Time is a river.
The door is ajar.
I haven’t really found a secure build I have just been testing ones i have found
What sort of play-style are you after then?
Anyhows, Knight (PWR/PRE/TOUGH) armour is always good, with accessories that boost Vitality.
1) 4 Attunements over 2 weapons would give you access to 40 weapon skills.
I think it’s more about sacrificing versatility of different weapon play-styles for versatility to have more skills, than making it more complex. If you want to mix the play-style up a bit, take a Conjure weapon.
If weapon-swapping caused all attunements to go into a cool-down so you couldn’t cycle ridiculously fast, I wouldn’t have a problem with it.
2) Mind me asking what build you run?
(edited by TheDaiBish.9735)
I’d like this too.
Not going to lie, I spent about 20 mins looking for it at launch.
Most of these are not original ideas, merely suggestions of existing mechanics that I feel would lend well to GW2, because of the positional awareness needed.
As it stands, the standard procedure for boss fights is zerg, and while some of the bosses have interesting mechanics, these can be overcome by either a) high DPS or b) waypoint zerging. Mechanics, I feel, aren’t given enough importance over giving bosses high-health and damage.
This post is to suggest and expand on a few mechanic types that could be implemented in the place of high boss damage and health:
Chaining / Linking
Where the player is ‘linked’ to another player[s], mob or structure, and depending on the proximity, will cause an effect:
Examples:
Timed, Proximity-Based
Somewhat similar to chaining, the player is hit with an effect, and x seconds later an effect triggers (think Incendiary Bonds.)
Examples:
On Skill Activation…
Effect triggers when a skill type is activated (who’d have thought?). A lot of the old Mesmer skills had this condition (Overload, Clumsiness, Mistrust).
Examples:
Environment Effects
Environmental Effects are effects that are applied over the area constantly, and can’t be dealt with in the normal way (condition removal, for example).
Examples:
IMHO, the suggestion shouldn’t be ‘make DE’s solo-able’, but ‘What can we do to give players incentive to go back to previous areas’.
I like the idea. Thumbs up to it.
I think you misunderstood him. i think he means a copy world , would work similar to WvW , but using the world map for battle ground.
And this is PvP … there is little lore sense in it completely. All about being in the mists … which is the excuse for … well anything Anet wants there.
Ahh, it’s entirely possible I did misunderstand. I thought he was talking about open-world PvP.
There’s just a few problems I could see with it:
1) All races are working together to defeat a bigger threat (aside from certain factions [Separatists, for example], which we don’t get to play). Not only that, the Norn respect the Charr (and likewise), and the Sylvari don’t really hate any of the other races. At what point would it make sense that they fight each other?
2) “Ideally races would be able to control any of the major cities”. So what about the PvE only players, if they wanted to access their own city?
I’d have nothing against this as long as there’s nothing to do with combat or encourage elitism, since the whole point of GW2 combat is to look at the battle, not the UI.
A parser that only shows your data and is only available in The Mists PvP lobby I’d consider acceptable (for theorycrafting), although an in-game function would be better for everyone.
Come up with 2:
“Ready Yourselves!” – 80 sec cooldown.
All abilities immediately reset their cool-downs, and you gain Protection for x seconds and Retaliation + Stability for y seconds. Attacks that had their cool downs reset have a z% increased cool-down.
Notes:
x will be larger than y
z will be between 10 and 25%
This shout can only affect up to 5 people
“We Will Avenge You!” – 100 sec cooldown.
All allies in the party gain WWAY for 20 secs. When a member of your party gets defeated, all remaining players gain b stacks of Might, c stacks of Fury, d seconds of Quickness and e% increased damage (that offsets the Quickness). This stacks.
Example:
- 1 defeated player grants 2 stacks of Might, 1 stack Fury, 1 sec of Quickness + 3% increased damage
- 2 defeated players grants 4 stacks of Might, 2 stack Fury, 2 sec of Quickness + 6% increased damage
- 3 defeated players grants 6 stacks of Might, 3 stack Fury, 3 sec of Quickness + 9% increased damage
- 4 defeated players grants 8 stacks of Might, 4 stack Fury, 4 sec of Quickness + 12% increased damage
If an ally / allies then kill an enemy, that defeated player(s) revives, and both the person who dealt the killing blow and the defeated player(s) lose WWAY.
This shout can only affect up to 5 people. WWAY buff can also affect defeated players, but if that player is already defeated, the buffs won’t apply.
