Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I wish Anet would give us explanations behind these changes rather than just giving vague promises and throwing the patch out. I can’t see how the new Body Shot is anything but useless. I at least want to know what they were thinking when they made the change.
Careful what you wish for.
You might get sucked into the void of emptiness never be seen again.
Torment
- This does damage every second (75% of bleeding) and double damage to foes that are moving (150% of bleeding). Stacks intensity.
(0.11 * Condition Damage + 32) per stack per second at level 80
If Condition Damage = 1, then Torment = 32.11/stack/sec (non-moving)
Torment = 64.22(?150%)/stack/sec (moving)
Bleeding
(0.05 * Condition Damage + 42.5) per stack per second at level 80
If Condition Damage = 1, then Bleeding = 42.55/stack/sec
So yeah, it’s just a Bleeding overflow.
Torment is basically a Bleeding overflow. Since the max stack of Bleed is 25 stacks, you can technically cause more “bleeding” through Torment.
It’s really a bad design though.
I was under the impression that sigil of intelligence only proc’s on one of sneak attack’s many shots, is it really that valuable or am I missing something here with that sigil and channelled skills?
Nah, you can Sigil however you want. Whatever works for you.
But during that time, I also have a Sigil of Air in off-hand.
The Crit Chance of the build is low compare to the full ‘serker, but it’s not insignificant without the Sigil of Int. If I remember correctly, I was around 33%-36% Crit chance that time.
New and Improved Lotus Poison: What’s the point?
Lotus Poison: Increased the weakness duration to 4 seconds, but it can only apply once every 20 seconds per target.
The only skill that applies [weakness] after the update is our underwater sneak attack with spear.
Whoop-di-dooo!!!
No trait that grants us access to weakness either.
So what’s the point? O.o?
I want my old Skale Venom back, thank you.
EDIT:
poison → weakness
(edited by Sir Vincent III.1286)
Death Blossom: This trait now costs 4 initiative.
Body Shot: Reduced the aftercast by .4 seconds. Decreased the vulnerability duration to 3 seconds. Increased to 10 stacks for vulnerability.
Pistol Whip: Decreased the time between the stun and the sword flurry.
Interesting, but meh.
Scorpion Wire: Decreased the aftercast by .2 seconds. Reduced the cooldown to 20 seconds.
I could use this.
Signet of Malice: Increased the base heal by 33% of the passive ability.
Bleh this is crap.
What it needs was to retain the passive effect after activation — but whatever.
Steal: Reduced the recharge to 35 seconds.
Hmm, did Anet just indirectly brought back Mug’s pre-nerf damage? — but now with added heal?
Larcenous Strike: Increased the initiative cost to 2.
Not surprise. Always thought it was too good in the first place.
But why Flanking Strike’s cost didn’t get reduced? sigh
Skale Venom: Replaced weakness with torment.
THIS-IS-LAME!!!
Who cares about the other venom skills that are not seeing play and let’s nerf the one seeing play so that all venom is in the same boat.
Grrrrrr!
Dancing Dagger: Reduced the initiative cost to 3.
Shadow Return (Infiltrator Strike Toggle): This skill is no longer a stun breaker.
Withdraw: The travel distance underwater has been cut in half to match the land distance.
WHO CARES?!
Lotus Poison: Increased the weakness duration to 4 seconds, but it can only apply once every 20 seconds per target.
What’s the point of this if they replaced weakness with Torment for Skale Venom?
Long Reach: This trait now increases the range of Steal to 1500 (up from 1200).
I can already hear the angry mobs armed with nerf bats rallying at the town center.
Ricochet: The chance to bounce for this trait has been increased from 25% to 50%.
Wow! Really? That angry mob is getting closer.
Sleight of Hand: In addition to dazing the player’s target, this trait now reduces the recharge of Steal by an additional 20%.
Angry mob getting closer and closer…
I guess abuse it while it last before the next major “balancing patch.”
But I can see Anet’s effort to emphasize that this profession is a Thief and not an Assassin. Kudos to whoever.
Since I’m a huge pervert.
The holographic pirate stripper from the new dungeon as a mini.
!http://i0.kym-cdn.com/photos/images/original/000/264/200/acb.jpg!
what are you on about? i never heard of or seen a holographic pirate stripper..
Why do you concern yourself about something you know nothing about?
Know about it first, then show your concern.
