I can imagine many uses for it in PvP and WvW. Stealth stomps and revives, hiding numbers, stopping targeting in general.
Rangers don’t have much in the way of hard CC, and have very limited options when it comes to dealing with conditions on them. They also can do absolutely nothing about enemy boons.
LB #4, GS #4 and #5, pet knockdown on Wolf/Drakehound autoattacks, SB #5. Nope. Not much hard CC at all.
Bark Skin, Healing Fountain, survival skills remove condis trait… That’s more CC and condi removal that most classes.
GS #4 is a counter attack, it can’t be used as offensive CC, the pet knockdowns are unreliable, and the other three are one for a weapon set with lengthy cooldown. Outside weapon skills, rangers have only one more or less reliable hard CC, and even that is a pet F2 skill, wolf howl.
As for conditions, Bark Skin does nothing about them, you might want to check what trait you mean first. For traits, the only options are both in the same tier of the same spec, one is tied to survival skills and the other one can’t be controlled and doesn’t actually cleanse conditions at all, but transfer them to your pet. For build where the pet is valuable, this is not quite desirable. So, your options are to use Healing Spring or to use survivals. I’d say that’s quite limited options.
I run a BM shout build very similar to Rym’s, though I prefer sword over axe for greater mobility (also, it’s harder for the enemy to focus on my pet when I’m leaping at them). Very strong in 1v1 against power specs and single-condition specs burn guards, but against specs with heavy doses of multiple conditions, things get difficult.
I always was confused by the hunch-back phenomenon. It’s as if all the art designers in all these games have this bias that hunch = barbaric and beastly. Which I find laughable, just put them upstraight like any two-legged vertebraetes known to man and every imaginable universe and hunch them down when holding weapons / combat stance.
The charr aren’t fully bipedal, though – even though npc charr run on two legs, player charr clearly prefer running on all fours when possible. When your primary means of running is by four legs, hunched back makes sense – having the back curve backwards to stand up straight would put too much strain on the spine of such a heavy creature on transition to running.
Also, are you aware of bipedal dinosaurs?
Try /rank [number]. It plays the finisher associated with that rank tier, provided you’ve unlocked it. For example, /rank 5 plays the rabbit finisher.
I’m still waiting for OP to provide the illustration.
Rangers don’t have much in the way of hard CC, and have very limited options when it comes to dealing with conditions on them. They also can do absolutely nothing about enemy boons.
Also, even if you can’t be hurt, it’s not like you can do much if you’re covered by a metric tonne of vines. One person can be easily overwhelmed, no matter how well armored.
When I play WvW, which is actually not too often since my attention is grabbed by other stuff, I roam on my ranger. Usually not alone, it’s just much more enjoyable to have a friend along to chat with and fight alongside. However, we usually give space to each other for 1v1s in the wilds. So, if you happen across a red haired norn ranger from Gunnar’s Hold, approach, I’ll give you a fight.
Unless you are a condi mesmer, then I want nothing to do with you.
If the effects were bound to the base item and not to the skin, reskinning other weapons with your legendary skins wouldn’t get you the effects. It’s either or, either you have transmuted non-legendaries with legendary skins and effects, or transmuted legendaries with non-legendary skins and legendary effects. For the sake of consistency, I much prefer the current system.
Where’s the fun in an easy riddle? I should probably mention, though, there’s exactly one for each legendary.
- Shark on a Stick
- I’m so Goth it Hurts
- Electric BBQ
- Wind Breaker
- Rainbow Cricket Bat
- Pony Bow
- Fire Alarm Trigger
- Denial
- I Carry My Wealth on My Back
- Not a Torch
- Party Bend
- Yesterday’s News
- Fever
- Chillax, Bro
- Invasive Species
- Rainbow Stick
- Burninator
- Oversized Thermometer
- Mesmer
- Better Than Sundial
- That Which No One Has Ever Seen
Because there hasn’t been enough fun in General Discussion lately. See if you can connect them all, or come up with ones of your own.
I have yet to see the invading mordrem attack any other hostile NPC there is in the game.
Now that I think about it, I’ve seen them fight bandits and wildlife in Brisban, but not Toxic Alliance. Got to keep my eyes open if they happen to be near non-TA nightmare courtiers in any of the incursion locations…
Mordrem Invasion reward scheme (once Anet gets it working) is faulty by design – your blooms scale by the number of incursion events you partake in. This makes tagging in to as many events as possible the most effective means of getting the blooms and the rewards behind them. However, tagging and running to next event is quite counter-intuitive, and can hurt the cooperative effort of the map. So, that’s the problem explained, now for the fix.
