It’s not the carved-wood style that is aesthetically less pleasing.
Leaving a red flag like that will get you flame. Regardless of what one asks for, it’s not in good taste to claim one thing or another is universally aesthetically less pleasing than another.
It’ll only take flame if you take that single passage out-of-context with the rest of the post. The OP made it clear that he was expressing his personal opinion.
Asking for more variety doesn’t seem like a bad thing, in my opinion.
I could quote the whole thing and it wouldn’t change a thing – nowhere in the post, much less in the paragraph, was this stated as an opinion. It obviously is the OP’s personal opinion – the problem is that it wasn’t presented as such.
The progression is specific to the mastery track you’re going for – if you change it, the progress doesn’t switch to another track. That might be what you’re describing here.
Look, I play a shout build with trooper runes. Ever since the runes were changed to Trooper runes from Soldier runes, the effect has been limited to those affected by the base effect. When I noticed this, way back, I was shocked. I would appreciate it if you’d test it before telling me I’m wrong, for I have tested this many times, last time as writing this comment to check if they had changed it. Nearby allies are not affected by Trooper runes when using ranger shouts.
Trooper runes only remove conditions from you and your pet on ranger shouts. “Each affected ally” means each friendly affected by the base effect of the shout – so even if you give them swiftness and regen through resounding timbre, the condi clear only works for you and your pet.
An elite spec can only be slotted on the bottom spec slot. You can check this with any character, just click on the spec selection for that slot, it reads “Core and Elite Specializations”, while other slots simply read “Specializations”.
Problem with pet family based skins would be that different pets within the same families can have radically different F skills. For example, if a drake is about to breathe at you, you really want to know if it’s an Ice Drake or a Reef Drake.
It’s not the carved-wood style that is aesthetically less pleasing.
Leaving a red flag like that will get you flame. Regardless of what one asks for, it’s not in good taste to claim one thing or another is universally aesthetically less pleasing than another.
It might be just me, but I prefer seeing characters without detached limbs.
I’m not sure, but I think excess xp went towards the next tier. I was busy when I unlocked the second tier of Itzel mastery, and after spending the mastery point and checking back again a while later, I had more progress than I think I would have had gained after spending the point.
(Every player profession has atleast 1 boon strip)
I don’t think you have heard of rangers.
If you want a “pretty” one-face-fits-all, roll a human. Sylvari are a distinct people, and I for one love how they look.
As long as you put in the effort the learn how to deal with the different mobs, Verdant Brink shouldn’t be too overwhelming to explore, and the events aren’t overly difficult. I wouldn’t worry too much about it – if you run into something you can’t get past on your own, just grab a friend along. No need to feel excluded.
There is a wyvern fight at the of the Itzel chain (not the big epic wyvern boss fight, though), however, the Itzel chain bugs if the villagers are fed larva.
if you look back again at the game, the NPC’s do NOT recognize your profession, so being a revenant or warrior or dragon hunter mean NOTHING in terms of story, only you the player recognize that.
and Anet will do nothing to make sense out of playing as a revenant before Rytlock becomes one
Iogaer would like to have a word for you – in case you happen to be an engineer.
Well put, OP, well put.
You don’t get a second game. The base game is a free bonus to people who don’t have it already – people who upgrade the base game to HoT get a character slot, or some sort of refund if they bought the base game recently (this year, I think).
Can’t say I’ve ever seen this either, and I’ve been playing for nearly three years. With the short leash range, the mobs have to be really close to begin with, and in all honesty, in a hostile location, you should watch out for enemies if you feel they’re a threat to you.
The snipers took me by surprise the first time – and what a pleasant surprise it was. I truly enjoyed having to actively engage them in combat. This is a game, and games need to offer a degree of challenge. This should be the bare minimum amount for endgame content.
Sounds like you were out during night – there are far less mordrem about during day cycle. You still have dinosaurs and beetles to deal with, though, but still, less mobs during daytime.
I suppose not all ideas are great in their first iteration – however, development is about coming up with a seemingly stupid idea, and making it work. So, you say my concept is terrible? I would ask you to elaborate. Of course you don’t owe it to me, but it would sure add to your credibility.
