Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
You know, more often than not we often remember the bad much more than the good. With all the diverse positions, problems, controversies and the like, everyone tends to miss…some of the nice stuff.
That being said, I think one, absolutely outstanding thing to come from this expansion that I believe no one has really any gripes about (at least I haven’t seen anything) is…well…
The Music.
Everything, absolutely everything from start to finish, ambient to combat, specific events to the state of the player’s plight in the jungle has been done so well, no one has really said otherwise. I hate to think of it like that, but when you think about it, the music really sets the tone, everywhere in the Magumma Jungle that it is frightening.
You barely notice it but it does give you the atmosphere at the time. Seriously folks just listen to it, even in the Tangled Depths! I actually can’t get most of it out of my mind even a month into it!
Outside of everything else that could possibly be involved, the Music is just…ideal.
Thank you.
There’s a bucket before each boss.
Each and every time the raid group fails, it fills a tiny bit.
After a set amount of wipes you can interact with it and the following text appears:
“Thank you. This bucket of your tears will be used to hydrate a quaggan.”
…In reality, Arenanet actually tracks how many buckets are filled and posts it on their numbers synopsis post for various things like they did with WvW.
I read this thread ages ago, I laughed.
The irony of it coming back and still being relevant makes me laugh and cry harder.
Thanks necro.
Quote from Swift.1930: A different size of guild hall for a different size of guild? With smaller services? That would make sense.
A different size of guild hall for a different size of guild? With smaller services? That would make sense.
Totally agree.
I third the motion.
I fourth the motion.
i fifth the motion.
Can I sixth?
Of course! Now we just need to start a petition and everyone can sign it.
Honestly, making a smaller series of maps that have their own independent costs/limit on decorations would be the absolute best solution for smaller guilds.
It’s probably the only solution that makes sense, and does not really impact large guilds aside from maybe those said large guilds wanting to reach a highest cap guild hall as soon as possible. I imagine though a time-gate would resolve that, plus with so many members you know the guildies would likely demand a larger guild even at the expense of the larger guild hall locking out certain functions until the upgrade is reached.
So… /signed.
Man that’s hardcore. OP is hardcore, step back everyone!
Snip
The problem is you’re just looking at the first encounter which doesn’t really require that high dps. However, on gorseval it’s completely different, you just need all the dps you can get. Ascended armour only is 2% difference, but if people are not willing to get the best gear, why would you take them over people on the same skill lvl with the best gear?
You wouldn’t be able to confirm the skill level in pick-up groups. So people just assume otherwise, which is bad. It fixates on a mentality for raiding that doesn’t do anyone any favors. The ‘best gear’ is behind a time-sink/gold sink, there’s no semblence of skill involved in making said gear.
If you want to really stretch it and see if they are putting in the effort to raid, see if the first thing said raider does is pop the correct food and utility buffs. That is probably a better indicator that the raider is serious about raiding than asking him to suit up full ascended, especially if he’s only been playing for a few months but has all the weapons and trinkets correct.
I like to believe I am asking for a reasonable mentality here, but perhaps I am wrong, so be it. Gorseval is definitely a DPS check to be certain, you got to squeeze out every last drop at key points during his channeling and keep up proper DPS uptime based on his position. But by that time, again you should have cleared out Vale Guardian and gotten a good idea where your DPS is at. If you killed Vale Guardian with over 60 seconds on the timer, you probably have enough DPS for Gorseval.
Hey guys, thanks for some of the responses here.
I might have been a bit unclear on some of my points, specifically the gear-check mentality and the ‘players giving up’ which both tie into the sort of large issues with Raiding in any MMO.
When I was referring to the gear-check mentality, I was referring to the toxicity about negligible stat differences. Sure, we can all make whatever groups we want, but does that really help us form a good Raiding Community in the long run? How does encouraging a false narrative about specific gear requirements help us cooperate? We all saw last week Boss kills with plenty of time on the boss timer, these kills might look smooth given the raiders managed to pull off a kill but all of us know that the more practice put in, the better you get. Those kill times are only going to get quicker now that the mechanics are fully worked out by those players. It means that with first-time kills with approximately a minute on average on the timer left, what is going to kill the raiders isn’t gear. It’s mechanics, that’s the important part. You would absolutely take someone in full exotics who won’t get killed halfway into a fight over someone in full ascended that does.
Thus the mentality of elitism behind ‘Ping full ascended armor or gtfo’ is just wrong, nor does it help those players willing to learn to raid and CAN do a very good job at it to do raiding! Wasabi did bring up a good point though, where would I draw the line?
Well, given the heavy mechanical nature behind the encounters we have seen thus far (and likely that is what drives GW2 raids in the future) the gear might be one of the last few things to look into. There is a noticeable DPS difference between someone using an Ascended Weapon versus another using an Exotic one, but the DPS difference between someone without ascended armor and someone with the armor is just too close to warrant outright stating ‘WE WIPED BECAUSE YOU HAD EXOTIC BERSERKER’S.’ You know when it might be their fault? Given everyone else was fully ascended, if the boss had nearly a tenth of a single percent left as the boss enraged and somehow immediately killed everyone then and there without given a few seconds to do more damage…that’s when you could validate that person’s gear. That’s how little Ascended Armor matters, that’s why I am going to point out to very naive and possibly bad players who think gear is greater than skill in a raid and shun them for it if they continue to harass raiders who aren’t dying to mechanics.
The player conceding portion I actually think should not be addressed by nerfing the content, I agree with Rising Dusk the difficulty is pretty spot on for Spirit Vale. I actually think a lot of people actually underestimated Arenanet, and that includes myself! How many of us were fearful that the content would be a breeze? This content didn’t come out of nowhere, we knew raids were coming, but I bet a lot of players were just not ready for the walls that appeared. I couldn’t be more happier that something like this came into being in GW2.
What possibly could have helped, in my eyes if I were some ‘full-of-himself’ newbie Raider might have been something like those ‘Hints’ you had at the beginning of GW2 that you would click and essentially Arenanet would give you a brief rundown of what to expect in a Raid. Maybe say something like:
‘You have entered a Raid Environment, the challenges ahead of you will be greater than anything you have faced before! Be prepared to die…a lot. Do not fret, persevere and you will be rewarded greatly for your efforts!’
It would be like a one-time thing, but it would ease new potential raiders into what would be the hardest content in GW2 by far without having their egos blown up too terribly.
Hey everyone.