Make each incursion two events. The first event is as is right now, but doesn’t increase the event counter that your blooms scale to. The second one triggers once the first is completed, scales to the amount of players present (in order to not die too quickly, so as to not prevent people present getting their credit, but fast enough that you need to be in the vicinity to make it), and counts for the incursion counter. Of course, some would still attempt to tag the second event and run, but sticking around for the full event would be far more lucrative than it is now.
What you are describing is pretty much the very first Scarlet Invasions. It was a two part meta event. The first part was the scattered events across the map done in phases. The second part was fighting a scarlet hologram boss at a single location that everyone had to get to. They scrapped the boss fight part of the design this time around for unknown reasons. There was also no personal counter per event completed if I remember correctly.
I do remember the Scarlet invasions, but what I’m suggesting is quite different – instead of one boss fight at the end of the meta event, there’d be a second phase in each individual incursion event that would contribute to the reward score. The distinction between the two phases would be largely mechanical in nature – in action it would mean that in order to get credit for the reward score, you’d have to be there to the end of the incursion event.
Splitting up is not a problem, but tagging an event and leaving can scale up the event too much for those who stay behind to finish the event, slowing the overall progress of the map.
Mordrem Invasion reward scheme (once Anet gets it working) is faulty by design – your blooms scale by the number of incursion events you partake in. This makes tagging in to as many events as possible the most effective means of getting the blooms and the rewards behind them. However, tagging and running to next event is quite counter-intuitive, and can hurt the cooperative effort of the map. So, that’s the problem explained, now for the fix.
Make each incursion two events. The first event is as is right now, but doesn’t increase the event counter that your blooms scale to. The second one triggers once the first is completed, scales to the amount of players present (in order to not die too quickly, so as to not prevent people present getting their credit, but fast enough that you need to be in the vicinity to make it), and counts for the incursion counter. Of course, some would still attempt to tag the second event and run, but sticking around for the full event would be far more lucrative than it is now.
Those nightmare courtiers are part of the toxic alliance, and the toxic alliance events were there before the mordrem invasions. I don’t really see a correlation, they just chose not to remove those events.
A certain Jungle themed mastery is missing..
in Guild Wars 2: Heart of Thorns
Posted by: Tuomir.1830
You sure you want to be swinging from vines in this jungle?
That’s why it’s a mastery.. You have to learn which vines are “the good ones” first!
Obligatory note that vines don’t work that way.
80% of video games “don’t work that way”.
Obligatory note that vines don’t work that way.
Mushrooms don’t work that way either. They just make you believe they do.
Of course, but there are things that need to be said when the context calls for it. This is one of those.
You can get a whole lot more dps with just condition damage (as in the stat and without precision) than you can with just power (as in just power major without precision and ferocity). In other words, you need to sacrifice a whole lot less to have sustain stats too if you go condi. This shouldn’t come to anyone as news, but I don’t think it was mentioned in the thread, so take it as you will.
your individual conditions may hit a little harder, but they will only last a few seconds and your total dps will be much lower. You need precision to maintain high stacks and you need condition duration to maintain the stacks over time.
Pray tell me, which PvP amulet gives you condi duration?
You can get a whole lot more dps with just condition damage (as in the stat and without precision) than you can with just power (as in just power major without precision and ferocity). In other words, you need to sacrifice a whole lot less to have sustain stats too if you go condi. This shouldn’t come to anyone as news, but I don’t think it was mentioned in the thread, so take it as you will.
A certain Jungle themed mastery is missing..
in Guild Wars 2: Heart of Thorns
Posted by: Tuomir.1830
Obligatory note that vines don’t work that way.
Fun tidbit – in Spirit Watch, displacing the orb carrier forces them to drop the orb.
Hmmh, I’ve done backstabs up to 17k, but that’s with a full trap setup, zerker stats and scholar runes. In other words, if you don’t kill your enemy within the next few seconds of the traps going off, you’re dead.
Why do you even post this kitten? You can’t kill your enemy within a few seconds, it’s impossible. If you think that’s much watch this: https://www.youtube.com/watch?v=VeZKmrKQZ_0
Something a thief would not be able to pull off.
I don’t quite follow what you are saying. OP asked for backstab numbers, I told the kind of numbers a particular setup can get, and the drawbacks to it. I don’t really see how you’d have a problem with that.
Hmmh, I’ve done backstabs up to 17k, but that’s with a full trap setup, zerker stats and scholar runes. In other words, if you don’t kill your enemy within the next few seconds of the traps going off, you’re dead.
Woah, all of those look incredibly broken.
ArenaNet earns from their ad too. It’s basic marketing.