There are books, but you read one and then what? There should be some kind of personal library that lists every book you have read and the contents of it. This list should also contain the name of every book you haven’t read, but not the location; you have to find it on your own, or consult the inevitable list that will appear on the web for the lazy people.
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We got a personal instance. Stick a library in there.
Dunno why they couldn’t have just put ‘I Will Avenge You!’ as the Elite shout.
So what, just patch the content in and be done? No offence, but you sound like a child complaining because someone can have something you can’t. This coming from someone who won’t be attending the event because l’m on 12 hour shifts Sat and Sun.
1) Do you have any statistics to back up most players won’t be able to attend the event?
2) Rather than being spiteful, I’d congratulate ANet for putting effort into the content delivery rather than just patching it in and being done with it.
Remember, ANet wanted to create a living, breathing world. And like any living world, you’ll have events you won’t be able to take part of, and that creates a sort of history that the players are a part of.
Right now the only PvP in GW2 is the sPvP where players are teleported to a world where everyone is max level and have all their skills turned on so that they can wack on eachother to their heart’s delight.
You forgot about WvW? :P
Anyway, don’t think it would work for one simple reason: the storyline and lore.
1) In the storyline, you’re fighting the enemies in which you propose we align with (Separists, Nightmare Court, Flame Leigon ect)
2) The whole storyline is based around the 5 races working together to defeat a threat much bigger than them (The Dragons).
3) Norn and Charr have no beef with each other (in fact, they respect each other), Sylvari don’t really hate anyone (more curious than anything), and Humans have enough enemies as it is, never mind picking new fights.
The problem is that even if it takes forever after maybe a year or so you will see hundreds of legendarys.
RNG prevents that to some extend.
Not saying that i think the system is good or bad just pointing that out.
We’ve already got quite a few Legendaries crafted 3 months into the game.
Rather than relying on pot-luck for drops, why couldn’t there a more creative way?
Why not that have spirits of craftsman / trader that you NEED to make the Gift / has a component you need is in a random place everyday / every 6 hours (and I’m talking well off of the beaten track)? Maybe there’s a certain time of the day he comes out (changing of course everyday so everyone has a chance to get to him)?
This way, as opposed to just crossing your fingers / grinding gold, you actually have to go on a hunt for the things you need.
But its really not. I guarantee, no matter how great a challenge is, someone will have done it within a week. Then the guides start coming out and suddenly, everyone has a precursor and 1) is on their way to making a legendary. Bam, suddenly, Legendarys are old news because everyone has them and now people are whining even more that there is nothing to work towards. 2) RNG eliminates players who dont want to go above and beyond to get their legendary. 3) In fact, the only problem I see is that the precursors arent soulbound, allowing people to buy them with daddys credit card.
1) Exactly. On their way. They wouldn’t have actually gotten the Legendary. They still have to get all of the other stuff as well.
2) What? ‘Above and beyond’ is repeatedly doing events / selling loot / buying gems and converting to get your pre-cursor?
As opposed to having to max the weapon master achievement for that particular weapon first? I have to collect 12 of a unique item exclusive to Monthly Achievements? Maybe 365 of a unique item exclusive to Daily Achievements? I have to complete all of the boss achievements first? Do all story mode dungeons? Jumping Puzzles? Unlock all skills? Lifetime Survivor Achievement?
There are ways of lengthening the process that allow players to make a steady progress without resorting to RNG.
3) Exactly. At the moment, there are only a small number of things that require you to actually play the game to get the Legendary:
Everything else can be made easier by just converting gems to gold. And considering that this isn’t going to change, you need to make the majority of the process require you to play the game, not the minority.
If so, you should have no problem getting the gold right? … yeah no, that’s not exactly right. But even then, it wouldn’t take gold to do any of that, it’d take effort. May as well refund everyone who has ever bought a legendary, no?
Challenge =/= spending lots of time doing something.
As it is, I have no problem making gold, but I’m not buying the anything yet, simply because I don’t want to get everything and then the only thing I’d be missing is the pre-cursor.
(edited by TheDaiBish.9735)
Because I have seen many people who like PK, and they like to kill PVE players.
In WVW we have only PVP players, they are all prepared to fight.
The grace of PK is killing people unprepared or busy, kill people while they are killing The Shatterer
And yet, what about those who don’t like PvP? You’d essentially be forcing that game type onto players who don’t want to PvP.