So…been a week huh. Fancy that, Spirit Vale launched, we got our tastes in Raiding…and we have shared our opinions on the content thus far. That’s cool.
I want to keep this as concise as possible, but I feel like that might prove problematic. This is due to my own personal fairly expansive opinion on raiding in general, being a part of it from MMO to MMO. To see raiding come to GW2 has brought mixed emotions as I know quite well the benefits and downsides of it. Nevertheless I have been an outspoken advocate of raiding and its exclusive reward structure, but that’s not what I am here to talk about.
I want to talk with you my fellow players. Specifically, we are at a very important time for GW2, it’s future is being fleshed out by how the Expansion is being received by us. I could write a novel on the different opinions, positive and negative, about the expansion but that wouldn’t bear much in what I want to talk about. That, which is GW2 Raiding. It finally seems like the first iteration of how Raids work has come out, and interestingly enough, outside of the usual ‘This is just too hard’ or ‘Enrage timers need to be harder’ within the first week of players raiding the first Wing, overall the reception is quite positive! I couldn’t be happier with a great launch of sufficiently difficult and meaningful content if the rewards are specific to it! Great!
…But. I fear many things. Let me list some of them below and some details:
- I am afraid of a negligible gear-check, such as a Raid Leader absolutely requiring full ascended or gtfo. No compromise over whether you have that Vale Guardian Mini right next to you when you are running Exotic Armor with Ascended Weapons and Trinkets, but ill-informed elitism that bears no fruit and causes only strife. In fact, the ‘strictly armor’ difference in stats is so negligible that I might kick anyone in my raid that really gets on one person’s case for not having Armor, but all the right weapons, trinkets, build and strategy down. If you are going to throw out numbers, you gotta know where the line is folks…
- I am afraid of the potential of a gear treadmill, despite the fact that we shouldn’t ever see one. I really believe Raids can be made more or less difficult within the constraints of what we have now with numbers, using purely mechanics to achieve difficulty. There’s always this nagging feeling though, kind of like their vertical progression with Fractals and Agony. I have hope though that Mechanics in of itself can make up for a number difference.
- The prospect that Legendary Armor as its own mechanic function, won’t be available in a proper field outside of Raiding. I doubt they would miss it since they made two Legendary Backpieces in two different earn-able settings but you can never be sure. There’s a lot that isn’t off the table here…
- More importantly, I am fearful of players just…just conceding. This is actually my biggest concern. I can’t understand this mindset of seeing this wall in front, and outside of actual physical ailments, never going back to raid after just a single afternoon of attempts. It’s unfathomable that in a game where you progress originally through levels, through zones of different foes, through events of small or large magnitudes, that one isn’t entertained by the thought of slow but steady steps to overcoming a massive objective! It’s extremely likely I am just from a different generation of MMO gaming but it’s just aggravating to see players give up.
Am I wrong here? I don’t know if it’s hardcore to think that something like a Raid Wing would take a casual group a month or two to complete, or perhaps shorter/longer. Anyways, this was merely a vent, perhaps a bit too illogical for some people’s taste.
Go ahead, tear me apart or shake my hand. I am just curious about what you all think too.
Darn, this might take me a while to go through, but I dig the presentation a bit more than my thread dealing with the same subject matter more or less.
Really clever ideas too. Some of these like Second Wind I can see immediate play to help stabilize Warrior.
Wait guys, hold on.
Are…are you taking him seriously?
Why? This is the first wing of the raid. Arenanet isn’t tossing out the Legendary Armor just yet lol. This is them testing the waters, and they did a pretty nice job. Raid Timers are not the only measure of how a group can proceed you know.
Actually, my arguments are pretty pointless given a certain few guilds have tested other wings so we are likely to get what they got soon enough.
However, please understand that DPS timers are not the only factor in a good encounter, understand? Ala, please google Karazhan from World of Warcraft and you can catch some idea of really, really good design for raids.
Thanks! Also don’t feed Bacon, eat Bacon instead, its delicious!
Sorry about that, I got delayed due to other personal issues.
@Belarorn: You might be right. However, if that were the case, the appropriate measure would be to rework Adrenaline as a whole, which is as far as I assume to be, too embedded into the code of the game to work around. Can you imagine the balance changes if they decided to increase or decrease the number of ticks, or had Adrenaline operate off some other mechanic? It would be catastrophic.
@Danalcedo: I believe I made my point about off-hand axe viability, I believe if it were a viable build in say, WvW, we would see more play of it. The thing is, Warrior has far more access to weapons than any other profession which could be our advantage if certain weapons weren’t so completely useless. It would be A-OK if off-hand axe 5 for instance absolutely shreked zergs, given its natural disadvantages. As long as a weapon has a purpose, it will be used.
Defense
You can argue that the Defense Trait line should be about active or passive defense, but ultimately if you want this line to be taken you need some offense options that revolve around defensive measures. Weakness is a commonly used condition that does nothing to normal monsters that do a flat amount of damage without critting. Instead, make Weakness a means for Warrior to do more damage with a target under its effects. It’s also not likely to see a Warrior run this unless they can apply weakness (under a few certain weapons) but it gives them the option over Dogged March.
To be fair though, I think I can come up with a more clever mechanic about Armored Attack, but this was a bit delayed and Defense as a whole (without even touching CI’s Adrenaline on hit) is fairly OK.
Tactics will be the next sweep. Stay tuned!
Yea no lol.
Timer is there to ensure you have a certain amount of DPS.
What’s gonna kill ya is the mechanics, nice try.
The Majority, each carrying a different amount of skill, can overcome the wall given enough time and practice.
The only thing that holds you away from Raiding is what you want to do. If you are too intimidated to do the raid, that’s fine, you don’t have to go in there today, tomorrow or even the next few weeks. Everyone who goes into the raid and works on the Raid boss mechanics gets steadily better after each attempt, the playerbase as a whole gets better, progression gets smoother.
The raid’s difficulty will remain stagnant always (hopefully). How hard it really is, is determined by you. Welcome to Raiding majority, please enjoy.
My conclusions from this thread:
(1) Gun flame hitting for 20K in sPvP can and does happen.
(2) Some people just can’t admit they were wrong and use increasing long paragraphs to make it sound like they were right, despite concrete evidence to the contrary.
(3) This thread seems to be full of agitated people who play warrior who feel hard done by because they believe their class is unviable or unable to compete with the other elites. So any one who says anything not to their liking about the class is abused regardless whether what they say is true or not.
