I’m sure you’re aware, if you think the former, then no one here will take you seriously. Otherwise, tell us how you would improve the Daredevil spec if not by making the core mechanic stand out more.
I think the Daredevil has room to get stronger (and maybe even should) but that if we get those gains its gonna be inside the existing framework and not come by granting all three current GMs as a toggle that can be changed mid-match AND forcing them to come up with three more GW-magnitude traits, code them, and test them before a very real, very public deadline of Oct 23.
I suppose you would like to argue in favor of developer silence, as well?
Gee… that seems… completely unrelated? But to answer your question, go read the redname posts on the pvp forum for today. I love chatting with the Devs and am pretty good about engaging them in active conversation.
Because ultimately, you are just a random poster on the forum, not an employee of ArenaNet. If Karl wants to tell us that what we are asking for is unrealistic before release/ever, he is welcome to speak up at any time. Some of us would certainly appreciate the honesty.
Maybe he will . Or maybe continuing to work on and strengthen the GMs in the existing framework says it all.
Until then, I and others will continue bringing up our serious concerns in the feedback thread, because that’s what it’s for.
Carry on. Really, since I’m only a ‘random poster’ you probably shouldn’t put that much stock in me suggesting “whoa, blatant power grab and a coding/deadline nightmare, not happening” or that I’m somehow poisoning the Devs against an amazing idea. I mean, what do I know?
If they choose not to change those decisions, then the player based will simply not provide feedback.
You’re proposing that they’re supposed to agree with and execute EVERY suggestion thrown their way. That in fact the generally entirely self-centered and oblivious to the advantages of balance sainted player base always knows better than the people hired to provide that balance. You know that’s not how it works right? And strangely, most people continue to play and continue to offer commentary even when their brilliant proposal didn’t happen.
It is implied that when giving a feedback is that they are considering making changes, else what’s the point of this discussion?
Considering alternatives is not deciding to go with those alternatives. And not going with your alternative doesn’t mean it wasn’t considered.
I pitch concepts all the time. I’m bloody ecstatic when one actually gets accepted because no matter how much I may be certain they’re all amazing bestest ideas ev-ar, the guys that make the call only agree once in a while for reasons that are often completely invisible from this side of the fence, like difficulty to implement in code and these pesky things armchair designers need never fret over called DEADLINES.
If you really think an extra dodge every now and then is equivalent to…
Ah yes, the grass is always green in my frightened mind.
• Warrior: the ability to go berserk, gaining 15s of +10% attack speed, a one-stock adrenaline bar that counts as three, and access to upgraded “primal” burst skills
Have you read their boards? Some of the best warrior number crunchers in the game are seriously unimpressed and lobbying for changes.
• Guardian: upgraded virtues that do more powerful things, including a leaping AoE heal and a ranged root that hits multiple targets
Where not a single day has gone by without someone screaming “omaygerd! casting times! YUhateUs?”
• Revenant: the ability to pulse +50% Boon duration around you for as long as you want, with the option to put it on CD to give out Fury, Might, Regen, Protection, and Swiftness
Brought to you by the Dev who sheltered his pet class from the righteous thrashing with the nerfbat it so desperately needed for almost 2 years. Now on to his next goldenchild…
• Engineer: the ability to stomp or resurrect from 750 units away while doing other things
OK, you clearly don’t get out much if you think that Engineers are excited about getting spirit weapons as their class mechanic…
• Necromancer: an upgraded Death Shroud called “Reaper Shroud” that grants access to new and powerful abilities
Cool as hell looking. Still isn’t getting them off the bench with the Rangers.
• Elementalist: the ability to “overload” attunements after staying in them long enough, granting powerful effects to yourself and those around you
Right. Eles are thrilled with the “lets cripple ourselves by not being able to change attunements gag-gift mechanic”. This one might be workable now that it’s a stun break but they aren’t throwing parties for it over there…
• Mesmer: a powerful new shatter skill that literally lets them rewind time
I’ll give you the Mezzies got a sweet deal. 2 out of 8 well received class mechanics vs. Thief and probably the most coherent trait line in the game. Outstanding.
Second of all, how do you know they don’t agree? The whole point of this thread is to give feedback. Our (as in mine and at least Sir Vincent’s) feedback is that 1 extra dodge and the apparent added flexibility of 1 sigil is underwhelming and needs to be improved.