Remember, it’s only fun for the PKers. Some people just want to PvE.
PVE players who hate PK can choose a servers that has a great protection against PKs, servers where there are people who protect the borderlands to prevent PKs open and pass through the rift.
Which would mean even more people trying to get into the top-ranked WvW servers, since they’d offer the best protection.
Totally disagree with this suggestion.
As a PvE player, I’d be pretty annoyed (and that’s putting it politely) if I was trying to do my own thing then suddenly I got killed just for the amusement of someone.
(edited by TheDaiBish.9735)
The icy one is called “Jormag’s Breath,” pretty sure that constitutes a tie to a dragon.
It’s tied to the dragon Jormag because of the Sons of Svanir, who sort of revere Jormag, hence why it’s made of Corrupted Lodestones, as opposed to Glacial
Games need challenges, else they’ll get old sooner then later.
Except the only challenge for the per-cursors is the challenge to get gold.
Give me an epic quest where I got to craft my own pre-cursor by gathering rare materials from Champion mobs / Meta Events and then take them materials into the volcano at Mount Maelstrom to forge it, then quench it in the mystical iceberg at Frostgorge Sound.
Much more of a challenge that trying to gather gold, IMHO.
I like the Achievement Points as a currency idea, but not the time played one (why go through the trouble of implementing a new recording system when you could just implement content?). Along with:
Why stop at just swords?
Make craftable armour / weapon sets that require a unique component i.e. Primordial Armour and Weapons require Primordial Ember.
I’d love them to implement a ‘Template’ system like in GW. Activating it would set all of your skills and traits, as defined by the player.
For me personaly, I feel I have reach a plateu that, with my life restraints, I cannot overcome, so my interest is dwindling…
…However things in this game are just too far out of my personal reach and it is making me lose interest in the farming/chasing legendaries aspect, so why bother logging in on a daily basis when everything is out of my reach?
The key to this is patience.
Set yourself little goals that will end up as a big goal, as opposed to just focusing on the big goal.
Even if you do the Daily Achievement (which awards 4500 Karma as well now), go gather the Ori and Ancient nodes, do a few events to get some money and Karma.
They are still small steps in progress to achieving, say, a Legendary.
You might not get it now, but you will get there eventually.
I think Arenanet should make Guild Wars 2 completely solo able and multiplayer able for all and every content available. First reason is that this will make Arenanet stand out as being a soloable MMO. I have a close friend who I convinced to play Guild Wars 2 at the start, but now is not wanting to play because of everything being difficult playing solo. And I am starting to see that factor myself. I have a good sense of team play where as he is used to solo content.
It’s an MMO. And you think everything should be solo-able. That, to me, sounds like your standard RPG. Not an MMO.
OT:
First of all, kudo’s for the dramatic title.
Secondly, it’s hardly ANet’s fault that you play 8 hours a day. There is a limit to the content that can be pumped out, but I’m finding that I still have a lot that I want to achieve.
Third, more spacing. Was pretty hard to read.
1) You say the grouping tool is poor? Maybe so, but why not try to join an active PvE / WvW guild? Probably people online that would want to do dungeons / Dragon events ect.
2) So basically, you didn’t do the content because there wasn’t any shiny at the end of it…as opposed to, say, doing the holiday event stuff because it’s something to do? In my subjective view:
3) Problem with perma-banning bots. Not always are the accounts they use their own. Meaning that if someone gets their account back, that account goes live, and the botter just goes and hunts another account.
4) They’ve started adding random events (found the Skritt burglar yet?), and working on the loot tables.
5) The Live Devs are in game for balancing, mostly. Since the company only has a given amount of resources, constant live events are pretty hard to pull off (got to create the event, bug test, ect). However, they are doing events to open new content, as opposed to just patching them in and saying here you go. That, in my view, deserves some praise.
6) On Story Mode: Define ‘easy’. Many players have little problem with it, while many players struggle. Make it so the players who struggle have no problem, and the ones who don’t will just walk through the dungeon.
This is not to say that the game is flawless.
There are many more things that the team can do to increase the flavour of the content. I just think this post is a bit of an over-dramatisation.
Why? What purpose would this serve?
The reason they made WvW have both PvE and PvP elements was for those who wanted an ‘open world PvP’ experience.
Q: How do I acquire traits? Are there some traits that can only be “unlocked” after acquiring other traits first? Will trait acquisition be solo or will there be incentives for players to group together to help each other obtain more traits?