(4) The warrior class seems to attract some of the biggest egos and most unsavoury people in the GW2 PvP player base, which is quite an accomplishment.
(5) Some people think a 17-20K hit from a single skill (regardless of conditions required for it) is fine, while others do not. Common sense does not seem to be a factor.
(6) Some people believe they are warrior gurus and theory crafting geniuses but yet do not even know what their own class is capable of, but will keep posting nonsense to try and salvage what little is left of their credibility.
(7) Very likely someone will respond to this post exemplifying one or several of the points made above.
Ad honinem and Poisoning the Well, very nice!
Still waiting on you to apologize to the rest of us for an out of context Gunflame. I don’t really care for the other folks who disagreed with the original assertion about the 20k Gunflame initially and they can do whatever they want in form of an apology, or not apologizing.
But you haven’t been intellectually honest have you?
Mes thinks gun flame is a bit broken with 20K hits don’t you think.
Since no one believes these statements without a pic, find it below. If anyone is wondering why I got hit twice by this, it is because the first one downed me (I usually have 21K health) and 2nd one was when I was downed. Note: the player who did this then started to boast how good he was.
Here’s your original post. Bottom line of the post: gunflame is broken. We then went on to tell you those numbers weren’t possible because we have never produced them with builds that are even remotely viable.
Then we did a little bit of theorycrafting, and changed our stance. It might be possible with builds fully specced for damage. So I went ahead and tested it and got a 17k gunflame with an extremely gimmicky build.
Surprisingly, some other warrior 1ups me with a 19k gunflame. But how did he do it?
-> went zerker ammy
-> went scholar runes
-> changed all utilities for the sake of granting might and inflicting vuln
-> popped all of them, including heal, for 22 might stacks and 10 vuln
-> had to build up adrenaline on other target golems
-> had to waste a dodge roll for that 10% damage
-> had to do it 6 or 7 timesThen presto, 19k gunflame. Still think it’s broken? We won’t try to convince you then. It’s like trying to convince an anti-vaxxer, i’m talking to a brick wall.
Tldr; gunflame isnt broken, to land a 20k hit you need the stars and planets to align.
I don’t know the OP, but the opening post is not inflammatory and basically provides actual evidence of a ranged attack hitting for 20K (twice), and asks the appropriate question “is something off here?”.
In return you guys have been totally rude (to put it mildly), claimed everything he said was false, impossible, etc. Well it turns out that you were the ones with no clue, even of the capabilities of your own class.
Anyway my question is w..tf is a 20k ranged attack doing in spvp? What is the range on that thing, is it the same as kill shot’s 1500?
No, you don’t understand. You can easily tell from even the title what kind of stance the OP is making here, he is giving off the impression that 20k Gunflames are common, in which they aren’t. He’s arguing for a nerf on something that doesn’t need a nerf. Everyone here knows the conditions that would have to be involved to have a 20k Gunflame go off, it’s utterly ridiculous to complain about it, you would have a better chance getting struck by lightning in your own house than see a 20k Gunflame land in any competitive SPvP environment. The OP should play the lottery.
The general statements against the OP are pretty ignorant. By and large most of this community is probably too young to remember what it was like to play games like EQ in 1999. In that era everything the OP is writing about actually was the mainstay experience of the MMO.
That being said when we see posts like this we ought to understand them as Orwellian Concerns. That is, you’re being told here there’s a real danger that:
- Raids have the potential to turn this game into a gear-treadmill
- Legendary armor may only come from raids making an elite class of players that firmly divide the game between the ‘have’ and ‘have nots’: something that per-dominates all other MMOs, but which Guild Wars 2 was known for not involving itself with.These two small factors in the concerns which the OP is trying to voice leave good reason to watch very carefully where this goes. Already we’re seeing the injection in a item acquisition through trophies which are actually the same old mechanic as Dragon Kill Points (DKP) that in newer MMOs and later years of WoW are various types of tokens.
This is called an “edge” or “ledge”. If we tip a bit further into this the firm divide between those with Legendary Armor and allowed access to it isn’t going to be about how good you are as a player, but simply how old you are. If you’re above 21 you may want to seriously consider these concerns because you’re going to have a job, a family, and college that will be eating up your time. 6 hours a night to be jerked around with a raid to have a chance at Legendary Component 6 of 19 should really be taken for what it is: the end of your access to Guild Wars 2.
Why? Because once it becomes pre-supposed that a sufficient minority of the population has Legendary Gear that the Devs can swap over to making Legendary armor the new required armor to play every one of us that doesn’t have it which is all of us at the moment are out. We’re not longer the company’s demographic.
So, despite how you might thing “oh they’d never do that” keep in mind this has been the only game design running since the very first MMO.
I actually appreciate pointing out the concerns in this manner. I personally could understand the concerns of players who might see things in a different light, and of course it is natural for them to respond in such a manner to prevent what they perceive as a possible outcome in the direction GW2 is going.
However I do not think anyone, even the players fully enjoying the content that many cannot get into easily, want those Orwellian Concerns to come to fruition either.
If I may, I vastly support what has come out with HoT in terms of difficulty and content, albeit there are some changes…that could have been handled far better. I however do not want a Gear Treadmill, I don’t believe in a gear treadmill, there should never be a gear treadmill. I know an overwhelming amount of us do not want to have our gear invalidated by something above ascended, and I want to believe contrary to what some individuals are thinking is that Arenanet knows this as well, and never adds to Vertical Progression ever again. It would be a terrible betrayal.
The Legendary Armor argument I have strongly opposed as well, and although I don’t have proof in my previous argument against the Gear Treadmill that Arenanet won’t go back on their word, the Legendary Armor discussion can be relieved a bit just because Legendary Backpieces can exist in two different mediums. The fact that there was not just one source for a Legendary Backpiece indicates to me that the possibility of Legendary Armor being obtainable by more than just raids is high as well, my rationale why Legendary Armor is in this Raid right now, is purely to promote the first ever Raid of GW2. It is a terrific carrot for content worthy of players who perform excellently in PvE content. It’s an appropriate award, but I do not think Raid content will be the only content in the future with the Armor, that would disappoint me.
So a 20K ranged attack is possible, like the OP said. Do you think all the people who have laid on the hate and derided the OP will apologize?