So, there I was, discussing thief elite spec with a friend, talking about the weapon choices and all. Of course, the topic of rifle versus staff came up – all things point to staff being the weapon of the coming elite spec, but I believe rifle has potential to be an interesting, viable and engaging weapon for the thief. My friend disagreed, so, I decided to write what it would be like in my mind. And here we are.
Scout
Scout would be the elite spec that brings rifle to the hands of the thief – not as a range 1200 backstab monstrosity, but as a long range support weapon. Utilizing stances to bolster themselves, the scout becomes not the force that moves the battle, but the hand that guides the forces.
New Mechanics
Scout specialization alters two main thief mechanics.
Mark Target
The thief F1 skill, Steal, is replaced by Mark Target. All traits that affect Steal now affect Mark Target.
When Mark Target is used on an enemy, the scout throws a small tracer dart on the enemy, inflicting Revealed for 6 seconds and marks the enemy.
Prepared Attack
When specialized as a Scout, a thief loses the ability to use stealth attacks – instead, when using a skill while targeting a marked foe, skill #1 is replaced by a powerful attack which removes the mark from the enemy.
Skills
First up, the list of Prepared Attacks.
Descending Arrow
(Shortbow) 1/4s
The Scout fires an arrow in a high arc, hitting the foe from disorienting angle, inflicting confusion and weakness.
Infiltrator’s Charge
(Sword) 3/4s
The Scout Shadowsteps to the enemy and tackles them, knocking them down.
Battery and Assault
(Dagger) 1/4s
The Scout strikes at the foe twice, first hit inflicting vulnerability and second strike dealing heavy damage.
Harrying Shots
(Pistol) 2s
The Scout fires three consecutive shots at the foe, immobilizing with the first shot, dazing with the second shot and stunning with the third shot.
Calculated Shot
(Rifle) 3s
The scout crouches down to take a good aim and fires, dealing heavy damage. Deals double damage against moving targets. Pierces.
Then for the Rifle weapon skills…
Rending Shot
(Rifle #1) 1s
The Scout shoots at the enemy. Remove one boon from moving foes. Pierces.
Dismantling Shot
(Rifle #2) 1s, 4 initiative
The Scout cracks the enemy’s defenses with a well places shot, inflicting vulnerability. Pierces.
Covering Smoke
(Rifle #3) 1/2s, 4 initiative
The Scout fires a cluster of smoke, stealthing allies and blinding enemies. Applies Revealed to self.
Weakening Shot
(Rifle #4) 1s, 5 initiative
The Scout fires at the enemy to undermine their fighting power, inflicting weakness. Pierces.
Scout’s Leave
(Rifle #5) 1/2s, 6 initiative
The Scout fires at the ground, blinding nearby opponents before shadowstepping to target location.
Next on, to the right side of the skill bar – Stance skills!
Eagle-eye Stance
For next 10 seconds, your attacks are unblockable. Ends if you move.
Forerunner’s Stance
For the next 15 seconds, movement impending conditions can’t be applied on you and you regenerate initiative at double speed.
Stalker’s Stance
For the next 5 seconds, dealing damage doesn’t break stealth. Ends when you are hit.
Guide’s Stance
For the next 10 seconds, your attacks inflict vulnerability.
Survivor Stance
Healing. For the next 10 seconds, you heal rapidly. Double effectiveness when standing still.
Relentless Stance
Elite. For the next 5 seconds, your attacks do not use up initiative.
Traits
-Adept traits – Minor trait, Scout, yadda yadda all above.
*Vile Dart - Marking a target inflicts Torment.
*Targeted Onslaught - Striking a marked enemy restores initiative (ICD 3s).
*Furious Stances - Activating a stance grants fury to you and nearby allies.
- Master Traits – minor trait, Steady Aim - 5% increased critical chance while not moving.
*Raptor’s Defense - Take 5% less damage while moving.
*Sharpshooter - Gain a stacking ferocity effect when you strike with a Rifle or Garpoon Gun. Reduces recharge on Rifle and Harpoon Gun skills.
*Rangefinder - Improves skill range for you and nearby allies.
Grandmaster traits – Minor trait – Spotter’s Celerity - Gain Quickness when striking a marked target. (45s ICD)
*Viral Marketer - Conditions you inflict on your marked target are also inflicted on foes near your target.