That’s easy: because we haven’ been invited in at the brainstorming stage or even the white-board stage. E-specs are only being exposed to public scrutiny after their core premise has been agreed upon and mulled over internally for a very long time. Some things at the philosophical level rather than the numbers tuning level were decided and set in at mostly cured clay if not stone before we were ever involved. And that’s not meant as “so don’t share your comments” because I think you’ve provided a needed service in forcing them to consider their decisions… but that consideration doesn’t mean they’ve opted to change those decisions.
That and you can watch them right now, today making the GM traits more effective – and every time that happens that’s a solid step directly AWAY from making those effects a selectable pack-in just for plopping the Trait line in slot 3. If they were weakening them, I’d totally agree they’re moving towards making them a free component of the line.
Think of it as Developer body language. The changes say a lot about the direction of their thinking above and beyond the details of the change itself.
It comes down to if you’re only “getting 1 more dodge per encounter”… you’re doing it wrong. How the heck are you positioning yourself so badly you need 3 dodges every 10 second (because by Grenth if you aren’t rocking Sigils of Energy on a dodge-monger….) and how can you possibly be doing any decent DPS with more than 20% of your time locked up in dodge-state?
Quit playing jackrabbit and position properly! There’s no PvE content in the game that should be taxing your dodges that hard and if its a player up in your grill like that POP SOME STEALTH. Nobody needs a dodge every 3.333 seconds like a metronome ticking and that means you are going to get times when you’re recharging your endurance pool above 100 which nobody else can do. Bamm! Every time that happens you are getting more than one extra dodge per encounter.
The extra window of opportunity doesn’t equate to what other professions are getting with the Elite spec.
The people whose decision matters don’t agree. I’m not that interested in fuzzy comparisons to other profession that work nothing like thief. I’m looking at how to leverage what we’re being given to maximum effect. Clearly there’s some skill cap at work, because there are going to be people who play Daredevils badly, and people that are going to be beasts.
(edited by Nike.2631)
For must professions the optimal time to trigger Superior Sigil of Energy is when you have 50 endurance or less. Any later and you lose some portion of the 50 endurance it grants. The Daredevil has a wider window and more flexibility when to pop it and still gain the full benefit. And that’s assuming it doesn’t actually work as advertised and give you 75 endurance…
Any possible way we can see our Glicko rating?
I’d really be interested in how low mine is so I can wallow in self pity
Its really for the best if we don’t have access to them. If you don’t know, no one can demand that you tell them…
I agree. If you plan to bunker far the whole time or other unorthodox, I do appreciate knowing it in advance. I might groan to myself a bit, but at least I can plan how I play around it. Sometimes I might even convince myself that you know what you are doing.
Hey now- I don’t keep doing it if it’s not working . But if I can tie up 2 people trying to reclaim their own home for 15-20 seconds, after I casually capped it and the points are rolling in and my four buddies sweep the field while that’s happening, yeah, I’ll probably trudge over there and re-cap it again while the other team is completely back-footed and trying to catch up. It does actually drive most folks crazy when the ‘free points’ they thought they deserved from an unguarded site are going into my team’s coffer…
. And death notifications are even better than radar for telling me when I’m about to have company. If they finally put a permanent guard on it who can take me solo… I just leave them stuck there and we outman the other two sites. ’Sall good.
This was caused by a bug, not intentionally; we didn’t want it to happen this way :P
All good. I’m glad it’s fixed now. I’m pretty sure I’ve been #4 in a few of those match-ups where there’s one guy on my team who is kinda the top buttkicker of the whole match (#10) and is screaming at everybody except me. I know I’m not great, but I don’t think I precisely suck either .
The intent of your comment is quite sinister.
Sinister? There is nothing sinister about probability. A player make up 20% of the team, which can matter in individual matchups, but again over time the other 80% that you have no control over will dominate the deciding factor. Which is win or loose. Two states, no more no less. 50/50. You are not in control of your win ratio… Unless you start controlling the other players or play in custom arenas. But I assume we are talking random matchups.
This is neither a bad or sinister thing, its perfectly normal.
Now, now… I control the rest of my team all the time . Even in pugs… By being polite, encouraging, and letting them know if I have any foibles they should be aware of like a weird build or plans to camp the trebuchet or similar. Even little stuff like “I’m on a bunker and will be squatting on their home most of the time, ’cause they hate that…” rapidly tunes the behavior of the rest of my team even if they don’t always put a response in chat.
Just saying ‘hi’ at match start gives most people a stronger commitment to win.
