Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
If you guys feel cheated out of your money try talking to Anet to get a refund on your gem purchase.
Ha, Elizabeth DeWitt :p
Nice name right there.
Go to Southsun and check the arms dealer there.
The probability is below .05%, which is an order of magnitude lower than .4%.
The math so far shows that regular coffers have a less than .05% chance of yielding a ticket.
I just can’t see it, unless I’m the luckiest guy in the world. A few over 100 so far 2 tickets 4 minis. First one was on my third coffer. GF has been farming with me, so far she has 3 minis but no tickets =(. Wish I could just give them to her I don’t even want them.
Extreme luck, that’s all.
i opened around 85 rich coffers and a about 37 regular coffers, no ticket, skin, or wing drop. these “higher” chances from getting them from rich coffers are extremely off. i know random is random though what exactly are the chances of getting them from regular/rich coffers?
regular coffer 0.5%
rich coffer 1%just my guess.
whatever they are, they’re extremely way too low.
Regular coffer is more like less than .05%.
I think you mean MOAR races.
The results of opening 1000 coffers are here: https://docs.google.com/spreadsheet/ccc?key=0Am4avie5yJngdGJ4TjBKODd0cTZQTjlGVkxhMzJ3LUE&usp=sharing#gid=0
Have some market manipulation bro. ~100 posts full of google doc spreadsheets disagree with you ^__^
You’re better off refusing to buy ANY coffers and protesting Anet’s RNG system for acquiring event skins. They should just allow us to buy event skins in the gem store for 800-1200 gems a pop
This is true. Regular coffers have a less than .05% chance of yielding a ticket. You will have to spend a significant amount of gold for a chance at a ticket regardless.
The math so far shows that regular coffers have a less than .05% chance of yielding a ticket.
The drop rate is .4% on the wiki drop rate.
you need 4000 chests to get a 100% chance to get one weapon with the common coffers.I have no clue what the drop rate of Rich Coffer, but if I had to guess from what others are saying it’s close to 1 out of a 100.
It’s less than .04%, not .4%. If it were .4% it would be dropping at roughly the same frequency as the potions.
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ridiculous. i spent a ton on the flame&frost chests and opened like 200 of them and got 2 tickets. i am not spending anything more. freakin stupid waste of money. no monetary value in it. this is a ploy to gain money. i’m not happy.
Do keep in mind that these are the regular chests, which have a lower drop rate than the rich one. However, with a drop rate likely to be less than .5%, it is unlikely that any ordinary player is likely to see one come from a standard dragon coffer.
I am currently researching whether this sort of practice violates consumer protection/business law.
ZHAITAFFY IS MADE OUT OF ZHAITAN
https://docs.google.com/spreadsheet/ccc?key=0Am4avie5yJngdGJ4TjBKODd0cTZQTjlGVkxhMzJ3LUE&usp=sharing
Quick summary:
-About 64 gold was spent on 1000 dragon coffers, bought at 6s 42c each.
-An average of 2 zhaitaffy was obtained per chest
-No weapon tickets were obtained. The probability is likely below .05%, which is an order of magnitude lower than .4% some people are reporting.
I have video of me opening the 1000 chests, if you are interested.
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Last I heard sigils of force don’t stack.
First off: Please don’t necro threads.
You could do that at level 2 (because finishing tutorial sets you to level 2), and proceed to buy a Philosopher Stone and use it. It would make Philosopher Stones and Crystals easier to get, something unnecessary in the current state of the game. You can get them from leveling up and dailies, which level you up.
You need 200 for the bloodstone shard and ~150 for the Mystic Clovers. Spamming new characters over and over would get super super boring.
If your server has good commanders it is much faster to get the badges through combat.
This must be done.
I have sli Nvidia 660gtx ti and my party portraits are flickering . I dont know how to fix it..
You can’t. It’s something either Nvidia or ArenaNet has to do.
“No no no. We should go to the armory. That’s where Zadorojny is likely to be.”
No no no! No no no! No no no! No no no! No no no!
lol this.
This issue has existed since launch and hasn’t been fixed.
We must do something about this! This is an outrage! I will write a letter to my congressman DEMANDING that something will be done, because the Asura are small and therefore must be children therefore exposed breasts on female asura is child pornography! ArenaNet will be prosecuted most harshly for this egregious injustice, this CRIME AGAINST NATURE!
The gloves and pants are invaders armor. The shoulders look very similar to invaders armor. It is heavy for female. Go to WvW sometime.
I don’t think they look similar at all, you should take another look.
VPT isn’t significantly different from PVT. Sentinel’s gear acts as a substitute good.
I’d like to give this a bump, in light of the new content addition.