*Marked for Execution - Deal 20% more damage against your marked target.
*Spotter’s Guidance - Spotter’s Celerity also applies Quickness on nearby allies.
DISCLAIMERS
I do not play a thief. If you think I know nothing about how to play a thief, you are probably right. Have a good day.
Technically, PvP isn’t on Tyria… nor are WvW or fractals, for that matter.
Forgive me, I was under the impression that since you are at the leisure of using auto attacking, meaning being forced into skill queue whenever you use another skill that doesn’t interrupt other skills, costing your oh so valuable split seconds, you’d have the time to click on your enemy.
I for one enjoy keeping full control of my actions.
Tick “Right-Click to Attack/Interact”.
You’re welcome.
Yup, they periodically check for the eligibility for the veteran bonus and add the slot. You should get it before a week has gone, provided your account is old enough of course.
This is about there being only one way of getting ascended weapons and armor without relying on random drops. Which, I should mention, was the order of day in GW1 – if you wanted a specific set of armor, you had to get the materials for it and pay the crafter.
Except there was no stat difference between specific sets, so you could just buy the one that was easiest to you. If you wanted a top tier (statwise) armor in GW1, you had a multitude of choices. You didn’t need to buy the obsidian one.
I did say “specific set of armor” in the very paragraph you quoted. I’m well aware all max level armor in GW1 was of equal quality. My very point was that acquiring a specific set required doing specific things for that specific set, so appealing to GW1 for an argument against crafting being the only method of acquirement for ascended armor and weapons seems folly.
Again, I’m not against the sentiment of wishing for more ways of getting ascended weapons and armor that don’t rely on lucky drops – what I’m against is weak arguments.
Forum bug is here, never fear.
Bottom line is that anyone should be able to have access to best gear without being forced to do something you don’t like (if i can buy it at TP, even expensive it is fine).
This here we call entitlement. The same argument could be used for anything – “I don’t like doing x content, but I want the reward for x content. This is not fair!”.
no.no it’s not. It’s called Guild Wars 1. Where armor value didn’t matter at max level but your skill level and build did. The problem is, is that we don’t want grinding and we don’t want to or have the need to grind for max stat armor
You’re missing the point – that’s not what this thread is about. Ascended gear and top stats are another topic altogether, this is strictly about the method of acquisition. I’d have a thing or two to say about ascended in general, but this isn’t the discussion for it. This is about there being only one way of getting ascended weapons and armor without relying on random drops. Which, I should mention, was the order of day in GW1 – if you wanted a specific set of armor, you had to get the materials for it and pay the crafter.
However, I can’t see not liking crafting as a valid reasoning.
I do actually, to some extent anyway. Anet has made an explicit point of promising the game to be ‘play as you want’. For example, for exotics there is a variety of options available to get them (loot drops, karma vendors, crafting, trading post). Thus exotics can gotten by playing as you want. This is not the case for ascended gear. It is then not a matter of entitlement but a matter of Anet making good on their promise.
Ah, but then the reasoning is not distaste for crafting, but the lack of alternatives. It’s a matter of presentation, and arguments, suggestions and questions are all about presentation.
Bottom line is that anyone should be able to have access to best gear without being forced to do something you don’t like (if i can buy it at TP, even expensive it is fine).
This here we call entitlement. The same argument could be used for anything – “I don’t like doing x content, but I want the reward for x content. This is not fair!”.
I’m not opposed to alternative methods of reliably getting ascended armor and weapons, though, and I feel those alternative methods could bring alternative skins with them. However, I can’t see not liking crafting as a valid reasoning.
Regarding the vaults, there’s actually an asura gate at the back of the furthest hall – so even if all the unused halls are filled with merchants for the skins, there’ll still be room for more beyond the portal.
Every engineer utility type save for elixirs.
While at it, let’s give massive buffs to bunker builds, a team of five bunkers can’t capture points and lose all the time because of that.