Courtesy and communication are OP .
The way it is intended to work is the next biggest roster gets put onto the smallest team so far, or the next highest MMR roster gets put onto the team with the lowest total MMR.
The pattern I’m describing proposes “Worst player picks first.”
So 1 forms Team A & grabs 10 for team A
2 forms B & grabs 9 for team B
3 joins A & grabs 8 for team A
4 joins B & grabs 7 for team B
5 joins A
6 Joins B
I think if you approach it as tending to the worst first instead of the best, you may get more equitable results.
You also get an array where if best fights best, second best fights second best all the way down to worst vs worst you see
10 vs 9 (favors A)
8 vs 7 (favors A)
5 vs 6 (favors B)
3 vs 4 (favors B)
1 vs 2 (favors B)
Which gives you closer challenges and best player suffers only a tiny handicap. Whereas the current array give you~
10 vs 9 (favors A)
4 vs 8 (hugely favors B)
3 vs 7 (hugely favors B)
2 vs 6 (hugely favors B)
1 vs 5 (hugely favors B)
I don’t see how you can expect anything but a blowout in that environment. Number 9 only needs to tangle up 10 briefly, even losing to the top player at every clash and the rest of his team eats Team A alive.
(edited by Nike.2631)
Grab your tinfoil hats kids, we’re going for a ride!
Put it all together with just a dab of wild conspiracy theory and you get a master or grandmaster Druid trait that says:
Druid’s Call. Summoned Nature Spirits are now mobile and gain +50% HP.
Heh.
Ok, staring at the Concept art further I’m now convinced that’s an Oakheart behind the Druid. You can see roots growing along it’s flanks near her hair and the head shape and posture matches the Oakheart concept art.
So either an oakheart transform or more likely a Summon Oakheart glyph (likely in the elite spot). The summoned oakheart may replace our pet while it’s active.
Ug. General balance passes (the ONLY thing that will “save” Rangers) take place separately from and alongside Elite Specialization development. And it’s an ongoing activity — it doesn’t just STOP because they’re working a new sub-class.
The balance pass info being announced at Twitchcon this weekend is the news to watch for if you’re concerned about Rangers.
After the hype we settle in to farm the new map rewards?
I’ve just posted something relating to this original post. The bugged behavior worked as such (assuming solo queue only):
Players ranked by MMR: 10, 9, 8, 7, 6, 5, 4, 3, 2, 1
Team1: 10, 4, 3, 2, 1
Team2: 9, 8, 7, 6, 5
Ouch. Just adding those up you see you’re pitting~
20 vs. 35
If there’s any real spread of skills on the field that has to be AGONIZING for the top player. He’s being asked to make up for FOUR sub-average players against 5 players average or better.
I would have guessed the sorting was more like
10, 8, 5, 3, 1 vs. 9, 7, 6, 4, 2
Team A gets the top player, Team B gets one more ‘point’ overall. Both teams display a spread of skill levels.
(edited by Nike.2631)
The boon meta is really boring and unoriginal. Every profession has access to boons one way or another, instead of piling on more boons for an already prevalent boon meta, this might be a good opportunity to embrace what the class is by nature: A Thief.
Instead of providing our own boons, have more access to stealing other peoples boons.
We have some boon steal from enemies now, but I agree there’s room for more.
What would also be neat is some sort of boon copy from allies as uniquely thief-ish stunt. (boonstriping allies would be one of those no-no of hostile play between allied players the game really tries to avoid, but copying? That’s new.)
Part of what you’ve marked is her hair – its the leafy ‘pony-tail’ hairstyle available in game now (first attached image). The rest of it is roots on the back of the Oakheart behind her. Check the second attached image to see what I mean.
My traitor guardian “Jorra Corrupted” armed with Coldsnap and a Koda focus.
The Dragon’s Maw trap is going to look so awesome on her .
The best possible outcome is they give the current Ranger toolbox some limited access to Resistance.
Honestly, it begins and ends there. The problems that plague Rangers – a portion of expected performance being handed off to AI entities that haven’t kept up with stat-inflation from Ascended gear, and ranged damage being deliberately downscaled to force melee-style play are not going to change or be changed by the Druid.
I hope Druid will be fun, but don’t for a minute think it’s going to be radically different.
Previews of a base profession balancing pass are part of the content being offered at Twitchcon this weekend and Devs have already stated explicitly that D/D elementalist over-performance in sPvP is in the crosshairs. In less than 100 hours we’ll have a pretty good idea what’s coming on this front.