Thoughts? Since the 50% quickness reduction, along with the fact that PW does less damage than the sword auto attack, I think this change can be undone.
What is D/P doing that D/D isn’t? D/P is trading burst via CnD in favor of defense for BP and field use. This is intended and not the problem. What is the problem? It’s the initiative regen. And if ANet agrees with this assessment, the whole class will pay the price because this class doesn’t provide enough burst to down bunkers and when geared as a bunker you can barely provide the burst to down glass.
If we want to have an honest discussion about this class than be realistic in approaching the real issues.
What do you think they will do, put a cooldown on the 2 initiative on stealth trait?
Just saying that I buy 4 exotics o he same type. I.e greatswords.
This far I’ve gotten two precursors. The colossus (now a legendary) and I just got dusk. (Not sure what to do with it). The longest it took was 6 tries for DUsk. The hammer one I got in 3.
Just my $.02
That sort of luck is legendary in and of itself.
That blind shot travels quite slowly and can easily dodged. The blind debuff itself can be removed with an auto attack. If he is firing at you close range the thief would not be trying to chain and going for a backstab. If he is trying to chain then stand close to it. I would say most d/p thieves try to chain a bit further away from their target due to high chance of hitting them.
Also certain attacks aren’t even effected by blind such as the mesmer daze puddle, focus pull, minions and pets etc. The guardian shield bubble is also not effected and if he is jumping at you with heartseeker use it and knock him to interrupt that heartseeker to prevent stealth.
Also Surprisingly the smokefield does not actually cause blind on targets outside of the blind field. Only if you stand within it. So if you start the attack (eg shield bash for the warrior ) outside of the puddle you will get a hit. Most likely due to the fact that the blind puddle is quite a small radius so the target can be hit from melee outside of that field.
Each weapon set has their own unique benefits ( except for P/P cause it’s really crap, if you want ranged go shortbow) and weaknesses. If you get countered as D/P you really suffer alot more then D/D. This is the reason why I feel the weapons are balanced.
Each one excels at different situations such as group fights where D/P suffers because it becomes a lot harder to pull off due to the time taken as well and the fact that you are much more likely to be interrupted then D/D. Also CnD is much more easier to pull as there are more targets for you to hit. The damage output with D/D would also be higher due to cloak and dagger etc etc…
I think Yishis[RIOT] made the best video to demonstrate how overpowered is D/P spec with stacking Stealth.
I don’t know that this video is a good example to show that a particular build is overpowered. The player is evidently quite skilled and it cannot be said that his opponents are as good as he is. If you want to show that it is overpowered in a PVP setting, you will have to demonstrate that similarly skilled players are 1.) incapable of countering it or 2.) require an inordinate amount of effort to counter it.
(edited by TheKillerAngel.3596)
I have a long history of playing StarCraft and in that game, stealth for the Terran Ghost is an energy based ability. You stay in stealth as long as you have the energy reserves to sustain it.
Suppose stealth was an ability actively toggled by the user as an F2 skill, as opposed to being a buff gained by abilities. Instead of having a fixed duration, stealth drains your initiative (1 second per tick of initiative, cost can be decreased with traits). The more initiative you have, the longer you can stay in stealth. Breaking stealth with an attack gives you a damage bonus that can be increased via traits, and reactivating the stealth ability has a fixed cooldown that can be reduced via traits, something like Tactical Cloak from Mass Effect.
Something like this would of course, be a radical overhaul that would require redesigning many of the thief’s abilities. I’m just interested in it from a theoretical perspective.
please nerf the thief in wvw/spvp as much as you wish,
but please balance the pve one, right now, we are not equals (other classes are prefered more in dungeons than others)
eg. warrior was op already in pve, now with the banner buff, it’s almost a must, as guardians :/
balance us in pve and i will be happyPvE will never be remotely good. NEVER. Maybe 100 years from now, but Player versus AI can be exploited so hard, and no matter how smart you make the AI, it’s still dumb as hell imo. This is why PvE can only go so far but PvP can go endlessly. And if you think PvE is, then you’re just delusional. Not at this moment of time at least and not soon either, that’s for kitten sure.
Anet made a huge mistake in not realizing this but eh that’s for an other topic I don’t really want to go to in-depth about anyways.
It’s just my take on it, and yea, I’m glad as well you don’t speak for all of us. Real glad.
What you quoted originally was talking about 100nades, which you responded to without changing the subject to Grenade Barrage, therefore your subject remained 100nades.