I doubt it. I simply posted what happened and I been called a liar, a troll, a noob, L2P, trying to deceive (i.e. taking the screen shot from a beta), abused in game by two people (reported btw), among the other vitriol.
But if anyone wants to publicly apologize they can and I will accept it.
Thanks to SchmendrickTheMagician and Ross Biddle’s discernment for showing it is possible.
Oh that’s fine, I don’t think it would be too wrong for people to apologize in not believing you.
…But can you apologize for being disingenuous about the screenshot and painting all Gunflames as doing that much? Clearly there were very specific factors involved in recreating the numbers, that’s not even remotely a common occurrence for the skill yet you wanted to label it as such with just a screenshot and no context.
Thanks!
But it does mean that putting out a first expansion that turns away from casual players is a very questionable idea, at best.
Are you suggesting that the new maps and new story content are not casual? A marginal increase in general PvE difficulty doesn’t scare away the casual players; there’s tons of new content for them.
Are you suggesting that a two-hour cycle, zone-wide meta event with above average difficulty and requiring multiple points of coordination is casual? Or Hero Challenges with champions on timers?
Given that these cycles are being completed by players just tagging up after learning the strategies and figuring out how breakbars work, just because it is a great way to earn experience? Yes, the content in HoT became the new casual. That’s a good thing, that was the intent.
There was a lot of resistance early on, but people are catching onto the content and doing better with each time they make a mistake and remedy it, that’s healthy and natural. It’s much better than releasing ‘the same-old’ and bleeding out veterans who want something more.
Noooooman, don’t waste your time explaining.
It’s whatever. It’s not like Warrior is going to get any love anyways at this time. We’ve been objecting for months for some help on critical warrior issues and no response.
So the least I can do now is to make us even less useful by giving away the trick behind stopping Gunflame, in the hopes that Warrior will reach such a low they might decide to help us out.
How to beat Gunflame:
Upon engagement, if at any point the Warrior Berserks, watch for the raised Rifle and either dodge or invuln. You can attempt to blind however if the Warrior popped Berserker Stance you won’t have a good time.
After avoiding the first Gunflame, apply pressure, watch for the tell on the next Gunflame in about 5-7 seconds, there will be a pause on the wind-up and a very small animation. You may dodge, maybe blind, possibly block, LoS or invuln this shot.
Again apply pressure, he will probably pop his defensive CD (Endure Pain?) to mitigate while waiting for the third Gunflame. THIS Gunflame is likely Unblockable, so either dodge, blind, LoS or invuln.
If the Warrior is good at adrenaline gain he will possibly have a fourth Gunflame to pop right as his Berserk wears off. He shouldn’t get this chance in the first place but in case you did give him the chance, blocking, blinding, LoS or invul are your options, its highly likely you don’t have a dodge at this point (Or you are a Daredevil, where you laugh at every single Gunflame to begin with).
If you wear out his Berserk, you win. If you dodge two of his Gunflames, you probably have killed him if you are glass whatever. If you interrupt his Gunflame, well he’s screwed.
A Special Note:
- Unblockable is the thing that gets people, because it is not only not blockable, as it is a ranged attack Gunflame becomes unreflectable either! If you are a spinning thief, don’t think I won’t pop Sig Might to a Gunflame and melt you. This is extremely common to see, don’t fall for it! Unblockable will typically come from those Signet of Might Berserkers, probably from the first and second Gunflames, as well as when he manages to drop you below 50% at any point courtesy of Signet Mastery.
Now stop being bad and getting nuked. If the Berserker is blowing you up for your life, he likely popped it all, you could easily get away and come back to kill him as he lacks certain utilities.
Hey guys,
I have done lots of raiding in the past in a variety of games including EQ, EQ2, WoW, Rift, and Destiny and just wanted to comment about the new raid. Wall of text incoming.
First of, it’s great to have actually challenging content. I went with my guild expecting not to be able to down the Vale Guardian as we had an interesting group composition: 1 Ele, 2 Tempest, 1 Chrono, 1 Condi Reaper, 1 Druid, 2 Warrior, 1 Engi, 1 Necro. We ended up making it to the 3rd phase where we missed getting in the green circles and with our timer around 1:00. The mechanics to get there were very well done and though out. It made you really think and consider your positioning throughout the fight while trying to do damage to the boss. Once he split, we didn’t have enough condi to get the red guardian down quickly.
This leads me into thinking about past raids I’ve done and how they worked with progression. Guild Wars 2 doesn’t have a gear grind which I really like, but I feel it changes how GW2 raids are from other games. The first boss of a raid is typically an entry into mechanics and making sure your team can work well together. You don’t necessarily need the best gear, but you need to nail the mechanics (most of them at least). These usually are a relatively easy kill and a beginning to the gear progression so that when you face them after you have the raid on farm, they’re not as difficult as before. This helps give the feeling of progression in the raid that you can kill the 1st boss with relative ease because you not only know the mechanics better, but have gear to do more DPS. GW2 raids will never be able to have this as there is no gear grind. The only way that this could potentially happen is if they introduced Masteries which helped with certain bosses. I’m not necessarily in favor of this, but it makes it hard to repeat this first boss with other groups that need to learn the mechanics still.
This feeds into my biggest issue with the first boss, the enrage timer. Why the hell is there an enrage timer on the first boss of the raid that it’s mechanics have enough power to wiped you anyways. This shows the glass meta is still existent with the addition of a tank and a couple of healers. I understand you could load up on tank gear and grind it out, but if you do that, you have to deal with the mechanics for longer. Dungeons/Fractals never needed to have glass builds, they just sped up the content. There is no possibility for face tanking with the need to kill when the boss splits and go into the green circles, so I see little reason this timer needs to exist. GW2 has achievements for beating a boss within a time duration so add this as one of the achievements instead.
Finally, I think the stat system in GW2 promotes the idea of a glass build compared with other games. In Rift, you could be a Mage and know you’re going to be outside the thick of things and build yourself to have good Int + Crit Chance gear, but still be relatively fragile. In GW2, you don’t have a stat for your class which promotes the same idea as other games to build for Max DPS to do more damage. The problem in GW2, there is a Max DPS for any class that isn’t the same for every class which I think really hurts certain classes. If the enrage timer exists, this should not punish people to play the class they want to even if their class can’t do Max DPS.
I think there are a lot of good things going for raids, but I definitely think there need to be changes. I understand this isn’t content that’s supposed to be easy and I do enjoy the challenge. I don’t enjoy the fact that we have to play certain builds or classes to complete just the first boss.