Do you guys think that the Dragonhunter’s virtues are somewhat a nerf for Guardian?. I never liked having casting time of things, especially not on virtues. The virtues can be interrupted now which can prove some problems while pvp-ing. What do you think?
They have a drawback. Same as having two ranged weapon skills that require you to not move for them to finish a channel is a drawback.
The question isn’t are they better in every way (because they shouldn’t be) but are the benefits worth the difficulties you have to manage while using them. Factoring in lower cooldowns than the insta-cast virtues, I’d argue Spear of just is there, Wings of Resolve is getting close, and Shield of Courage needs a little more something (possibly just a shorter cooldown).
Can you dump your leftover virtues mid-channel while casting Renewed focus? No. You can’t. If you’re going to run Renewed Focus on a Dragonhunter you need to use them up before punching the big red button. Because the virtue cooldowns are shorter than on a base Guardian, the reset function is not as meaningful on a Dragonhunter. Pretty much everything about the DH’s virtues is designed to nudge people off of Renewed Focus to try out the other elites available to them. Which in the long run will hopefully point a little more Dev-scrutiny at how TERRIBLE the elite signet is .
i don’t think i could’ve face tanked those spiders w/ a dragonhunter
If you were playing a ranged spec like Dragonhunter why would you want to?
Asura heavy racial armor allows some really awesome ‘Tron’ looks.
Sylvarii heavy racial armor has the only heavy gloves that don’t cover the forearms in the game.
You forgot to add specialization runes and sigils that we were told about.
Link? When did this come up?
Thank you for the continued communication, Irenio.
My biggest concern is that Hammer, as a purely melee option, must be stronger than sustained grenade attacks. Grenades are currently ranged and the strongest attacking option with huge sustained damage output, so much so that if Hammer is not the single best attacking option it will not see use in PvE at all. This is absolutely crucial, and has been echoed by countless players, so if you don’t see it in my post here you will absolutely see it again in my next Fractal/Dungeon report.
While it will likely be viewed that way, that’s not strictly true. Any kit still represents an opportunity cost of the used up/occupied right tray slot. Given their up-time, the effectiveness of the grenades should be comparably to a weapon plus a single signet. Or running the equation the other way the Hammer (or any other 2-h weapon) should be a tiny bit weaker than a kit.
Hey all,
Hey Irenio ,
I’m sure you see the endless concern about gyros getting caught in the cross-fire/cleave and getting ripped back into the scrap we tinkered them together from. Which gave me an idea…
Would you consider as a basic rule for the gyro skill type “If the gyro is destroyed before its fuel runs out you collect the scrap to reuse, reducing the cooldown of this skill.”?
If we get full use out of them, we get the full cooldown. But if their adorable lives are cut short, we scrappers bang em’ back together and turn them loose once more!
I’m just gonna put it out there…
Tempest not having a skill or trait named “The Perfect Storm” is morally wrong and a crime against pithy naming .
Keep enjoying my current Ranger builds?
Ahah you are funny.. Have you seen how the new classes will trash you even further than the actual ones?
Ya know, people say that, but I feel like my axe/horn + shortbow build confuses people expecting every Ranger in the universe to be rolling longbow. Like, they take three stacks of confuse when I don’t pop rapid fire the instant they are in draw distance .
PvE gets really boring and grinding after a while… Just letting you know.
I’m very good at setting my expectations in line with the amount of grinding I’m willing to do.
And really, nothing it going to take away form my Asura Ranger named Wrangler Sorjji and her not-pets “Weaponization Test” and “Subject 14c”
Wings of Resolve: Increased leap distance to 800, up from 600. note: This has been in discussion for a bit. Now’s a good time to check it out, being as there’s a lot of conversation on it here already.
I have been campaigning for this ever since the reveal, so to see it actually happens makes me very happy. Thank you so much for testing and deciding to go with it, Karl!
Grats. Where you pushing for longer range in general or 800 as a specific milestone? If so, what happens at 800 that’s gonna make this a cool new bit of gameplay for Dragonhunters?
And the funny thing is there is a class that easily spits out AOE might, protection, fury, might, aoe cleanse, regen, and fury while lounging around.
“You said might twice.”
“I like might.”
Sorry, having a Blazing Saddles moment .
I could suffer along with some over-buffing on my Ranger for the 9-12 months it always seems to take for corrections to be applied.