A: Traits are acquired through challenges that are specific to each profession. We don’t have traits that require other traits first. Traits are a way for you to develop your character, so it’s important that you be able to acquire them solo. With that being said, earning them certainly doesn’t have to be a solo activity and players are free to help each other as they see fit.
When I first heard about this, I was incredibly excited, and then disappointed when they removed it.
My proposal, similar to that with the skills, is that instead of just giving new Traits in updates (providing that they plan on adding new traits), is that we have to do these profession specific activities (an example they gave was a Warrior would fight a Greatsword Master to get a trait relating to the Greatsword, while an Ele would research ancient arcane tomes to get a Trait relating to their Arcane spells).
This could be done in a number of ways:
I feel this would bring another sort of character progression that isn’t dependent on gear or power creep (since Traits wouldn’t be any more powerful, but would function to personalise your build more).
Other ways of unlocking skins:
As long as they’re not stronger than the Elite skills in the game (i.e. they only offer a flashy / silly animation / effect. For example, Moa Morph changes to Quaggen Morph), then I wouldn’t be opposed to it.
So my suggestion: a really difficult quest/quest chain with a really awesome reward.
Regardless of the reward or quest content, I think MMO’s need to put epic quests like these back into the world, simply because the word ‘quest’ has been slapped on the most menial of tasks, and therefore given a bad rep (killing 10 rats, for example).
There’s nothing wrong with talking to or handing quests in, but make sure they’re actually quests first, and not a task / job / chore.
I did do a topic on Quests with a capital Q, but it’s been lost in the deluge of suggestions XD
Actually, it could sort of fit in, since Tessenjutsu (martial art of the war fan) was, in legend, taught by a tengu.
Not only that, does it have to be a martial weapon? Can’t it be an off-hand only weapon? Maybe a two-handed weapon, since some of the signalling war-fans were huge.
Can’t an Ele use it to summon massive firestorms, tempests and dust devils (making it a weapon that has a lot of control utility [knockbacks, blind ect]?). Maybe a Mesmer can use it to distract (daze, for example).
You must have posted this while I was in the middle of writing number 2 up XD
Yeah, I’d much prefer skill upgrades to a gear progression.
I saw your thread about upgrading skills and the idea is similar to mine indeed, except for the part of stacking upgrades, wich I don’t really agree.
Stacking goes against variety, because in the end you have all the upgrades anyway.
Yeah, it was more of a suggestion to go in tandem with unlocking and hunting new skills, as opposed to it being a stand-alone suggestion.
I just read your notes, and I can see your point, and I agree that choosing between an upgrade as opposed to stacking upgrades would allow for far more choice and customisation for your build and play style as opposed to just having that many upgrades at a time (since once you get to max there’s no improvement, whereas you can pick a new upgrade if you mix your playstyle).
There are quite a few books in the game (for example, in Orr, around the camps in the Straits, Malchor’s Leap and The Cursed Shore are books highlighting the lore of Orr. Also, around Ebonhawke, there are books highlighting how Gwen and Keiran founded the place) as well as other titbits (Pyre and Jora’s statues, for example). I feel the Story Mode cut-scenes do a good job at giving lore as well (absolutely love the AC cut-scene).
However, as someone who enjoys lore in games, I agree it’d be nice to have even more. Attach some lore to the Points of Interest (why are they Points of Interest isn’t always clear), attach lore to the Legendary weapons (why are they Legendary? I feel this would aid in making very individual creation processes for each Legendary as well: a story-driven process, unique to each weapon.).
Maybe even an Achievement to go along with finding out about different parts of Tyria / histories of races?
(edited by TheDaiBish.9735)
I made a suggestion about having a workstation that allows you to create your own custom armour and weapon skins from a pool of different parts (with unlock-able stuff in the cash shop) Skin Generator Idea
As for your other parts of the suggestion:
1) We already got upgrades that provide extra stats (Armour Runes + Sigil of Force / Accuracy).
Also, the problem with extra Sigil slots is how would you balance it? Dual-wielding player would get 4 (3 is you limited it to main-hand only) slots, whilst two-handers would get 2 slots.
2) We already got upgrades that can apply conditions (Sigil of Doom applies Poison on next attack after Weapon Swap, Sigil of Ice has x% chance on crit to apply Chill), as well as increase the durations of conditions.
