[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Khm… Totally legit, my design, please implement. Thanks.
Will the Life Force gain on #1 Dagger stay the same? On hit?
Because that would be an interesting buff.
Regarding utilities – not much they can do about them to really shift Necro without overbuffing it 1v1.
If they don’t adress dealing with Death Shroud or expanding it, then this patch won’t affect us too much .
Is FGS making fights easy?
It takes skill to use it properly.
Agreed. What are we going to do when we miss the wall?
Lol’d. +1.
Now regarding how they’re going to “nerf” it, the answer is very easy and simple – They’ll make it like Warrior’s GS Rush – no fire trail, but one hit at the end of the cast/connect.
Here, done, nurfed.
Skull Fear is hillariously broken, though
From what I’ve observed, none of Boar’s objects have any obstacles or barriers of max CC duration. They’re simply PvE world items.
Now, handing object right to Ranger’s hand is an idea. Egg’s drop would have to be changed, though (who wants 6 initiative? Well, nobody…).
Now about Porcines themselves. This charge racial knockdown would be incredibly good only if… I could time it somehow… Pet management, quo vadis ANet ?
They’re pretty much Forage bots. No damage, okeish surv, poor attack connecting.
That’s said, if we assume that Charge get’s fixed and can be managed, Porcines would be an interesting option.
Regarding Charge, two more things: Let Porcine aim the skill at the END of the cast and increase it’s range by, let’s say 600-900.
That’s still not enough to catch blinking thief, mesmer or ele but for necro, guardian or warrior? Enough. Eat 3 sec. knockdown.
They do what they want to do.
And this thread won’t stop this paintrain.
Maybe missed call and shoot in a fence, but good intentions.
Now, about new dungeons…
In b4 another SoV “slightly” improved tooltip.
Pick Elementalist. It’s useful in every area of the game, doesn’t require you to collect tons of different weapons of armors, is okay engaging to play and not that kittence you catch the main idea.
Mesmer is… maybe just not my type of profession. Mind blasting and other stuff is fun, but butterflies and pink stuff maintains the distance. Gameplay-wise I think it’s okay in every game mode, but doesn’t excell as year or two years ago.
Necromancer… on paper may be easy and has some fun stuff, but when you reach certain areas of gameplay, you’re treated as an enemy by speedrun groups and most fun things turn out to either have no place on your bars (because certain skills are almost required) or be useful as a paper knife in a gunfight (*cough*siphons*cough*)
If I were you, I would hold on till september patch. It’s like 3 weeks.
The problem with many skills/utilities in general, especially ones based around AI is that after you dump zyllion trait points into making one type of utility viable, you don’t want to equip other types of utility. That goes for AI builds. Once you dump 80% of your trait points into spirits/minions/phantasms you want to get most of it, so you just slot as many as possible.
If AI utilities weren’t so crap in before heavy traiting, then maybe people would actually choose one, max two matching their build and use other types as well.
I agree on lack of armor variety under 80 in general. I think mail suffers here the most, 1-65 normal sets look almost the same.
Hmph…
An ability to take a hostage on your back and use it as a meat-shield ?
It would be much more interesting if it was happening like two weeks after new Feature Pack release. Two weeks to soak it up and maybe make couple new builds.
Challanges
Now that’s a thing. If you have ever played the new „Thief” game you will quickly catch my point.
Once you enter one of the following:
-Boss Instance
-Exploration Mode
-Elite Missions
You’ll spot a NPC who offers you to challange yourself and your group.
These are dungeon „modifiers” – let’s say you’ve already „mastered” the content or you feel like you can handle way more. Or you’re just greedy for good rewards.
You can choose between many options which will influence your experience in dungeon greatly and let you suit the difficulty to you.
Challanges may very from dungeon to dungeon, but there are some basic ones:
1. „One Way Ticket” – Once defeated, members of your party cannot be resurrected again.
2. „Quick Demise” – Once downed, members of your party are instantly defeated
3. „Mirrored Assault” – Every X seconds, your party are attacked by mirrored Doppelgangers of your party.
4. „Tough Trinity” – Complete Dungeon in no more than 3 players.
5. „Insatiable Hatred” –Every NPC (aside from story-required) is hostile.
6. “Slow Suffering”- Your party is permanently Crippled and gain one stack of Torment for every 3 seconds of constant movement.
7. “Last Man Standing” –Complete X as a single player in the dungeon.
Keep in mind that these are basic and there’s a huge potential.