TL;DR: Raids present an awesome challenge, but don’t provide the build diversity we were told
Going to hit your first point about the Vale Guardian and its enrage timer. The mechanics…if there were not an enrage timer, could nullified fairly easily. Consider the outgoing damage outside of the green circle for a moment, even with most of the group running full glass cannon power or condition, the raid damage is capable of being healed through by one dedicated healer and whatever passive heals or mitigations each raider has. The red orbs would be negligible, the blue teleports would only delay, and the green circle could be absorbed with less people than the normal, and even if a circle were missed the higher vitality members of the group could easily avoid being downed just through sheer health (I believe the damage is about 20k to everyone if no one hits the lightning).
That only leaves the ambient rotating damage floor and well, the boss cleave, again these would be mitigated by health and toughness. People would bring either condition damage, or power, and that’s it. It would take much longer, but it would be a guaranteed kill and people will stick around for 20 minutes for something absolute rather than risk an 8 minute fight for potential multiple wipes. For Vale Guardian, the timer is actually what makes the encounter difficult, since you need to have a certain level of DPS, and pull off the mechanics properly rather than ignore them. In fact I would argue the execution of mechanics is definitely superior to the damage, a few ‘Not quite full ascended’ groups have done the encounter already.
Which ties into your second point, which I cannot say either way on. I suppose the best way to determine if you are right about the DPS on different professions would be to do a Vale Guardian attempt with the lowest power and condition damage profession builds, and do a perfect mechanical run to see if it is possible. But the big thing to take away is that most of what we are seeing with these raid groups and recruiting for them is just the playerbase being discriminatory. I think the fault is more on the players than the encounter. Lastly, we have to be careful if we start thinking about the least optimal profession build for a certain role in an encounter. If we start balancing towards the lowest denominator, everything above that line will be viable if not overpowered for the encounter, thus diminishing its difficulty.
Oh my god! You are so right! How can I be so blind?!
Beat me to it, so Lee Sin right now.
Outside the ‘other news’ today, Raids are well-received by everyone I have talked to.
…Though its getting kinda annoying hearing ‘THIS IS FUN’ 10x over from 6 different people. Man people were starved for content…
Upon public release of our first raid wing today, DnT decided to go against the spirit of our relationship by promoting the speed with which they completed the raid wing without ensuring that those reading their comments were fully aware of the fact that they had been given early access.
I’m sorry, but did I just read that arena net is salty, because DnT showed the community that they could finish the raid quickly?
This is hilarious, both the fact that this is a problem at all, and specifically if you did not want someone to finish the raid quickly, why would you not change the design, to make that harder or impossible?
I’m not sure what I will make of this official statement, but truth be told it makes it seem like the issue here is arena nets design process and not a fault of DnT.
I am not sure you can read properly. ANet is mad because of the #First nonsense and DnT pretending the content was so easy for them WITHOUT mentioning that they had a month of play on it. That’s like a Dev posting #First and pretending it was super simple even though they programmed it.
DnT probably wishes they didnt give out all that salt, they sure are rolling in it now.
How dense are you if you compare DnTs early access raiding with others that starting to raid just now after the official release. There should be no confusion, and I seriously wonder how on earth it could be interpreted in any different way than DnT had early access and managed to kill it(regardless how fast it is), and others starting now.
It seems like people just have an axe to grind versus DnT. Just for the record, no I’m not a DnT fanboy, yes I do agree that sometimes some people from DnT come off as kitteny, but comparing to other americans, it seem to be more normal to act this way “over there”. Law of Jante is not so common other places than in scandinavia, which I’m accustomed to.
It’s as izari said above, DnT’s behavior (which is extremely likely only a few certain individuals) after the release of the raids was not in good faith. They showed a certain amount of deceit in their kills that leaves a bad taste for everyone involved. Sure, there’s a lot of unjustified DnT haters out there, but this is like taking a conceded win and not just gloating, but laughing, insulting, and jeering at everyone that isn’t you, the ‘winner’.
It would be poor sportsmanship if Raiding were a sport. So Arenanet has no obligations to continue the arrangements with them due to this.
Consolation? At least when later Raids release, DnT can truly go for #first and be legitimate, I doubt they will ever get an invitation to test for future content again in GW2.
It’s clear to me that you interpreted the DnT #first announcement as an attack and an insult to everyone else. I on the other hand intepreted it as said in a jokingly manner, you know with a grin on their face, as it was VERY clear from their point of view that everyone knew that they were in fact invited as testers for the raids.
The bad taste you have a feeling of now, should be from arena net singling and outright attacking testers of their game.
The fact that you classify the announcements from DnT as “deceit” is quite humorous, as it would imply DnT distorted the truth for the purpose of misleading the community, when it was already announced that they were testing the raid, which they “claimed” first for. How on earth can that be described as deceit, when we already knew they were testing it? Logic and reasoning, use it!
Oh my god! You are so right! How can I be so blind?!
I mean, between their special banner, public humility and respect towards Arenanet as their benefactor, you can see none of that was actually seriously insulting.
Sorry folks, the joke went over everyone’s heads! Thank you Grim for pointing it out.
Upon public release of our first raid wing today, DnT decided to go against the spirit of our relationship by promoting the speed with which they completed the raid wing without ensuring that those reading their comments were fully aware of the fact that they had been given early access.
I’m sorry, but did I just read that arena net is salty, because DnT showed the community that they could finish the raid quickly?
This is hilarious, both the fact that this is a problem at all, and specifically if you did not want someone to finish the raid quickly, why would you not change the design, to make that harder or impossible?
I’m not sure what I will make of this official statement, but truth be told it makes it seem like the issue here is arena nets design process and not a fault of DnT.
I am not sure you can read properly. ANet is mad because of the #First nonsense and DnT pretending the content was so easy for them WITHOUT mentioning that they had a month of play on it. That’s like a Dev posting #First and pretending it was super simple even though they programmed it.
DnT probably wishes they didnt give out all that salt, they sure are rolling in it now.
How dense are you if you compare DnTs early access raiding with others that starting to raid just now after the official release. There should be no confusion, and I seriously wonder how on earth it could be interpreted in any different way than DnT had early access and managed to kill it(regardless how fast it is), and others starting now.