There is a rather large difference between getting revenue for views and selling something. Unless people actually buys the expansion ArenaNet earns a grand total of nothing at all from the ad.
Then by that logic, there would be no point in Anet having the ad there and it could just as well be gone entirely. No matter how you look at it, Anet has the ad there to get them money.
Honestly, the ad being there feels disrespectful. Imagine yourself in a restaurant, having reserved seating and all, all the while knowing that the food is expensive. You’ve heard good things about the food there and are eager to try it for yourself. After waiting for the food for a good while, almost long enough for you to start complaining, the food is brought in front of you – and just at the same moment, you hear a staff member shout people in at the door, loudly, encouraging everyone in the vicinity to get in and enjoy the food.
That is what we have here. I don’t think it would be unreasonable to ask that the ad be gone come next beta event. Besides, loading screens already show account data, so if the ad has to be there for those who haven’t bought it, it shouldn’t be unbearably difficult to make the game check if the account already has HoT added to it.
thief heal roll backwards (aimed by Charater facing)
Ranger Gs swoop(aimed by charater facing)
Ranger sword 2 (aimed by Charater facing)i’d say its fine , just a learning issue.
The last two are diredted to and from the targeted enemy, not by character facing, unless you have a target selected.
I recall reading that engineer was at an early point planned to be a heavy armor profession, but was then moved to medium armor category. After that, I suppose they just didn’t see it fit to have engi or ranger belong in the top tier of hp pools.
In the end, Anet never promised a perfect symmetry in these things.
I don’t think she had any other voiced part than those few lines of dialogue so i think it’s likely they probably got some (talented) unknown to do them.
She also has some dialogue in EotM, and I recall her speaking during the Dragon Bash storyline before she was revealed to be the villain.
Bitter. I am bitter.
Throwing rares into MF is gambling – I couldn’t in good conscience call it a good tactic. You can do it, many do, and some get lucky with it, but it’s a gamble.
And currently, leveling after reaching 80 gets you nothing but a big flashy launch that may mess up combat. HoT will include masteries, which will be your post-80 progression, but before that, you get nothing.
I could say which one I’d choose, my that’d be my choice, not yours.
Instead, I’ll say this: when in doubt, roll dice. If you don’t want to follow the result of the throw, you’ve narrowed your selection, and if you’re happy with it, great, you’re done.
I don’t agree with this. It’s a celebration of your character’s birthday, not a yearly “thanks for buying this character slot”.
Realistically, your character’s birthday isn’t the same day you created it. Otherwise we’d start with little baby characters and all our starting tutorials would be in hospitals as we cry and have our umbilical cords cut off.
Actually, for sylvari, it is the birthday of the character as well, as the very tutorial is the birth of the character.
Next time, before complaining, try arenas. Hot Join is made to be joined and left whenever one wants.
The sound effects sounds like the character was punched in the gut at the second he or she started to blow the horn – while chances are that’s precisely what’s happening while playing, that’s not what I want to hear. Our heroic, and possibly not so heroic, characters shouldn’t be struggling to play their chosen instrument. Imagine if all professions dropped their weapons at the end of their attack animations, this is the audio equivalent.
And if you insist on keeping this new noise, for kitten’s sake, make the howl sound replace it for Howler and amp it up a bit. I made Howler to howl.
Phoenix chest, gloves and shoulders, Trappings of the Lich, can’t really tell apart the shoes under the skirt, but they hardly matter. You’re welcome.
EDIT: as to where to get those skins, the Phoenix set is from gem store, and the skirt is from Arah dungeon set.
Personally, I’d like to see more options of improving the offensive capabilities of the pet in Beastmastery line, even if it meant nerfing the baseline damage of the pet. I run a beastmaster build that focuses on making sure that the pet hits, and that it hits hard, and I would like for the beastmastery specialization to actually allow me to specialize on making the beast more beastly and on mastering it. Now, I’m not saying that the spec should improve the damage dramatically from what it’s now, the pet can be quite lethal already, but I’d like to see more impact from the specialization on it.
Also, nice poll.
Give me a good reason your non-charr character would have a tail. Go ahead.
Give me a good reason why anyone would have wings.
That is a question I’d like to ask from anyone who bought them…
Give me a good reason your non-charr character would have a tail. Go ahead.
Check if you have light adaptation or whatever it was called on.
I also made a similar thread here, check it out. I agree that the melee staff stance should be revamped.
https://forum-en.gw2archive.eu/forum/game/hot/Suggestion-Melee-Staff-Combat-Stance/first#post5317879
I want my Rev to hold his staff like the “Endless Monkey King Tonic” does! It just looks like he’s about to crack one off on someone’s head!