Challenges may greatly increase you rewards. Every Challenge picked increases your drop chances for every type of items, including rare, unique drops and dungeon specific, gold and gems.
Every Challenge gives you certain amount of Glory points, along with points acquired from finishing dungeon itself.
You and your party will be classified on Glory Leaderboards for each dungeon and total Glory Leaderboards.
Not to mention, you’ll also get specific Achievements, titles and trophies for your home instance/guild halls.
Opportunities
Opportunities are the opposite of Challanges.
These are little advantages your party can choose in the Dungeon to not make it trivial or such, but get some help or buff for an adequate cost in rewards and glory.
Examples can be:
1. “You are never alone!” – Strong NPC accompany your group, providing support and damage.
2. “Morale Boost” – All your party statistics are 110% of normal value when under this Opportunity.
3. “One for All, All for One” – Your party ressurections are 20% quicker.
4. “Pain Absorbtion” – Every time one of the party members drops below 50% of health, all the incoming damage is spreaded among whole party. 60 sec ICD.
Hero’s Call
What's that?It's a special call for players, shifting once a week, which boosts rewards/rare drops and difficulty of particular Open World champions/bosses or specific Dungeons.
This text was created couple months ago, pre-LS2 (that’s why some things may be already implemented), but I felt like it belongs to General Discussion forum.
That would be it for today. Feedback welcomed!
Part V: Elite Missions
This is the „high end” 10-man content, only for the best prepared groups.
Players start every mission as two separated 5-man groups and have to complete first objectives in certain time frame. Then they’re grouped up into 10-man and progres in the instance.
Level 80 only. Accessible similar to other dungeons, without pre-events.
It’s meant to be elite content. All group-shared boons apply in 2000 range and affect up to 10 players, but their duration is 50% shorter. Doesn’t apply to boons applied by yourself to your character.
What can I say. These dungeons could be called „elite only”. Cooperative AI, most mechanically advanced. Think of mix of Domain of Anguish pre-nerf with hardcore raiding, add dynamic combat and multiply it by 2. Needles to mention, hardest possible PvE content in-game.
~Greatly varies. I’d say about 1,5h for best groups. Saveable progres.
Gems, gold, ascended equipment, Chance for precursors, unique account bound skins, unique achievements, titles and specific dungeon armor/weapons acquired by tokens at the end of the dungeon (!). If done with at least 50% of the group being represented guild members, boosting influence and providing extras, like free banners, upgrades, bank money.
Multiple trophies/upgrades for home instance and future guild halls.
Story of these dungeons would be important. Elite Missions themselves wouldn’t be a part of main plot, but branches of that, side-stories with most dangerous enemies of Tyria.
Sometimes knowledge of lore could be required to complete Missions.
Part VI: Journal
It’s a mini, hand-wiki for the player. I feel that it’s very needed, especially for new players and returning ones. Not only it summarizes the basic game aspects and definitions, but is also a:
-Lorebook
-Bestiary
-Calendar/Organizer
-Personal Story summary with possible access to at least most important content/cutscenes with a click
-Living Story summary with possible access to at least most important content/cutscenes with a click
It’s your personal journal. Only Personal Story is character-bound, everything else is account-wide. It evloves with your gameplay.
You’ve finished some dungeon? Cool, you get short summary of it with a graphic and some text.
You’ve encountered new monster? You get short, new descreption about new mob
You’ve explored new zone? Something about it goes to your Journal
It’s everything you need for the game and to pic kup the game again and not get lost. If you have missed some parts of the Living World and want to get some knowledge, visit Bards, Storytellers in inns around.
It also includes Calendar, allowing you to set reminders of bosses coming up, what you want to do in the game and just generaly serves as a organizer
It should be easily accessible from UI.
Boss Instances need to be unlocked. It can be done via completing dungeons, personal story, living story, other progression like collecting keys or such.
Once unlocked, they’re always avalible with quick waypoints nearby.
Boss Instances are only avalible for players above level 70 (access to GM traits level)
As stated in “General” – Boss under all effects is very difficult, even for skilled groups. It recudes when you disable them, but he’s not trivial after that, he stays at the difficulty level of Lupicus, with various behaviours, attacks and active AI.
This is the main point of this dungeon type. It’s purely Time/Effort design. It can either take ~7-10 minutes if you are able to kill the boss with all it’s “advantages” or more if you decide to complete side quests. Each side quest shouldn’t take more than 5-7 minutes.