It seems like people just have an axe to grind versus DnT. Just for the record, no I’m not a DnT fanboy, yes I do agree that sometimes some people from DnT come off as kitteny, but comparing to other americans, it seem to be more normal to act this way “over there”. Law of Jante is not so common other places than in scandinavia, which I’m accustomed to.
It’s as izari said above, DnT’s behavior (which is extremely likely only a few certain individuals) after the release of the raids was not in good faith. They showed a certain amount of deceit in their kills that leaves a bad taste for everyone involved. Sure, there’s a lot of unjustified DnT haters out there, but this is like taking a conceded win and not just gloating, but laughing, insulting, and jeering at everyone that isn’t you, the ‘winner’.
It would be poor sportsmanship if Raiding were a sport. So Arenanet has no obligations to continue the arrangements with them due to this.
Consolation? At least when later Raids release, DnT can truly go for #first and be legitimate, I doubt they will ever get an invitation to test for future content again in GW2.
Two attempts after joining a pug group that was just doing it for the experience, which means likely not optimal set-ups
50% after the 2nd attempt reaching timer, it is by no means easy and people were definitely getting thrown around a lot and many downs.
…and I love this raid for it so far. I don’t even care how long it takes! This wall is going down!
You know, when I made that [YOLO] Gunflame thread in the warrior forums, it was meant to be a fun gimmick for the Warrior that at least gave them an option in an SPvP team, as it does a pretty stellar job against complete nubs.
What I didn’t expect were tears. Bravo, I haven’t laughed so hard in a while.
I refuse to give up on this profession.
Arms
This is going to be gruesome. I don’t think I can keep this to a single post about this Specialization, it is worse imho than the Tactics line. Here goes.
“Opportunist grants 10 seconds of Fury if you apply a cripple, chill or immobilize to a target. ICD 10 Seconds.” That is profoundly better, self-fury uptime while you keep up cripples and immobilizes, and even chills if you inflict it somehow!
“Berserker’s Fury grants Adrenaline while in combat. While Dual-Wielding an off-hand mace, axe or sword, gain reduced damaging-condition duration on you based on your Adrenaline level. (Stage 0 – 0%/Stage 1 – 11%/Stage 2 – 22%/Stage 3 – 33%)” Off-hand builds need something specifically defensive in the Arms Tree. Notice the ‘damaging’ tag there, meaning this won’t stack with Dogged March, it will only cover the other conditions with specific weapon-setups. Bluntly, Arms will have your dual-wielding requirements filled now, or at least my attempt to make them a thing is here.
“Unsuspecting Foe will cripple (4 Seconds) a target critically hit by your Burst Skill. (ICD: 20 seconds)” Mull over that one, think of the synergy from this line and other lines. It seems a bit weak but its not if you are thinking along the same vein I am. Also the numbers can be tweaked, a 20 second ICD might be a bit high, also assume it only hits one target, might be broken if it could do up to 5.
____________________________________________________________________
Some things. Yes, I considered the ideal behind putting either of the Ranged Weapon traits in this line, but if I start going down that path, I will end up needing to get a whiteboard and some colored markers and start really bringing up the traits from scratch. It’s possible that moving traits around might be the real solution, but I rather just look at each line objectively, find out why it needs to fill its job right, and put some synergy between that line, other lines, other utilities, and improving current builds and opening up new ones. I could have gone really far and made Off-hands broken but I would rather not.
I’ll probably end up looking back at what I posted here tomorrow and revising, this took me longer than expected to comb through, not to mention a headache.
Going to attempt to keep this concise. We all know the underlying common issues with the Warrior right now, but I want to try a different approach. Without speaking about Fast Hands or Adrenaline on taking hits, the Warrior traits themselves can serve to be moved, altered, or changed completely to bring us back to viability, in PvP and even enhanced roles in the soon to be Raid Content. So here we go.
__________________________________________________________________
Strength
The Strength Specialization as a whole, fills many a former and current viable build for us. That doesn’t mean it doesn’t need work, so here are my suggestions and rationale.
Strength needs to be a bit more cohesive, it is probably the only decent line without too many practical issues, my suggestions for improving it other than Peak Performance revamp, are probably optional. I would really appreciate seeing our Physical Skills do more when traited other than a straight damage increase, which only really impacted Rampage and look how well that shook things up for? It did a decent job!
I have the rest of my thoughts on other Traitlines that I will be pushing out for the next few days, Arms and Tactics are going to be really rough to work with…telling you right now. Let me know what you think about my Strength Propositions.
Without Ascended Armor, just Ascended Weapons and Trinkets (obv catered to the stats you want to provide DPS-wise) the difference was a negligible 2% from fully ascended.
This is for one person. If everyone in the raid ran without ascended armor, in a perfect vacuum they would be 2% less efficient than a raid with full ascended. You can conclude each person not wearing ascended armor is affecting the raid group’s overall potential by 0.2%.
There haven’t been any raids since…very few and specific WoW Encounters that were tightly tuned to the point where one person being 2% less effective than the rest WIPED THE ENTIRE GROUP.
There is certainly no way Arenanet would tune these encounters to such a regard, it would be absurd and a failure. Given what we saw from the Raid beta, the chances you will absolutely need ascended armor on-top of your weapons and trinkets is even less so.
So essentially, it’s recommended and probably wise to get an Ascended Weapon and a couple of trinkets, but if you don’t get the Ascended Armor which many would say is where most of the cost for full ascended comes from it should never be a problem.
I’m gonna leave the image below, I love this build so much I made a second berserker lol.
Whether you think berserker is ok or terrible, I think we can all agree it is hilarious to make dragonhunters whine we’re OP. Yeah that person in map chat calling me out for my “no skill buid,” that was the enemy’s dragonhunter who died numerous times to me lol
Please link this to the SPvP forums.
Guarantee the thread will be popcorn-worthy.
…you just wanna see the world burn… dont you
No, then I would suggest Legendary Mordrem Flameriders.
Wouldn’t that be awesome? I mean, think about it.
Think there was a dev confirmation somewhere that TD map population cap is lower than expected and they were looking into it.
Right now, the DPS check is extremely harsh, I am all for challenging world content but its a little much in the Tangled Depths Meta.
The normal level 80 ones have like, 10k health tops.
They aren’t tanky, but they do have a single stunbreak so that might be why you think they get away from you often.
Don’t think the video was complaining so much as making light of what HoT is like.