Curiousity has piqued my concern so there you have it. Now i request an answer :P
Well, to be honest…we’re just finishing our 3rd keg of rum…and our friend FInN.7219 said, “Since I’m a huge pervert. The holographic pirate stripper from the new dungeon as a mini.” in between hics.
Unless you chugged down the same amount of rum, you’ll always be the curious one.
Mmm, mmm, sure. Wiki also says that permanent hairstyle contracts drop from BL chests. Do they? No. I know what the wiki page says on magic find. Did the people writing this paragraph on magic find open dragon coffers, a relatively new type of RNG loot that requires no keys to open them? No. I did my part of the testing. You do yours. In the end, all people are interested in is getting a ticket. I’m describing the way in which I consistently received mine.
Did you even bother reading what the source of the information in the Wiki says about Magic Find? If you have, you wouldn’t have made that statement.
Besides, your experience is an isolated event that can easily be categorized as “lucky.”
I got my first Jade Ticket from Rich Coffers after opening 10 of them.
I was wearing my Exotic Berserker gears, no Magic Find, I have my Sword, Dagger, and 2 Pistols, Dancing in DR by Dwayna’s surrounded by other players opening fun boxes. It was midday on Saturday and I didn’t had breakfast yet. And I’m a Level 80 Thief, you need to be a Level 80 Thief, it’s important.
I say, I got the ticket because I didn’t have breakfast yet. Now buy your 10 Rich Coffers from the Gem store and do what I did, you’d get your ticket also.
That’s my experience, hope that helps.
Since I’m a huge pervert.
The holographic pirate stripper from the new dungeon as a mini.
!http://i0.kym-cdn.com/photos/images/original/000/264/200/acb.jpg!
what are you on about? i never heard of or seen a holographic pirate stripper..
Why do you concern yourself about something you know nothing about?
Know about it first, then show your concern.
Although I disagree with the OP about the Magic Find effect, I’m curious about the Population Factor simply because of the Dynamic Events effect that calculates the number of players within the effective area and influences the loot table. May or may not be related or true, but it’s worth testing.
Quaggan pirate?
You naughty boy.
It’s RNG. A dev awhile back even stated that MF only affects drops from mobs. If I stripped my character and danced, getting 5 tickets within the first 1k coffers wouldn’t mean that was why I got them.
People who don’t have an understanding of statistics try to rationalize what they feel are patterns. In several of the other million threads like this people have posted links to these fallacies.
Did you just open 10 thousand coffers, or did I? Don’t make such general statements so easily if you have not tested any of this yourself. Also, don’t invoke quasi official quotes made by others without providing a source. I don’t doubt that other people will have tested this, but I’d like to see how they tested it, and what their results were.
I did test this. While I did not expect to find a difference, I experienced a difference of night and day. My only hope is that it is correct, and that it will help others.
Wiki definition:
Magic Find is an attribute that increases a player’s chance to receive higher-quality loot from dead foes. Magic Find only affects loot dropped by foes, it does not affect any other source of loot
Link: http://wiki.guildwars2.com/wiki/Magic_find
Sources are provided there.
That’s always been true ever since and any other “findings” are just speculations.
What kind of gear would these two types of thieves use, since I doubt it was a full berserker thief?
My guess would be a combination of Valkyrie + ‘serker since that’s the combination I used to have for a while until I replaced my ’serkers with Knights.
The idea with this build is to pepper the target with Sneak Attack + Unload at a high crit damage rate. The Crit Chance in this build is low since the crit chance relies on the Superior Sigil of Intelligence.
Stealth -> “swap weapon” -> sneak attack -> unload -> repeat
Or
Stealth -> sneak attack -> “swap weapon” -> unload -> repeat
The condition damage is just a plus, but hitting for 6k-7k per Unload (vs heavy armor more dmg on light armor) is the key. The sneak attack usually serves as endurance drainer since in my experience, people like to dodge roll the sneak attack only to take a full Unload to the face (ok focus, stay with me here).
Since you’re a Ranger, you’re probably taking 5k-6k per Unload.
If you’re running a glass cannon, you would’ve been dead really fast taking maybe around 8k-10k per Unload.
Oh, feel free to interchange D/P with S/D — you will have the same result.
Quaggan#1 is using BooOoOOooo
Quaggan#2 is using BooOoOOoooBoth fight each other 1v1.