Vitality has a clear advantage over toughness – conditions. While toughness has synergy with healing power, it’s countered by conditions. I run a ranger with cleric stats in PvP and WvW – if I could have the high healing efficiency, direct damage resistance and high hp, I’d be unstoppable. To get it now, you need to sacrifice all your offensive stats, but if you could do it with just two, it would be ridiculously broken, or the effects would have to be scaled down so far as to be pointless.
I might be mistaken but doesn’t cleric prefix give toughness? I’m not sure what you’re getting at, if healing power was converted to vitality and vitality made to incorporate a degree of healing, then granted, any build that incorporates both vitality and toughness would be very resilient. The extent to which vitality would increase healing would have to be carefully balanced, but ultimately it could only improve vitality as a stat, and if the healing bonus is percentage based then it’s likely that at moderate to high levels of vitality, your healing would outstrip that provided by the current healing power stat. That’s sort of the point.
If Vitality and Healing Power were to be rolled together, then the equivalent stat combo to Cleric would be Sentinel’s, with the massive healing power rolled in. That would have more or less equal sustain as Nomad has now, with added power. Any defensive stat combo without the new vitality would be overshadowed and left on the sidelines.
To put it simply, it would make toughness inferior, whereas now they both have their own distinct roles in sustain. Toughness protects you from direct damage and works well with healing power, vitality is your buffer against all health loss, including conditions that go straight past your toughness. I’m not sure if I can make this any clearer.
Rouge means red. Rogue is not a difficult word to remember.
Vitality has a clear advantage over toughness – conditions. While toughness has synergy with healing power, it’s countered by conditions. I run a ranger with cleric stats in PvP and WvW – if I could have the high healing efficiency, direct damage resistance and high hp, I’d be unstoppable. To get it now, you need to sacrifice all your offensive stats, but if you could do it with just two, it would be ridiculously broken, or the effects would have to be scaled down so far as to be pointless.
I enjoy killing people in OS after I’ve been ganked repeatedly by guild groups and zergs…
Or standing at the top of the arena with “Fear Me” ready to fear them back to the bottom then activating the trap.
Sometimes I enjoy dancing on the loot box without posing any threat what so ever just to give randoms a laugh.
I want to know how the joke in your guild chat starts, all we get from that screenshot is the punchline.
I’d also like to see legendary dyes be introduced to crafting professions
What exactly would make a dye legendary?
I’d assume ridiculous glow, pulsating light shows, black hole darkness or hypnotic patterns running over the dyed parts. It would look horribly tacky, if you ask me.
You know, Portal is already pretty much the single most potent skill in sPvP…
I actually enjoy using WH in PvP and WvW roaming, with my particular BM build (#4 is great for stacking might on pet with SotP, and #5 is just overall nice for buffing), but the regen from Windborne Notes is just plain redundant. I still use it for the cooldown reduction, but it sure could be more useful.
Engi elite spec…
Lovable Rogue
Stepping up close for swashbucklery and flynning, the engineer grabs a sword in hand and gets a slew of one-liner shouts! No pets, no stealth – just a classical adventurer in a badkitten longcoat!
With shouts like…
“At least I’m not a thief!” - Apply weakness and revealed on target.
“You keep using that word!” - Next skill the opponent uses has a doubled cooldown. If the skill is a shout, it’s effect is cancelled.
“I meant to do that!” - Stun breaker. Apply might and retaliation if knocked down.
“Let’s get dangerous!” - Elite. You and your allies gain might, protection, fury and quickness. Double duration for anyone below 50% health.
…Because everyone should have shouts, right?
Always been there.
Just linking this great tutorial I found, it just about covers it all.
MF doesn’t affect usual containers – however, it does affect the lootboxes you get directly from PvP reward tracks.
On topic of wings, I’d appreciate a checkbox in the options to hide all wing type back items… I’m sure plenty of you like them, but for me, they are an eyesore, floppy or stiff.
I’ve got one from the Glorious reward track – I’d guess all tracks can give them, though I can’t say for sure for any of the regional ones.
You’re funny, I like you.
I love dancing around rampage warriors as a melee ranger. I like to think they are angry.
Having to rely on bosses telegraphing their attacks would be nice – if you could see the bosses behind all the skill effects (not to mention many dungeon bosses have devastating attacks with little to no telegraphing). As it is, I’ll gladly take orange circles and would like them to be consistent, too.