I liked it a lot.
i like that u are being constructive and all and u did put thought into this and if they keep this bl then some of the changes would definitely make things easier, but
honestly. there is no fixing……
i really went to look for it and ways to make this map work. i got lost for 10 minutes at first, then finally found the commander. tried the laser even had to pve a keeplord down and it was stupid. like real pve …. the ai shrine thing does also not work as it pushes u off if u dont have the shrine= pve again. ther is an area where everyone is invisible and its all foggy…. i mean really in wvw ? after all the culling and everything anet came up with that glorious idea?!!?
facepalmgliding will just turn this map more into a pve joke and yes the wvw changes have ruined wvw atm for everyone. all maps empty and the new bl is just like everyone warned form the beta an absolute disaster!
fact is: THIS IS NOT A WVW MAP so u cant fix this…
Gimmicks and finding the paths on a map are one thing players can get used to. Do you think Bay made into a small shark bowl was engaging? Not really but we got used to it. I find a lot of the complaints stem from just not being able to navigate the map in an efficient manner, and that certain things make holding objectives almost trivial ala Laser Event.
If you want to get two sides to fight, you need to provide carrots for both sides. All sides could theoretically go full offense and balance the score out, that would be just fine as everyone is doing something that inevitably leads to fighting each side. But right now there’s no incentive to defend anything as the auto-upgrades take care of most of the work for us right now. If you want defenders on those walls, stopping your offense and providing a meaningful WvW experience, you need to make those large objectives harder to take, but harder to upgrade as well. You make all the original objectives from the old BLs close to what they were originally, and suddenly Desert BL fulfills what it’s intent was, a change in the terrain and environment but not the core.
So we have had a pretty fair amount of time diving into this map, and I believe we all can relate to the pros and cons on the map.
That being said, I want to post some…small suggestions for balancing the maps to facilitate meaningful objectives, creating fights often, and reduce the impact of killing mobs for an purpose. Here it comes:
These suggestions are cumulative. Faster OOC movements means less ‘boring’ travel on main roads, Keeps and Towers reach T1 quickly but remain at that stage for a long time unless defenders actually stop to get supply and yaks in. Attackers do NOT want these objectives to upgrade to T2 or worse, T3, and so they will try to take them out early on or delay them significantly with killing the camps for hours. Worst case scenario, a fully fortified keep or tower can be weakened more by the laser event, which will be a hot spot on a map filled with highly fortified objectives, and since there’s no needed NPC mobs to kill players only need to watch out for each other there.
How’s that all sound? Highly fortified objectives are a big deal once again, Dolyaks/camps have an improved role, the map becomes easier to move across with some perma-swiftness buff on main neutral roads, and there is a bit less mob killing in the middle, a major objective.
Give me your thoughts, I know there might be some issues with my ideas but I think I can cover those questions.
killing people who rez allies have never been so much fun
Spoken like a true Ranger !
Spoken like someone who has never played Warrior before, do you even know how good our cleave on downs is?
Gawd, infinity confirmed Mesmer or Thief. Clearly.
this build is absolutely for wussies
shame on warriors with rifle
go play ranger, enginner and others wussies class.another real warrior on the forums +1
Edit. My point of view is not myopic. I’m just a not a wuss like everyone else using rifle :P
It’s okay, it’s understandable that you can’t see the appeal of blowing up people.
Tell you what, let us know about how great Warrior is by playing all the other currently meta builds for Warrior against the other classes, and reflect on how bad you are right now since Warriors have been phased out of any competent play or role. Hope it makes you feel better calling Gunflame Berserkers ‘Wussies’ when you yourself are taking up the new job of being a literal dead-weight in any PvP setting.
What I am trying to say is, get good you baddie, pick up a rifle and blow the smithereens out of everyone as thanks for our current state in the game.
Sorry for the delay, I was turning some ambient critters in Gendarren into red mist.
I am quite aware of Valkyrie’s potential in the build given the auto-crits from Burst Precision, however you are trading away additional burst from Gunflame which could make the difference of downing someone immediately or having them stay alive and pop something nasty, AS well as pressure from your normal Rifle attacks. Volley is no joke if it consistently crits, sustained high damage is not something easily dodged and can trigger Signet Mastery’s Unblockable. The Precision is NEVER wasted, thanks to the trait ramping it all into raw Critical Damage.
Intelligence Sigil is problematic due to its ICD and weapon swap functionality, you stick to the rifle the same way a PS Warrior sticks to his Greatsword. The alternative Weapon-set a utility set, and ideally should be defensive and used in situations where things have hit the fan, such as a Glass thief getting the drop on you out of nowhere.
And yes, if things look rough and you somehow did flub up Gunflames Killshot is an option provided you can get enough Adrenaline (through popping a sudden Berserker Stance or other means) for the next Berserk. Killshot’s raw damage is slightly higher than Gunflame.
Let’s see, Larynx that’s hilarious, I dig it. Khael you give up auto-crits and free Unblockable for CI whose ‘taking hits grant Adrenaline’ won’t help out too much when you are full glass and gets hard countered by blind so often you won’t make those clears as much as you would think. Shield Mastery is nifty but not required, shield skills are on a really short CD now it’s not really necessary. Defy pain is the only redeeming quality I would see in that line, but giving up what Arms provides is just not an option for [YOLO].
Dristig gets it. That’s a [YOLO] if I seen one.
Pro-tip, keep Signet of Rage passive its adrenaline gains keep you well-fed.
Real Warriors don’t use wussy ranged weapons. Leave that to the Rangers….
We aren’t dealing with some peashooters here friend. Calling a Warrior’s Rifle a ‘wussy ranged weapon’ is tragically wrong.
Our greatswords cleave, our hammers crush…
Our Rifles blow @#$& up!
Seriously? Literally the most practical masteries like Bouncing Shrooms and Gliding with Updraft are gotten in a few days, or even a week.
People are creating their own grinds, slow down folks, appreciate the content a bit more!
no strength for extra damage boost?
No need, each gunflame does consistently high burst damage that forces a dodge or invul in most cases. Giving up either Arms ‘Auto-critting Gunflames + Free Unblockable on Signet Mastery’ or Discipline ‘Crack Shot for Piercing rounds and rifle reduction + Burst Mastery 7% damage increase on Burst and Adrenaline refund’ are not worth the Str GM. The minors in these two lines work a bit better for Rifle as well compared to Strength….
Simple answer? No.
Long answer? Definitely no, the only items in game that currently emulate the mere thought of a ‘grind’ would be the Legendary Precursors, but that was changed with the introduction of Precursor crafting which gives you not a grind but a journey.