Quaggan#1 wins by over powering Quaggan#2BooOoOOooo is OP?
Did I do that correct?
Yup. That’s the logic behind all that is OP.
Thief #1 is using D/P
Thief #2 is using D/PBoth Thieves fight each other 1v1.
Thief #1 wins by over powering Thief #2.D/P is OP.
o_O
Oh, feel free to interchange D/P with S/D — you will have the same result.
The cinematics team really knocked it out of the park. The June team took some chances with the noir feel, writing style, and design and art choices. Honestly, I wasn’t sure how it would be received. Glad that some folks are “getting” the concept, as it’s not as common in fantasy MMOs.
This is a very artistic and original part of GW2. Who cares if it’s not common in fantasy MMOs? That’s what ORIGINALITY and CREATIVITY means that the common MMOs are missing.
Don’t second guess yourselves.
If you will follow what is common then your work will be compared and will always fall short.
Stay positive, original and creative. I personally don’t want to feel like playing the same game that I left for GW2.
The flow of the story is great and it feels that Anet somehow hired a professional movie director because the scenes are edited very well and the voice acting is light years better that the previous story — that’s for sure.
Kudos to the one who took charge of the director responsibility. Great job!
Thief #1 is using D/P
Thief #2 is using D/P
Both Thieves fight each other 1v1.
Thief #1 wins by over powering Thief #2.
D/P is OP.
Torment is nothing but a rehashed “Shameful Fear” from GW1.
I never used “Shameful Fear” in GW1 and I’m sure I will not going to be using this in GW2 — unless of course Anet forces me to take it by adding it to Traits and Skills that I’m currently using.
Oh come on! It’s an obvious fake. If not that then Anet forgot how to proofread.
EDIT:
Just to show some examples.Pain Response: This cooldown of this effect has been reduced from 45 seconds to 30.
Hard to Catch: The cooldown of this effect has been reduced from 60 seconds to 30.Corrosive Traps. This trait now 5 stacks of vulnerability for 8 seconds, up from 5.
See anything wrong?
Proofread? They’re supposed to be a leak. Meaning they’re probably not done. Why proofread something when it might still be subject to change?
You would have had a point if this is written down by hand, but this is typed written.
Besides, all unofficial changes are not written in this format. All information is stored in a database so that when they are ready for release, all they have to do is run a report on all items flagged ready.
If you think they keep track of change notes using notepad and word documents…then lol.
They probably do. Why do you think there’s so many changes forgotten and not mentioned in the changelogs? :p
Why would they use some very complex machinery when a simple notepad file is good enough?
Oh my.
You obviously have not managed people from different departments.
I’ll just leave it at that.
Oh come on! It’s an obvious fake. If not that then Anet forgot how to proofread.
EDIT:
Just to show some examples.Pain Response: This cooldown of this effect has been reduced from 45 seconds to 30.
Hard to Catch: The cooldown of this effect has been reduced from 60 seconds to 30.Corrosive Traps. This trait now 5 stacks of vulnerability for 8 seconds, up from 5.
See anything wrong?
Proofread? They’re supposed to be a leak. Meaning they’re probably not done. Why proofread something when it might still be subject to change?
You would have had a point if this is written down by hand, but this is typed written.
Besides, all unofficial changes are not written in this format. All information is stored in a database so that when they are ready for release, all they have to do is run a report on all items flagged ready.
If you think they keep track of change notes using notepad and word documents…then lol.
The problem is called “collision detection”. The procedure that handles that detection is based on a “hit box”. So, if you see a slope, it’s actually tiny little steps of stairs — or boxes. The only reason why you are seeing smooth surfaces is because your graphic settings is spoiling your eyes with high definition rendering.
Now, even if you write a good algorithm for teleportation, you will still face with the “hit box” problem when the environment hit box collides with your character hit box. The algorithm will only care about point A and point B. If the algorithm has to calculate for other points generated by the collision detection, then your teleportation will not be instantaneous and prone to be very buggy.
Imagine trying to teleport thru a cylindrical pillar, each box-y edges around that pillar will collide with your character hit box — that’s why we get the current faulty teleportation — it’s because of those rugged edges.
So you may ask why don’t they just make the cylindrical pillar have a square hit box. That is because you will run into problems where characters hits something that doesn’t exists — I’m sure you know all about “invisible walls”.
So how are we going to solve this issue?