As said above, the design is Time/Effort. Your reward is a measure of group skill, it’s always the same (not inlcuding loot from mobs in side-quests though) loot at the end of the dungeon. The rewards may include various unique (both account-bound and tradeable) skins, materials or such, like Boss minipets. Potential for various Achievements in here.
Preferably plot “finishers” in here. Bigger versions of it could be the answer to main story fights like future Dragons or such. Not much of stand-alone story
Part IV: Fractals of the Mists
GeneralFractals of the Mists are already in game with their own systems and scalling. And I don’t want to change it, in general. But I want to add more story.
Everything except of Story stays the same
StoryI would really like to see more fractals with actual story of Tyria. Similar to Bonus Missions Pack from GW1, we could „unlock” story fractals and add them to rotation. They could be unlocked by literally anything Anet desires – Karma, reward items….
Some examples:
-„The Great Tsunami”
-„Fall of Abbadon”
-„The Arrival of Tengu”
-„The Creation of the Brand”
- Explorable Mode is a 80-only which means that AI you spot in here will use anything avalible, cooperate and fight dynamically with movement, focus – everything to kill your party. Tasks and mobs in the explorable area would differ when it comes to tactics, difficulty. The further from the entrace you venture, the harder it gets.
- It’s up to you and your group. You can go there just for 20 minutes, do something, get out and get your rewards or you can stay there, complete every task, find every chest and kill every mob and spend half a day ^^ Type of hardcore farm zone you can venture to any time you want.
- Area is not small, as are rewards. Since you’re grouped in 5 and mobs are not easy, loot tables are improved compared to Open World areas. There are specific “Zone drops” from bosses and chests/mobs, unique stuff that is mostly tradeable.
But the main reward comes from mentioned counter of your total points acquired during the dungeon. Your total amount of points have influence on amount and quality of rewards you get. That reward is acquired upon leaving the dungeon and it nicely prevents you from getting nothing if you DC or such.
Ending rewards include unique items, exotics, high-end materials, lootbags, tokens, trophies you can achieve for your Home Instance, gold.
Least important and visible in here of all dungeoning options. You could find it via exploring like maybe some side NPCs, memorial items or such.
Part III: Boss Instances
Don’t look at it as on raids. It’s not this type of content.
These are 5-man instances where your main goal is the boss in the centre room.
There’re no side-mobs, just maybe a pack before the boss room to warm-up. The dungeon finishes after you slay the boss and counts towards daily/monthly achievements.
Thw whole idea was inspired by one of GW1:Nightfall missions: http://guildwars.wikia.com/wiki/Rilohn_Refuge_%28mission%29
and the part about the pumps + great opportunity for skilled groups.
So we have that boss, standing in non-exploitable room (very important!), preferably oval. What’s the deal?
Boss itself has plethora of various abilities, buffs, debuffs and specifics, effects in it’s disposal. AI is programmed to dynamically change attacks, behaviours and randomize them during the fight, while most important are very telegraphed to prevent players from using one tactic and “learning” the fight, more likely encouraging them to stay focused on the boss.
But Boss itself, once you enter the dungeon has various, hardcore, overpowered (you call it) advantages. It may be tons of adds, permanent debuffs in the area, health regeneration, fast hard-hitting attacks, immunities or other very nasty things.
It’s still perfectly doable, though, but only for experts, best PvE players who are not only prepared in terms of gear, coordinated utilities and play, but also self and team skill, situational awarness, mechanics understanding and those who have mastered their professions
For more less extreme players, however, there are options to disable each of these specific “overpowered” advantages. From the corridor before Boss’ location, there are couple paths leading to various, rather quick tasks. Completing each of these disable particular said “advantages” of the boss.
Your group doesn’t have to disable them all. These “advantages” vary, so you can turn off only most problematic mechanics for your party, but you can disable them all.
Examples of “advantages” and their side quests:
a)Boss converts every boon into condition in the room every 3 seconds.
-Side-quest: Free some guy who can “purify” the room from the effect.
b)The boss is accompanied by numerous adds.
-Side quest: Obtain canoonballs to shot from the canoon and kill the adds
Hello there,
I have some ideas about future Dungeons development that I’d like to post here.
Now I won’t be talking about skipping, balancing, exploiting or need for build and gear diversity. I’m here to simply present you my vision how this part of PvE content could be developed, to, in my view, please almost everyone.
Only Story Mode Dungeons (Part I) are needed for “Dungeon Master” title
To start off, I decided to divide my look at the dungeons and proposal in 6 parts.