The entire conversation was about 100nades, not Grenade Barrage, as GB is not a problem on its own. Then you come in, start talking about GB without actually changing the subject, and you look like an idiot because it looks like you think 100nades is easy to land and has a huge effective radius.Not my fault you lack the communication skills needed for a coherent conversation.
Is true, I made a mistake there. Still don’t know why you try to make yourself out to be the jerk at every topic. seriously, please stop that… it’s very annoying. Also, one of the topics you quoted was me linking grenade barrage and me commenting on the skill itself.
Eh don’t mind him dude. He’s just going to pick at every little wrong thing you might of said and not even discuss the main point your post is trying to make. Did that with me too in the other thread. Your point still holds.
What “point”? He came into the conversation (comparing 100nades to BS burst), said something completely irrelevant to the conversation while pretending it was relevant, derailing the conversation, and then got into a long argument because he didn’t communicate the point well enough to know what he was talking about.
lol
That is your opinion, but the PvE component in this game is vastly more popular than the PvP one. In any case, I think it’s important for us to realize that what works in PvP doesn’t necessarily work in PvE, and balance needs to take this into consideration.
Suggestions:
1. Allow exotic sigils and runes to be mystic forged to create new exotic runes/sigils.
2. Change the functionality of the following sigils:
Superior Sigil of Conjuration: Change functionality from “Gain a charge when you kill a foe. At 26 charges, you are invulnerable for 5 seconds. (You lose all stacks on down.)” to “30% chance on critical: Gain protection for 3 seconds (10 second cooldown)”
Superior Sigil of Sanctuary: Change functionality from “Gain a charge when you kill a foe. At 26 charges, you are invulnerable for 5 seconds. (You lose all stacks on down.)” to “Gain +10 Toughness each time you kill a foe (Max 25 charges, ends on down).”
Superior Sigil of Intelligence: Change functionality from “Your next attack after swapping to this weapon while in combat has a 100% critical chance.” to “Your next 5 attacks after swapping to this weapon have +50% critical chance (9 second cooldown).”
There are more worthless sigils that could use some fixing but I can’t think of any ideas right now.
No thank you. The gunk gives Chaos Armor.
Chaos Armor has NOTHING to do with Engineers.
err?
The connection is between the gunk and the Eng.
Once used, the connection is between the gunk and the combo field.
Chaos armor’s connection is between the combo field and the combo finisher.
He means thematically, engineers cannot summon ethereal fields, which are used to generate chaos armor. That’s part of the mesmer’s class identity.
Right now, in PvE, with the exception of Ambush, they feel completely worthless. A single-target knockdown, immobilize, or cripple has little to no value within a dungeon or open-world environment, where these same effects can be applied with far more ease via other skills. Shadow trap does not feel particularly useful either in these situations – there are far better choices.
On some level I miss old school MMO mechanics, where everything you owned could be freely traded.
#firstworldproblemsyoloswag
gimme some of those rings. plox
Extremely impractical armor that tends to be a trope in fantasy games.
I get that you might not be able to fulfill this category in some circumstances, but the subset of players who have 100% map completion on every single one of their characters is an extremely, extremely small portion of the player base. I think the benefit outweighs the cost quite substantially.
Right now ALL of the options for dailies can be done by any character regardless of level or exploration amount. And to me that’s how it should stay.
This would put in some that would punish the people who have all of the following:
1. All character slots filled
2. All characters have all exploration done or done to the point where they couldn’t get enough waypoints or POI’s.They would have to either delete a character or purchase a new character slot. Something they may not want to do or may not have the ability to in the case of getting a new slot.
And at some point there will be a fair number of people who fit that bill. Especially if this WAS a daily.
The whole point of the daily achievement category is to get people to explore more of the world. Having multiple characters with 100% map completion is an extremely tiny portion of the playerbase. Even when you consider this subset of players, they still have the option of completing any of the other 9 daily categories.
Additionally, it is incorrect to say that “ALL of the options for dailies can be done by any character regardless of level or exploration amount” or “Dailies have to be something that any player can accomplish. engy or ele, 1 or 80, ritch or poor, map completed or not.” The “Daily personal story completer” cannot be done by someone who has finished their personal story.
(edited by TheKillerAngel.3596)
If you knock them down and they pop stealth, hit them with another pull/knockback/stun. They will still be down on the ground for 1-2 seconds unless they use a stunbreaker. Chain stun/daze/knockdown is the thief’s bane because they have only 1 skill that grants stability, and even when they use dagger storm some skills can still break it.
(edited by TheKillerAngel.3596)
I don’t see it as punishment, since I have a 100% map completion but I also have several other level 80’s that don’t. Additionally, selections would be randomly pooled alongside the other daily achievments, so if you don’t want to do “daily waypoint discoverer,” you could just do “daily crafter” or “daily Ascalonian veteran killer” or whatever else pops up.