The solution is simple and I’m wondering whey they have not done this from the very beginning. I mean they have the technology of manipulating the characters (tonics) so they have no excuse why this has not been implemented.
The solution to this is; shrink the character hit box while in transport.
Problem solved.
Oh come on! It’s an obvious fake. If not that then Anet forgot how to proofread.
EDIT:
Just to show some examples.
Pain Response: This cooldown of this effect has been reduced from 45 seconds to 30.
Hard to Catch: The cooldown of this effect has been reduced from 60 seconds to 30.Corrosive Traps. This trait now 5 stacks of vulnerability for 8 seconds, up from 5.
See anything wrong?
Which would solve 2 problems …
…and introduced several new problems;
1) The activation time on most venoms are instant cast, so in order to balance this, they will have to give each of them casting time like Basilisk Venom — and I will hate it.
2) The venoms needs fixing first. Making them more programmatically complicated is a waste of resources. Why use DV if Sword #2 is easily accessible? What situation will you ever use Ice Drake Venom? Why use Spider Venom if you can get poison free from DA traits and Shortbow? The only Venom I find useful, besides BV is Skale Venom (certain situations), which will become more valuable in the up coming patch — which is prefered to be triggered consecutively, thus it will not benefit from your proposition. They all need improvements first and foremost.
3) They’re still garbage even if they implement your changes. (see #2 for reasons).
4) Manually triggering each charge is cumbersome, that’s another action in addition to our current rotation. I hated Mantras for that very reason.
I rather have it function like Engineers kit where when activate, it stays active the whole time until we deactivate it. Then the trigger effect will function like Guardian’s Virtue of Justice where it procs every 3-5 attacks.
Is it mobility? No.
Is it auto-attack fix? No.
Is it a weapon set improvement (P/P)? No.
So why do we even care?
Looking at Anet’s track record, this new condition will simply introduce new bugs that will never get fixed.
Let’s fix the current bugs first, neh?
Typically warrior is the default choice, until you get bored and want to do something else more productive.
Warriors might have this and that but honestly, they are a boring profession.
Heavy Armor + Greatsword = typical, boring…what’s not typical is, how to down someone with Heavy Armor + Greatsword.
Guardian is still the better Soldier class and far more interesting. They make Heavy Armor + Greatsword look good and play better.
If you pick Warrior, the challenge is the fight within yourself not to fall asleep while playing. Usually the problem is that, players who plays Warrior dozes off then snaps out it finding themselves downed or dead. It will take a lot of patience and perseverance to play a Warrior and I hope you have the resolve because I don’t.
I think that has more to do like you were stun locked into place when you were using it and due to lag you couldn’t see it. That’s why you see the evade on the screen…
I’m not really sure it’s a bug though
The bug is that we can’t even jump back over a tiny pebble or a tiny bump on the ground. I can understand walls and slopes, but pebbles and bumps?
Why are we even colliding with those?
Is it? Well could be a combination of factors in play here.
Isn’t “a pebble” and “a bump” that factor that causes the bug? O.o?
What other factor are you talking about? In fact, a pebble or a bump shouldn’t even be a factor.
I think that has more to do like you were stun locked into place when you were using it and due to lag you couldn’t see it. That’s why you see the evade on the screen…
I’m not really sure it’s a bug though
The bug is that we can’t even jump back over a tiny pebble or a tiny bump on the ground. I can understand walls and slopes, but pebbles and bumps?
Why are we even colliding with those?
It’s in the Bugs thread already for 9months now;
https://forum-en.gw2archive.eu/forum/professions/thief/Bugs-and-Issues-Compilation/first#post123382
Stick with the Rifle and if you ever want a shield just equip a Tool Kit. Only get shield if you want to build bunker.
This is the reason why when I give advice is to perfect your stealth, shadowsteps, and dodges at low level so you won’t run into this problem.
But since you already made it to 80 without perfecting the basics, my suggestion is to buy Level 1 daggers, Level 1 armor pieces, and go to practice with Ettins in Queensdale. The reason why it’s best to practice with Ettins is because they like to reposition themselves and will help you to understand how to counter that.
Paper-Rock-Scissors
Mesmers beats Thieves, Thieves beats Warrior, and Warrior…um…you get the idea.
One warrior build that I hated was a Mace+Shield / Hammer….never tasted dirt that much before. I still beat him but it was humiliating.