Although it would be cool if these applied some sort of small particle effect. The only reason I could think of for them not is because of the potential to clash with other particle effects.
3) We had elemental damage in GW, but they removed it in this game (possibly because of their aim of not having required builds / play your way).
there not a korea company lol or japanese. there from USA
Totally unsure what this has to do with anything…
Can’t see it working, if it works anything like the example you showed, since the target player wouldn’t be able to react (NPC didn’t move in that video during them attacks).
If it was an incredibly flashy attack though (in terms of effects and animation), I wouldn’t say no.
in Suggestions
Posted by: TheDaiBish.9735
Not that I disagree with your suggestion, but how would you address that 1H weapons have less stats than 2H weapons (to make up for the dual-wielding part)?
GW2 already discriminates against those who enjoy the game but want a challenge. PvE, sPvP and WvW offer no challenge whatsoever atm.
That’s really not down to the game not having a gear progression. That’s down to the mechanics of the Dungeons and DE’s.
If the Dungeons were incredibly difficult, more-so than now, or the DE’s had more than one threat to them so you’re mind wasn’t on loot, but where you’d be most helpful, that could be a challenge, without the need for gear progression.
You must have posted this while I was in the middle of writing number 2 up XD
Yeah, I’d much prefer skill upgrades to a gear progression.
in Suggestions
Posted by: TheDaiBish.9735
Unlocking New Weapon Skills
An alternative to gear progression, players would be able to unlock new weapon and utility skills:
Skill Capturing – Blasting from the past straight from GW1, players would use a skill point to purchase a Signet of Capture, which would then be equipped in the appropriate slot:
Only one Signet of Capture may be equipped at any one time.
Skills can then be ‘captured’ in a variety of ways:
This system could be implemented as opposed to ANet automatically just giving us the skills when they introduce them
Weapon Skill Load-outs
As an example, lets say you got 2 axes: one that has the Berserker prefix (Power, Precision + Crit), and one with the Valkyrie prefix (Power, Condition Damage + Vitality).
Right-clicking the weapon while equipped would give you a ‘Skill Load-out’ option. The UI would then display 2 (off-hand) / 3 (main-hand) / 5 (two-hand) boxes, in which you can select from a pool of skills (organised appropriately by cooldown, therefore reflecting how powerful that skill is).
Going back to the axes, for your main-hand Berserker axe, you’d pick high damage abilities, while for the off-hand you’d pick skills focusing on conditions. These skills would then be attached to the weapon, as opposed to your skill bar.
Skills attached to your weapons would be displayed in the weapon tool-tip.
To unlock the variants you’d spend Skill Points, wich would create a huge end game.
Or skill capturing from GW1.
You have to use Skill Points to buy a Signet of Capture, then you’d have to hunt the monster and kill it to get the skill.
I’d feel that’d be more interesting than spending skill points.
I can understand wanting to solo dungeons, but to make dungeons soloable would be to undermine the name of the game: GUILD Wars. By making dungeons and certain events (dragons, champions, etc.) group-focused it encourages the formation of guilds.
Name is to do with the lore actually
But yeah, I can’t see why OP would want to play an MMO if he wants to solo everything, if I’m going to be honest.
Another reason I’d be against solo-able Explorable Modes: To keep the challenge, you’d have to finetune each encounter depending on the number of players. Waste of resources where they could be adjusting the DE’s to make them more challenging to promote more teamwork.
I never said explorable mode did I?
At the same time, you didn’t exclude Explorable mode either.
If you said only Story Mode i’d have agreed with you
in Suggestions
Posted by: TheDaiBish.9735
Furthermore, this is not the suggestion forum.
Wait…whut?
I think explorable mode of dungeons should not be soloable, I haven’t done them yet, but the point of them is to get a group together to finish them.
Story mode, on the other hand, should be soloable. Any story based content should be able to be completed by one’s self. Story wise we are going through this ordeal alone, so why not make them soloable and them those people who liked that particular dungeon can find others to complete explorable mode with.
Was just about to edit my post to add this, but you saved me the trouble
Not only that, Story Mode could be a skill marker; that is, if you got enough skill to do Story Mode alone, you should have enough skill to do Explorable Mode with others. That being said, some fights (like The Lovers) would have to be adjusted, since they are group fights.
The only guess I could put to this would be pathing issues
It would not have ruined the team play. They could like 10 silver + more xp per player doing the dungeon or so. That means people would ACTUALLY do them in groups if possible.