Just this once. For a little bit. If I had to.
The problem with doing this is that players can no longer switch to a more effective profession once they see the enemy team’s roster which happens quite often.
Another question: If this intel-and-react phase is so significant, why is ANYONE at the competitive level joining on the profession they intend to play when they could run up a ‘false flag’ and swap at the last moment? This vital data people are supposedly cleverly reacting to can be casually spoofed.
Yes and no one ever complained that Thief had Feline Grace. People only ever complained about stealth. Feline Grace was well accepted by the entire GW2 community.
It was nerfed so that it could be given back watered down as an e-spec.
Right. You are wanting that nostalgic living in the past chat. Good luck with driving any real change from that platform.
Feline Grace by itself was BETTER than the +1 endurance.
Yes, it was. And it was removed from the game.
Don’t get me wrong. I’m not trolling. I want to see the Daredevil get better, because it’s going to revitalize the Super Unicorn I already love to play.
But there are requests that are flatly impossible and a waste of everyone’s time, and requests that are plausible and might convince the Devs to act on them. Triple-GW-dodge-stance-dancing falls very plainly on one side of that line. And its sucking up the very limited supply of time we have left when you have to know in your heart of hearts its NOT GONNA HAPPEN. Not even if its a brilliant idea that is despite my assessment exactly at the right power level… Because it still calls for the spontaneous creation and approval of 3 more GM traits to fill the bleeding crater it gouges in the array we have now.
There are far more skilled thief players than me here — I’d love to see their efforts focus on more modest changes that can help make the Daredevil more competitive and might actually come to pass.
Clarification: Professions have their own MMR tracked, but it is not currently used in matchmaking because players can switch professions after a match is made.
So a loophole is disabling a powerful tool to generate good matches?
I’d, uh, kinda close the loophole…
The problem with doing this is that players can no longer switch to a more effective profession once they see the enemy team’s roster which happens quite often.
First I’d ask is allowing that kind of metagaming desirable at all? What kind of weird tumbling rock-do over-paper-swap-scissors-and swap again-rock… second guessing do you really want happening?
Then I’d ask is that tomfoolery MORE desirable than a sensible and already achievable method of generating more equitable match ups?
Why not just have people COMMIT to a profession when they press the button instead of slap-hands reflex speed games during set-up?
TL;DR – I’d close the loophole.
Oh yeah, I should mention that the auto-targeting stuff has been fixed. We were testing out some new tech with it, but have since pulled that as it wouldn’t allow your character to auto-turn toward your target if they’re behind you. Tech did its job too well.
Yaaaaaay!
Now. Traps. Spill it.
I’m actually holding off on filling in mission hero points on my 80s… so that after HoT hits I’ll have the double motivation of getting the HPs and getting easy XP towards the core masteries. I kinda want auto-loot.
Because it’s impossible that it was pulled because it’s so dang powerful…
Oh i’m sure that minor trait we had for two and a half years made the thief class completely op. Stop trying to act like giving us back a worse version of something they took away is something we should be happy about. Acrobatics is still completely worthless with no fix in sight.
Ah… So we’re not having a ‘discuss the game as it is now and an effect that is objectively very powerful’ moment and instead we’re having one of those ’let’s reminisce about an environment that doesn’t exist any more and an effect that was grossly underweighted at the time’ moments?
Sure. We can have that talk. I miss Ricochet. But you’re delusional if you think that’s a lever that’s going to move the Devs to action in the here-and-now.
Because it’s impossible that it was pulled because it’s so dang powerful…
I’m sorry man but if a Thief has full endurance mid encounter they’re not doing something right. They have 2 traits in the Daredevil line based on not having full endurance and the new heal is based on not having full endurance.
Read. What. You. Just. Wrote.
There are other professions in game that have bonuses when they have less than max endurance. Daredevil is the only profession in the game that can still be sitting on 2 dodges for emergencies (the maximum safety margin for most folks) and still proc those traits.
The Daredevil’s benefit of 3 endurance bars is MONSTEROUSLY powerful. It’s a third pulse of on-demand godmode combined with a deeper cistern to trap time/vigor. Don’t let the simplicity fool you: it shames most of the other Espec mechanics for raw power and people here are treating it like a footnote. Its not “one more dodge per encounter” it’s “when any other profession would be out of endurance and stuck in a one-shot death zone you are sitting pretty — repeat as many times as you manage your endurance/vigor well.”
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