[EDIT for clarity]
(edited by Sir Vincent III.1286)
Jeeze! 4 Pages?
in GW2, Thieves will kill you fully armored or not.
Pretty much this, thieves are OP, thanx for your contribution.
Pretty much this. Stupidity beyond repair. “thanx for your contribution”
Pistol is the only option for a single target ranged DPS. Shortbows are great dealing AoE damage and hitting multiple targets, but unless you are really good at shortbow, you’re better off with pistol for single target.
Unfortunately, both weapon’s #1 (auto-attack) are bugged — the fire rate is slower than stated and the projectiles travels really slow.
shortbow does way more single target dmg than pistol could ever dream of doing, and lets not even touch aoe lol. The problem with pistol is the auto attack is condition based but the main attack is power, making it mediocre as kitten. Idk how to feel about offhand pistol, the ini cost for that 1/4 second daze seems pretty high, the blind field destroys melee, but not so good without projectile finishers for ranged (unload + blind fields gonna suck ur ini dry quick)
Mind reading completely what I posted?
“…but unless you are really good at shortbow, you’re better off with pistol for single target.”
I never discounted those who use shortbows for single target damage.
When I mentioned single target, that’s what I meant, single target and none of those “oh kitten I over aggroed with my auto-attack and AoE LAWL”
I play both mesmer and thief. The best thing you can do to beat a mesmer is CnD his clones. Out stealth him. The mesmer is the one that’s usually at the back, the one that dodges, moves. That being said there are so many viable mesmer builds you really have to adjust your tactics depends on the one your are fighting.
Have you lost to a thief on your mesmer though?
lol good question!
I love it when Thieves are CnD-ing my clones :P
Jeeze! 4 Pages?
Seriously guys, stop feeding this troll. He failed to defend himself and he paid for it so let’s move on.
He has nothing more to add into the conversation other than his own fantasy that his heavy armor suppose to protect him when even looking back in history, a lot of heavily armored soldiers had died in battle not because of back stab damage, but due to exhaustion and dehydration.
So if this troll wants to use reality, then he should not play this game, because in GW2, Thieves will kill you fully armored or not.
Pistol is the only option for a single target ranged DPS. Shortbows are great dealing AoE damage and hitting multiple targets, but unless you are really good at shortbow, you’re better off with pistol for single target.
Unfortunately, both weapon’s #1 (auto-attack) are bugged — the fire rate is slower than stated and the projectiles travels really slow.
If stealth = shadow form then perma stealth = god mode.
I think the QQ would be even worse than now.
You got it wrong.
If stealth = shadow form, then shadow form will end if the Thief deals damage.
Not necessarily since they know where the Thief is going and they can time their skills properly and not waste them.
Most of the QQ are from those who feel stupid after burning all their AoE cooldowns only to find out that the Thief is not even there anymore.
If that’s not going to work, then something like Feign Neutrality would be nice to have.
What is a mesmer phatasm? Is it different from a clone?
I really don’t understand mesmer much and it’s about time I do.
Phantasms are clones that are tougher and do more damage, basically. They also can do special things.
An Illusion has 2 types: clone and phantasm. If the illusion is colored, it’s a clone. If it is purplist-pink, then it’s a phantasm.
Source: http://wiki.guildwars2.com/wiki/Illusion
The tooltip will get you confused but this is how the skills distinguishes them.
All we need is Shadow Form in place of stealth.
We’d have more invulnerability uptime then all the classes up together.
Huh?
When I fight a mesmer I normally curl up into a ball and spam /cry. I pretty much gave up on fighting them.
And before someone says, “L2P MESMER BEFORE YOU COMPLAIN”, I just want to say that I am not going to play mesmer until they get rid of those kitten pink butterflies.
A great way to learn how to play against classes is to find a guildie in your guild that plays that certain class
And then duel with him over and over. After every duel tell him what you think you did wrong, or how you didn’t get how he was able to do something.
Let him then tell you what he thinks you should’ve done at some key moments.Best is that the player you duel with is someone who has played several builds already. Sure he won’t be the pro in a certain build (or maybe he is, it depends), but you’ll learn the skills, the tell-signs and know how to react. After that put the knowledge into the field where a lot more variables count and you’ll have to pay more attention.