It’s not a grind to play a game in a certain zone and do all sorts of activities there.
It is a grind if you make it one, there are no forced grinds in GW2. None, and it should stay like that. Getting the pieces of the Bladed Set by organizing your VB maps and doing activities there is not a grind. It would have been one if those Veteran Spiders were the only mobs in the whole zone that dropped Airship parts. That’s the difference.
Progression =/= Grind.
Are you a Warrior?
Do you have a Rifle?
Can you go Berserk?
If you meet all these requirements, then I greet you friend for you are on your way to the best build for the Warrior ever created. That’s right, you too can be awesome with the [YOLO] Gunflame build everyone secretly craves! If by any chance you are NOT a warrior, you can still be of assistance to those running this build by being cannon-fodder, thank you for your support.
“Wait Rifle for the Warrior sucks in general! The burst is the only redeeming thing about it and its easy to tell when its going off!”
Correction hypothetical questioner, the Rifle for the Warrior sucks if you aren’t a raging Berserker. When you are literally on fire due to how enraged you are, Killshot turns into Gunflame, and Gunflame is the best Burst ability now and forever. 99% of scientists agree, Gunflame changes you forever. …Oh right, you want to know the build huh? Certainly, here’s what you need to have:
- If you are a Gunflame Berserker, your stats are self-explained. All Berserker, for every non-Berserker piece on you I WILL personally find an ambient innocent rabbit in the open world and Gunflame it. You are a Berserker, JUST DO IT.
- A Rifle, and your preference on other weapon set. Unfortunately as much as I would say go double-rifle to pull off something from Contra, I have been informed duel-wielding Rifles would make some thieves really sad. It’s funny because we make for better Snipers than they are right now.
- Arms, Discipline, Berserker Trait lines. You want Signet Mastery, Burst Precision, Crack Shot, Destruction of the Empowered, Burst Mastery, Smash Brawler, Blood Reaction, and Eternal Champion. …Huh? Arms Major Master? Do you really care? Also Burst Precision and Eternal Champion will be explained shortly.
- Utilities? You want Signet of Might, Berserker Stance, and Signet of Rage, I don’t care what you use for the Healing Skill, or your other Utility…I guess Outrage might be nice maybe? Hell, find a way NOT to slot a healing or 3rd utility, you good.
Runes? You have Gunflame, it doesn’t matter. Go whatever. (In all seriousness aim for Ferocity, think of the numbers!)
Anyways you got all that? Good, time to explain how it works.
So with the set-up above, you have a certain amount of flexibility before and during combat on how to approach each fight. The neat thing about Gunflame in this build is that some of the normal counters against ranged attacks in general, won’t apply. Why? Because between Signet of Might and Signet Mastery, you got enough Unblockable to make Frontline Guardians go to SPvP and play Trapper DH instead. Blocking and Reflects will NOT work, meaning the foe has to deal with you by either Blinding you (As a warrior you should know how we all feel about Blind. Hence why Berserker stance is on the bar), Dodging, or popping invuln. Stealth isn’t quite a counter as your Gunflame channel follows them into stealth, which means you know where they are.
You probably noticed I incorporated Burst Precision, and are questioning why I am not running Sigil of Intelligence. Well that’s because you are going to popping at least Three Gunflame shots and at most Four if you time it right. To gain adrenaline you need to attack, thus wasting the Intelligence charges. In other words, Sigil of Flame and Sigil of Air are probably in that handy Rifle of yours.
Eternal Champion…is actually a means of ensuring no one interrupts your Gunflame with a single CC, they would have to stack it up quickly. An interrupted Gunflame is sad, like those PETA commercials with the animal shelter animals looking at you, especially that one white kitten- wait what. Sorry, about that.
Will you be weapon-swapping? Sure, Discipline has you covered, I run Sw/Sh and in the unlikely event your opponent outlasted all your Gunflames and Berserk, I dip, duck, dive and dodge. Get them with the next Berserk.
…I think that just about covers it, seriously go nuts, we actually got some nice buffs for the build today as well so seriously, start firing away.
Also, bonus points if you have The Predator, run Action Camera, and ‘tea-bag’ your dead enemies. Have fun with the best build ever!
My theory:
Chak are actually natural beings that thrive on ley-line energy. Good ol’ Primor likely clashed with their species and not necessary out of respect do some of the Destroyers look similar to them but just because they are so ‘practical’ in their potential for destruction does Prim make Destroyers off of them. Chak, being so attuned to Leyline energy not to mention their species is similar to a separate natural hive-mind, cannot have their drones corrupted, end up being what typical Destroyers are based on.
This might be a fairly distant assertion but I believe Primordus might actually like what his minions are capable of ‘destructive-wise’ moreso than any other Elder Dragon. Thusly his minions carry traits of Chak which although might be considered leeches of energy, as a suitable shape to bestow destructive power upon.
How’s that sound?
Well it’s not impossible folks, let’s get crackin’!
in Guild Wars 2: Heart of Thorns
Posted by: Sykper.6583
I might be the only one who thinks it is fitting.
Mordremoth doesn’t care for what you think of him, rather he knows he is all powerful. His form is what he perceives himself as, well-fed on the Ley Line and entirely comfortable with the current status quo of how the war is going up to the point where you killed him.
If he took a more menacing/dangerous looking form, it would indicate that he feels fearful and actually has to take you the Commander of the Pact seriously. Perhaps that same ego is what killed him in the end.
I am certain the devs read every forum, or at least glance at it. Given this insight, I know they are aware of the issues with Warriors. So, that raises a question to me then. Why do they continue to deny the baseline for Fast Hands? What measures are taken with this request that seem to make it difficult to do?
My fellow warriors, for the sake of balance, I ask of you, let’s converse on this and play with a little thought experiment then:
- Right now Warriors have Baseline Fast Hands. The replaced minor is nearly negligible given the current perks of Discipline.
Can you come up with a build that would be too strong given an inherent 5 second weapon swap over a 10 second weapon swap?
Let’s pretend it exists already, let’s find out what issues or benefits to every meta, PvE, WvW, or SPvP there is. Does Warriors having innate weapon swap reduction cause more problems or SOLVE problems?
Let’s give the devs this information right now.
I’ll lend my thoughts on certain builds tomorrow (starting with every Greatsword build) and continue forth.
At this point I have taken off the gloves, I am now quite kittened.
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