And, i have tried doing dungeons several times, but when someone has to go to the bathroom, 60% or so of the groups i been with, started raging etc, on that poor guy. Thats what so bad about PUG’s
Here’s a scenario:
Someone can do the dungeons solo, and it takes them the same amount of time as a group. He / she gets a fifth of what the reward would be than if he was in a group, but can run that dungeon repeatedly, as well as faster since they don’t need to get a group together.
If you’re wanting to reliably farm, what are the majority of people going to do?
Solo it, knowing you can repeatedly go in without pause?
OR
Kick about waiting to get a PUG together (which can be hard on some dungeons, since there are unfavorable dungeons), running the risk of people leaving the group / not knowing what they’re doing / needing toilet breaks?
I think I know what the majority would do.
If you want to do dungeons, my advice would be to find a nice, friendly and lively PvE guild. Chances are, there’ll be people wanting to do dungeons, and as soon as you get to know the people, they’ll probably be willing to make compromises (you do one of their dungeons, then they’ll help with one of yours).
We also need:
Well , that is not really true.
Most of us could have soloed MK , still it would take much longer than inside a party , thus most picked that option.
That’s true, but he was talking about Dungeons scaling to accommodate more players, rather than having a fixed difficulty like MK.
If the dungeon is the same difficulty, and takes roughly the same amount of time to do solo as in a group (i.e. 1 hour to do solo, as well as 1 hour in a group), more people would choose solo because they don’t have to work to get a group together.
I’m pretty sure your team will be fine with you going to the toilet…
Point is, Dungeons are group content. Go making everything solo-able and that’ll pretty much be the death of group-play, since no-one would bother going to look for groups if they can do things on their own.
in Suggestions
Posted by: TheDaiBish.9735
1) Do you have the drop rate as a number? Otherwise that 300% was pulled out of nowhere.
2) No opinion
3) Again, unless you have actual drop rate numbers, that percentage is useless. But I do agree that drop rate needs to increase, as well as being awarded for different parts of WvW (defending points, attacking points ect)
4) Customisation is never a bad thing
Taken from the Elementalist Ward spells in GW1. Duration tie in with the existing Guardian Ward spells.
Ward Against Harm – Elite Ward Spell. 20 sec cooldown (5…13…15 seconds duration.) Allies in this ward have +1…3…3 Health regeneration, +12…22…24 armor
Adapted To: Ward Of Blessing 6 sec duration. x second cooldown. Allies in this ward have Regen and Protection for x seconds
Ward Against Elements – Ward Spell. 20 sec cooldown(8…18…20 seconds duration.) Allies in this ward have +24 armor against elemental damage.
Adapted To: 6 sec duration. x second cooldown. Duration of Chilled and Burning is reduced by x% for allies in this ward.
Ward Against Foes – Ward Spell. 20 sec cooldown (8…18…20 seconds duration.) Foes in this ward move 50% slower.
Adapted To: 6 sec duration. x second cooldown. Foes in this ward are slowed by 50%.
Ward Against Melee – Ward Spell. 20 sec cooldown (5…17…20 seconds duration.) Allies in this ward have a 50% chance to block melee attacks. Allied spirits are not affected.
Adapted To: Ward Against Harm 6 sec duration. Allies in this ward block damage from all attacks, but not control effects (i.e. stun, blowback ect). Allies benefiting from Ward Of Stability cannot benefit from Ward Against Harm.
Ward Of Stability – Ward Spell. 30 sec cooldown(10…22…25 seconds duration.) Allies in this ward cannot be knocked-down.
Adapted To: 6 sec duration. Allies in this ward have Stability. Allies benefiting from Ward Against Harm cannot benefit from Ward Of Stability.
Ward Of Weakness – Ward Spell. 20 sec cooldown (5…17…20 seconds duration). Inflicts Weakened condition (5…17…20 seconds) to any foes that take elemental damage in this ward.
Adapted To: 6 sec duration. Foes who are suffering from a condition have Weakness and 5 stacks of Vulnerability applied to them as well.
(edited by TheDaiBish.9735)
Honestly i dont think Anet idea was not that we all got the skins , or that we would be able to work towards them.
They were literally meant to bring sales to the gem shop. Which i have nothing against , just the use of RNG displeased me.
Yeah. The only reason I made these suggestions was so everyone would have a something to show for participating (although I suppose we did get a cool backslot item)
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