Part I: Story Dungeons
: Basic dungeons, focused on story-telling. Current Story Mode merged with the most important story-wise Explorable paths. Each Dungeon would have >2 bonus paths (like explorable now). Current paths which lack too much story should be given more of it.
: Accessible for everyone, in any group composition, pure fun. All Story Dungeons would be rescaled to match more variety of levels. Currently, there are no dungeons untill level 30 and in my opinion, it’s a mistake. Make basic Utilities all unlock (without elite, reserved for lvl 30) up to level 15 (5,10,15).
Rescale the dungeons so you can access first ones at level 15 (AC story probably). New “Bonus Paths” (Explorable previously) would unlock after completing the main story one after every couple of levels (Let’s take AC again. You complete the story at lvl 15, then the first path unlocks at 17, second at 20 and third on 23. Then on lvl 25 CM story unlocks etc. etc.).
That should give the better feeling of the “Living” world. You end the story and then you don’t abadon and forget about the dungeon, instead you frequently return there to complete various new tasks you’re called for.
: Rather easy, suited for newcomers, but providing some fun challange. Story dungeons should be designed to not only interest the player in the story, but also introduce them to PvE mechanics and dungeoning, provide some help. Players are accompanied by NPCs who frequently make suggestions, give advices and somehow explain the mechanics :
-NPC: “This ground looks very unsteady. We should better make sure we don’t fall” -> Tooltip pops out, informing the group that getting some stability or stunbreakers would be a good idea.
-NPC:“This guy seems big. He should be slow, we’re quicker, let’s strike him from behind!” -> Tooltip pops out, suggesting avoiding big telegraphed hits and striking on mob’s back, maybe equipping some swiftness for better mobility.
-NPC:“Hmm… See this aura around him? I bet it’s nasty, I wouldn’t risk touching it” ->Tooltip pops out, informing about possible projectile reflection/risky melee.
Players should be also taught about basic tactics of bosses, telegraphed attacks, usefulness of various utilities, movement or such. These things would help them greatly in future dungeoning.
~ 30 minutes up to 1 hour for newcomers.
- Good equipment box for current level, materials for crafting, special recipes, trophy/recognition in Home Instance. Major extra rewards for completing the Dungeon/Path on Hero’s Call
Most important among all dungeoning options, main focus
Part II – Explorable Dungeons
: This is a new form of the Dungeon. It’s exactly what you expect – the exploration. Remaining, less story related and important explorable paths are included in here. The whole area of the entire dungeon is open for all of you, no scripts. There are various Dynamic Events going on in the area (mentioned E.Paths are DEs activated by speaking with NPCs), lots of mobs, NPCs, Bosses. There are also Explorator’s Chests – chests that randomly spawn all over the dungeon. Some of them are guarded by mobs, some are in strange places, some need keys acquired by doing DEs, slaying specific mobs or such.
Tasks, outside of old explorables, mobs, bosses and chests are higly randomized in all explorable dungeons. Spawn locations, NPCs and even mob types differ on every enter
There’s also the counter, similar to one from Escape from Lion’s Arch Rescue counter.
Every mob slain, every chest found, every Boss slaughtered and every DE done give you certain amount of points. It’s something like a Vanquish from GW1
- Scaled for level 80. Accessible for a party with at least one member (“The Opener”), who has finished all Story in the dungeon (Bonus paths included).
You’re talking about zerg wellbomber. That’s not Power Necro. That’s basicly PvE build adapted as one-trick-pony to pvp because it does okay on point teamfights.
But that’s not PvP Power Necro.
Regarding Mace F1, I think it’s fine. It’s a little bit weaker in this meta because of S/D blinking thieves and massive amounts of stability, but …
It’s really fun to use. To land it you often have to bait various cooldowns, use tricks and plan ahead. It’s visible on non-asura so it has counterplay. If you’re good at it, you will make astonishing pressure and punish people hard way. If you suck, you will not land it at all. But when you finally get that 3.9s stun it feels so rewarding and crucial.
The problem with it, however is that Hambow is just easier and 300% more effective in teamfights + stacks might and has ton of passive condition pressure on point, cleansing thanks to broken LB burst.
They have pretty fun mechanics, to be honest. That charge destroys entire zerg balls spamming #1
Charr, sadly. Armor designers seem like they have no idea how to make armor for us, apart from some widely used Heavy armors (that’s why so many Charrs are Warriors and Guardians). To be honest, armor for Charr needs to be treated like separated project, because nobody wants to buy gemstore armor modeled for human model.