I have played ~550 hours on a thief. I have also played around ~200-300 hours on a mesmer and warrior, with a bit less time on a Guardian and Engineer. Here are my observations:
One of the things you must understand is that thieves, unless specifically traited for it, do not have access to good condition removal. Withdraw removes crippled/chilled/immobilize and Hide in Shadows removes burning, poison, and bleeding, possibly 2 more conditions if you trait into condition removal on stealth. Slap lots of chill/immobilize/cripple on a thief and once they have spent their condi removal they will have a hard time running away. Mobility is key to their survival.
They also have weak stunbreakers. Haste causes you to lose all endurance so it is not a viable stunbreaker. Shadowstep has a 50 second cooldown unless you trait for it. Infiltrator’s signet teleports you to your enemy, which, depending on how the fight is going may not be a good idea. It is, however, their shortest cooldown stunbreaker. Roll for initiative has a 60 second cooldown. If they go sword mainhand they gain access to another stunbreaker with infiltrator’s strike. Keep in mind that they do not have stability without dagger storm, so if you can constantly apply daze, knockdown, and stun to a thief, they are extremely vulnerable.
As for stealth. A thief that is in stealth is not doing damage, and the more trait points a thief invests into enhancing their stealth, the less they have invested into offensive potential. Shadow refuge is easy to counter. Spam AoE on the area they drop the refuge. Blinding powder lasts only 3 seconds and has a fairly long cooldown (40 seconds).
Here are some ideas:
Daily waypoint discoverer: Discover 5 new waypoints
Daily vista viewer: View 3 new vistas
Daily POI discoverer: Find 8 new POIs
Daily heart completer: Complete 3 new hearts.
I think these would help encourage discovering a few more areas less trodden. What do you think?
Hello,
I recently purchased a bank tab expansion via the gem store. According the description, it states that “each account can purchase up to 7 additional bank tabs including any previously purchased ingame.” My understanding of this is that I could buy up to 7 of these gem store bank tab expansions, in addition to whatever I have previously bought, bringing my total bank storage up to 15 slots. However, this appears not to be the case. When I attempted to use this bank expansion item, I got an error message that I already have the maximum amount of storage space. Thus, I have several questions, in addition to some requests:
1. Are there plans to increase the amount of storage space players may own?
2. If not, may I have my gems refunded?
3. Additionally, if there are no plans to introduce further storage space, can it be made so that players who already have the maximum amount of storage cannot purchase the gemstore bank tab upgrade?
I’m really curious. I should go record some video of my thief doing nothing but heartseeker and see how well it turns out.
I’m fairly sure my success rate will be less than 20%.
Since the quickness nerf, the use and value of these sigils has fallen tremendously. At 45 seconds per cooldown, they cease to be a viable option for providing burst damage when compared against sigils of air, fire, etc. I would suggest the cooldown be reduced to 30 seconds.
It’s a step in the right direction, but I do believe the cinematography of the cutscenes could be improved.
This is a fairly large number of suggestions which I have developed over time. From what I have gathered, they seem to be fairly popular and would help improve the game experience. They range from UI/UX improvements to dungeon/event improvements.
Small scale suggestions:
-Implement some form of guild mission tracking that does not require opening the (very large) guild window. Being able to see the targets for a bounty or locations for a trek on your upper right corner would hugely improve the experience.
-Allow exotic runes and sigils to be used in the mystic forge, such that 4 can be combined to produce another exotic rune or sigil. This will increase the value of many “worthless” sigils.
-Runes looted from dungeon chests should to be account bound, rather than soulbound.
Major suggestions:
-Add dungeon vanquishing, similar to GW 1 vanquishing. If you kill every enemy in a dungeon, you should get guild influence, gold, karma equal to a certain number times the enemies you have killed. I have detailed the idea here: https://forum-en.gw2archive.eu/forum/game/gw2/The-return-of-vanquishing-dungeons/
-Give special bonuses to unpopular events. Events that frequently fail or are neglected should give increasingly high rewards for XP/karma/gold to longer they fail. Detailed here: https://forum-en.gw2archive.eu/forum/game/gw2/Should-unpopular-events-give-bonuses
I agree with the soulbound major runes being account bound, but would prefer to have the superior runes non-forgeable.
Why is that? Right now there are a lot of “useless” sigils (the 26 charges invul/demon sigils some to mind).
People would obviously take the sigils that are worth next to nothing and forge them into valuable sigils.
Is that such a bad thing? I can see some prices falling but they’d hardly become worthless; the worthless sigils would increase in price too.
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