Hmm… for a revenant, I’m not too sure how good that’d look considering they’re a warrior-like, heavy armor profession and all. Now if thieves get a melee staff as their elite spec, however, I would absolutely love for them to wield it in this fashion, especially if it’s very acrobatic and stylish.
Monkey King!!!
Ok, if my thief got the Monkey King stance for melee staff, I think I will finally have a reason to play my thief more often!
Right on! I think it’d be a perfect fit for thieves. Plus Anet already has the animation data already in the game. Just make that their default stance with the staff and you’ve got yourself an awesome-looking fighting style!
Let’s face it, if they held their staff like a 2-handed hammer, it’d look really lame and not very fitting for a class as nimble as the thief.
Animation for Monkey King =/= animation for playable races. I would wager the monkey king has a special animation rig, incompatible with the rigs used by playable races. Meaning, the animation couldn’t be just copy pasted on player characters.
She was captured during the Aetherblade retreat dungeon (now Fractal). She was then broken out of her prison in LA during the attacks and went to the Edge of the Mists with the Aetherblades using Scarlet’s portals.
She doesn’t appear in EotM anymore, so from this point, we don’t know.
Any other queries like this, feel free to visit: http://wiki.guildwars2.com/wiki/Captain_Mai_Trin
Wealth of info on there.
Actually, she does appear on a transmission to the Aetherblades in EotM, where she demands they call her admiral, if I recall right.
Most recently, she was freed by her Aetherblade crew from Lion’s Arch, and escaped to Edge of the Mists to lead them. Since Scarlet’s death, it’s uncertain what’s on her agenda, but it’s entirely possible we’ll hear of her again.
Keep in mind that the entire living world season 2 is open for purchase, so if you’d prefer to play through it all, it’s entirely possible. Not terribly expensive, either, if I recall right.
I have the opposite view – most of the weapons are far too large and cumbersome. I’d absolutely hold it as a downgrade if they were to be made any bigger, and I’m always hoping for more reasonably sized weapons. I want sleek and elegant weaponry, and with all due respect, I do not feel the need to compensate for anything with oversized swords.
Since I did not notice anyone addressing stats on gear, allow me to try:
Power: Power increases all direct damage inflicted by the character.
Precision: Precision increases critical hit chance.
Toughness: Toughness decreases the amount of incoming damage suffered by the character.
Vitality: Vitality increases maximum health.
Condition Damage: Condition Damage improves the damage done by the conditions bleeding, burning, confusion, poison, and torment.
Condition Duration: Condition Duration improves the duration of all conditions inflicted by the character.
Ferocity: Ferocity improves the damage multiplier on critical strikes.
Healing Power: Healing Power improves all outgoing heals that your character does, including self heals.
Hopefully I’m not oversimplifying this, if so I’m sure someone will correct me.
Just a few oddities to mention about toughness:
Toughness increases your “Armor” stat.
Your head, shoulder, chest, hand, leg, foot, and shield gear pieces have a “Defense” value on them, which also increases your “Armor” stat.Armor decreases damage taken by a percent based on this formula:
Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)
However damage inflicted by conditions DOES NOT get reduced by armor (nor by damage reducing effects such as Protection).
In other words, condition damage ignores armor.Thanks.
So even stuff like ~-30% dmg reduction protection buffs get ignored by bleeds, burns and such? They just go through it?
So the ~-30% dmg reduction protection buffs only help vs direct dmg??
Yes, damage=/=condition damage, nothing that is stated to affect damage affects condition damage, and nothing that affects conditions specifically affects straight damage. Unless, of course, the effect specifically affects both.
I actually quite like the hammer carry, at least on asura.
And on Asura, it bugs out the most.
Sure, the transition could be smoother, but that’s not what this is about, is it? As I see it, this thread is strictly about holding the staff via two hands, like a hammer, or with one hand, as spellcasters carry it. And seeing as the revenant uses the staff for striking purposes, I prefer the two handed grip.
I actually quite like the hammer carry, at least on asura. Not everyone hates it, and I for one would be disappointed to see it being carried in the same style as casters do.
50% faster = activate in 2/3 the time.
i’m not sure if after cast is affected.Is that really how it works?
If something takes 2 seconds to cast, wouldn’t 50% faster be 1 second to cast (50% of 2 is 1)? You’re saying that it would be a 1.33sec cast, 33% faster (or 2/3 of the 2sec cast)?
Increasing cast speed actually decreases the length of the cast.
50% faster =/= -50% cast time. If you add 50% to your activation speed, you have 150% of your usual speed, or 3/2 speed for a cast time of 2/3 of the usual. You’d need a 100% increase for a 50% reducal, or 2/1 speed for 1/2 time.