Apart from that, Charrs have most visible animations across the game, together with Norn.
And people like human females with anime names, probably the sole reason why they’re 50% of population.
Okay my turn, my Norn Ranger, Valhala…
First up, in her desert searching gear, in the sandstorm…
Second in her current gear, on ice…then returning to the desert…
And lastly, what can I say, “baby got back!”
Oops edited to add, she’s a member of an elite top secret unit of the Order of Whispers…don’t ask what unit, it wouldn’t be secret or elite if I told you.
It’s just serving to make the most viable Ranger spec (condition frostspotter) even more viable.
wat
Just because some character isn’t white knight goody-goody paladin of justice doesn’t mean that he’ll kill someone.
I believe Canach was sent to Fort Trinity either because Anise wants to know more about the pact (and one particular Sylvari warmaster) or she wanted to get rid of him for a while, since he turned out to be more intelligent than any other NPC in game and shred the ilussion of her true personality in no time.
Power necro, unlike condi necro, takes very little skill to use effectively. It is still flawed because it dies sooo easily. But the build takes no skill. Spam aoe, DS auto and lich. Really brainless. I have little experience on power necro but I can play it probably as well as anybody, even people who have played a ton of power necro. And this is because the build is so easy. I hope this build does not get buffed out right.
I played Dota 2 only for two hours, but I can play it probably as well as anybody, even people who have played a ton of Dota 2
That’s little, sad, You.
Why do you post the same thing over 2 forums ?
Either troll or you know nothing about Ranger, Jon Snow.
Condition Ranger gets might on AA, PvE sword gets boost, BM line gets one ASTONISHING trait (Intimidation T.) and Power will still suck in competitive play (unless you’re dedicated to play it and can do so).
I think that Asura come from skritt in a same way how human comes from hairy ape.
That was terrible.
Chris Metzen got people incredibly hyped another time and released a cinematic.
What interesting about Guild Wars 2? Idk, game is still rolling, but….
That clearly shows that they aren’t going to announce an expansion at least for next 24 months. Big shame. It was perfect opportunity to load up big cannon and fire some hidden trailer.
Two years ago, Guild Wars 2 was chosen as game of the Gamescon 2012. Now, people barely noticed it. Because why would they?
I use this. Swap couple armor pieces to reach 200% critical damage soft cap if you like.
I also tend to run Spectral Grasp instead of CB. Plague Form is there mostly for 1vX situations when you have to finish someone off.
Konig, you’re so brutal to our Living Story Writers….
brings popcorn,
points at Konig,
applauds,
;)
The problem is, you cannot simply reduce AoE damage pets take by 90% like in WoW. Because how would you classify cleave/splash? What about AoE condition applications?
Besides, Pets being nearly immune to AoE would mean that they could solo PvE AI which only does AoE/cleaving attacks.
I’ve come up with something more complicated, but perfectly doable instead some time ago:
1. Pets take 90% less damage and regenerate 1% (2% PvE) of their health every 2 seconds. All condition applied to pets are full-duration, although their damage is lowered by 90%. Movement-impairing conditions are of the same strenght, but reduced by 50% duration by default.
- Targeted * When Pet is set as Target for Player/NPC it looses it’s damage reduction and health regeneration, gaining undispellable debuff “Targeted” visible as a small red icon above Pet’s portrait. During the debuff, all condition damage done by targeting foe is regular damage.
Debuff lasts until the Pet is swapped, downed or distargeted.3. Left from the portrait, is the place for Boon/Condition/Debuff affecting your pet in form of regular icons.
I believe it could be the answer. It takes off the burden of pets dying from random AoE while also making it perfectly possible to kill them if that’s your wish.
Targeting required is some “no-no” but honestly, many attacks in this game require target already. So I think the game would be fine with one more.
I would like an option to replace all-human models with all-charr. Charrs do have the most visible animations, in my opinion.
The animations for commands/signets are very visible in particular (standing straight), Warrior’s skills, Thief’s.
I think that next week we’ll see skillbar for Elementalist and Guardian (two boon professions which excell at everything now) and then, in 3 weeks from today, Necromancers and Mesmers will be covered.
Hold your pants, there’s plenty of time to speculate.
http://gw2skills.net/editor/?fNAQNAV8XnEqQFL2LIuCCXLG4QoYFAvzik9md/uvQNPiuA-TpQOgAA7PAXGAA
This would be my version. You can also go with both Generosity and cleansing sigils&soldier runes to get quite nice sustained condition removal.