This is how I learned to fight against bunker engies and eles and that clone-zerg mesmer. Likewise this is how I taught my guildies to react against thieves, and most of them can survive a thief in 5v5. I don’t talk about zergs because there is a lot of chaos there.
This is actually the best way of learning, not how to fight a mesmer, but how to play your Thief well against a mesmer.
When my guild was still active, I used to use my guildie as guinea pigs to see how my build affects their build. Like, how much is the actual damage against a bunker. How fast can they heal my damage. Where would they go if they cloned or stealth. What is the farthest range of a Greatsword. How fast can I kill a Ranger Pet. Etc.
Once you have all these information, you’ll understand if you can beat a profession or not. Which weapon is more effective. Etc.
Two key things about a Mesmer though — if they are carrying either a Focus or a Staff, it’ll be a very long night for you.
(edited by Sir Vincent III.1286)
I hate rooting offensive skills. 100b should be ONE SWING that hits multiple times same goes with similar skills with other weapon set.
This is way easier to balance than having to guess how many of the swings actually hit while wondering if it will be OP if all swings hit. I mean come on Anet! Why are you making it hard for yourselves?
All we need is Shadow Form in place of stealth.
Like posted previously. Fighting a mesmer is about being patient. Let him use all his cooldowns while u stealth on his pets. Read his and his pets movements. When 1 pet come rushing at u, hes like to use illusionary leap = dodge. When he wields his greatsword and he puts one hand in the air u need to dodge the berserker. If he stealths, just stealth on the pets till he reappears.
I loled at all these suggestions.
Might as well say;
“If you see a Mesmer, put away your weapons and run. RUN LIKE A kitten!!!”"
They’re equally valuable.
I mean for reals? Trying to react to what a Mesmer would do is like trying to react to Mike Tyson’s uppercut. You’ll see it coming, but it will knock you out silly.
Iam not sure… but i think i have to be alive to have a chanse to use my skills ??
And when i played more tanky.. i got 3 hitted… 2 – 3 seconds fight.. max…
Carry a shield and you’ll last 5s.
The bottom line is, even if we are similarly geared and I am using my Warrior, I can still down you easy based on what you have posted so far.
What does that tells you?
Emoting /Laugh and taunting help you win when roaming 1v1 in wvw? From MY experience, I’ve noticed Thieves are the most who do this.
Earlier today I was on my Mesmer when a Thief tried to gank me but I was able to escape, he then used a /laugh emote. So I went back and fought him ’till he used SR, I focus pulled him out of it and preceded to burst him down, and I was able to down him. Right after that he tried to invite me to talk to him, but I was in no mood, so ya…
Ever think that the reason he’s laughing is because he’s happy and you get worked up and beat him to the ground just because you’re not in the mood?
Wow.
When I fight a mesmer I normally curl up into a ball and spam /cry. I pretty much gave up on fighting them.
And before someone says, “L2P MESMER BEFORE YOU COMPLAIN”, I just want to say that I am not going to play mesmer until they get rid of those kitten pink butterflies.
HAHAHA! I feel you man.
With all the confusion stacks while they beat you with a stick, that’s all you can really do.
But I usually hide in a corner before I /cry.
I saw a poff of smoke.. and then i was dead. looking at the target that killed me.
a Thief…
The only reason you died is because you ignored the Thief. You saw a puff of smoke and still continue on to finish off the Mesmer.
If you reacted by defending yourself, you wouldn’t have died — and you know it.
This is not about the Thief, even an Elemetalist or Necro, if ignored will kill you too.
This is, unless ANet has implemented an algorithm that prevents the same moa winning several times in a row, but by doing so, they would harm their own goal of making this a money sink. (Plus, data by reddit users confirms that the same moa can win several games in a row.)
How would it harm their goal? For every moa that wins, it gets broadcast in the map chat. So by implementing such algorithm, once the moa has been broadcast to have won 3 times in a row, the more likely that people will bet on the winning moa — then have the system sink all the money into a loss of that moa.
It’s a perfect system for the money sink goal.
Believing that each moa has a 20% chance of winning is also a Gambler’s Fallacy.
Watching the race closely shows that the 20% chance happens on the first half of the race, but towards the end, there’s a trigger that sends certain moa into overdrive and wins the race.
The horns are ugly on smaller characters. Only Norns and Charrs can appreciate this.
The design is bad, the size is bad, now the effect is bad too. Too much bad stuff.
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