If Intimidation Training is left unchanged, I’ll use it in every single of my builds together with Hawk for permanent cripple.
Greatsword trait gives sustained Fury uptime for your Pet. Guard there is both for pet protection, stealth, but also for for permanent swiftness (crucial for any LB or BM build oriented around power and pet landing attacks) and minor regeneration.
Secondary pet is up for choice, but I’d choose one of cats. This would the the “burst” pet since felines don’t cast anything like swiftness once spawned and they instantly go far attack.
It’s uninteresting and not fun to play with.
Fun factor is very often poorly represented in many ideas and proposals. Sure, it may be even number balanced, but if the idea is not grabbing me and making to say “Oh, that’s amazing, I want more of that!”.
A button you can press once in a while, with no further depth and is fairly situational as profession mechanic. Sorry, it doesn’t grab me at all.
That’s why I’m all after expanding Necromancer’s, Ranger’s and Warrior’s mechanics, making them more intuitive, funnier to play with and less “yea, you can press that one button from time to time, but that doesn’t change anything really”.
Pet is Ranger’s mechanic. You won’t get rid of it.
Instead think what could be possibly done to expand the Pet mechanic, how to further bound Ranger with his Pet and how to solve exisiting Pet issues.
Guess you just want that legpiece for female toons
Too bad, try playing PvP next time.
Commander Tag is there for WvWvW. It should’ve been disabled in PvE long, long time ago.
I might add that the price won’t change much. People will still buy it and use as a vanity item.
Commander Tag progress should be done with successful actions, badges and WvWvW voting once a week/month.
Well, Smodur. The least boring out of all leaders.
Last? Jennah.
Sometimes you have to pay a price. I prefer robbing a rat than failing and getting nothing at all. World is cruel, sweet bear.
One can dream that instead of fixing kitten tooltips all the time, they will actually fix the animation delay.
I like looking at DS utilities as abilities which rely on consuming Life Force. So far, we have our offensive abilities for DS. Now it’s high time for defensive, group&self utility.
f1 = default offensive death shroud skills 1 – 5
f2 = defensive death shroud skills 1 – 5
f3 = group utility death shroud skills 1 – 5
f4 = self utility death shroud skilsl 1 – 5suddenly, necromancers will receive 15 extra death shroud skills to juggle around with.
of course, using one set will means locking out of the other 3 sets, unless exiting death shroud, wait for recharge time, then enter the other death shroud.i think i need to start a new topic for this …
Too much. We don’t need 4 different mechanics. One Shroud with 10 buttons is perfectly enough if designed well.
I like looking at DS utilities as abilities which rely on consuming Life Force. So far, we have our offensive abilities for DS. Now it’s high time for defensive, group&self utility.
No. 6-0 utility places HAVE to be reserved for future Death Shroud skill expanding.
Non-DS utility cooldowns should have their counters above the utility skill bar.
Having more skills added to DS is a huge power creep, one I hope never happens and realistically probably won’t.
I would say it opens way more possibilities and gives the depth to Necromancer. I’m sick of Life Force and DS being “uh, second health”. I want them to be useful. I want them to be managed. I want them to expand.
ANet could decapitate whole DE 2.0 (except from Frostbite) with a paper knife and just replace them with trio: Canach, Anise and Frostbite.
I would be grateful.
No. 6-0 utility places HAVE to be reserved for future Death Shroud skill expanding.
Non-DS utility cooldowns should have their counters above the utility skill bar.
I’d much rather like this set to be bounded with some achievements rather than track farming.
To OP: Track reward should be skin.
Tournament though, should be ascended armor version with skin applied.
(edited by Rym.1469)
It was a good laugh over a year ago for April 1st.
Now it’s microwaved potato.
Time to move on.
To be honest, there was a map of whole Tyria (as a planet) datamined a year or so ago. According to that, our exploration in Dry Top cannot be even 0.0001% of whole planet.
So I think that between 2045/2046 we’ll run out of Dragons&Leylines and eventually take care of some other threat.
One of polish fansites dedicated to GW2 made a post on facebook today that they’ve spoken with ArenaNet (they’ve already hosted give-away and similar events supported by ANet in the past) in form of interview.
https://www.facebook.com/gw2haven?fref=ts
Rough translation:
“We spoke to Arena today (We’ll have interview tomorrow) and they haven’t told much yet. There will be new PvP mode, but they haven’t mentioned PvE. Questioned about Warrior’s nerf – they laughed.”
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