Boon corrupts are random too. The only boon strip/corrupt that I’m aware of that actually prioritizes certain boons is Bountiful Theft for the Thief.
Sigil of Nullification could stand to be improved, but it’s still there as an option should you wish to give boon stripping to a class that can’t normally do so.
This is a very specific counter, but a Revenant can use Hammer 3 at a distance to attack a Dragonhunter on a point, setting off any traps laying in wait while the Revenant remains safe where the attack was started. Without the traps, the Dragonhunter isn’t nearly as threatening.
You still have to deal with them once they come off cooldown, but it’s better than having to cope with two back to back sets.
There’s a Sigil that strips boons on hit, is there not? Everyone has access to that. Maybe your Elementalist should swap his Energy sigil to that one come the balance patch.
You only break even or gain pips on a loss when the game expected you to lose due to facing a superior opponent, but you gave a good showing. Those games won’t happen every time.
In this case, you were facing an opponent that you were on even ground with. A roughly 50% chance that either team would win. So the winning team gains one pip, and the losing team loses one pip, no matter how close the score is. It’s the type of game matchmaking wants to set up.
The other games are anomalies. When matchmaking has to match teams of differing skill levels against each other because matches are taking too long to form. Pip gain on a close loss exists in those games as an apology for people who should be outmatched in their game, to try to encourage them to play hard anyway. And if that team can actually overcome the odds and beat the statistically superior opposition, then they’ll gain multiple pips for the win, while the defeated team will lose multiple pips for their defeat.
You just can’t expect to always gain a pip for losing. In the desired 50/50 matchup, you gain for winning and suffer for losing, and that’s that.
I think he is more upset that he lost 3 pips for such a close match, instead of losing at most 1 pip.
He only lost one pip. He lost the game by three points, that’s what he meant.
That they are, but the initial synthesizer construction for the ore synthesizer requires Copper and Iron to build, and for lumber it requires Green and Soft Wood to build, even though in both cases the resulting node only gives Copper Ore and Green Wood.
The second upgrade for the ore synthesizer takes both Iron and Silver, while the second lumber upgrade only takes Seasoned Wood. Maybe there was just confusion as to what upgrades would unlock what things, so an Iron requirement was left on the first upgrade by mistake when it was meant to be on the second. And then they just got the Lumber one backwards.
It’s all speculation on my part. We’d need a dev to comment. Maybe a bug post is in order?
thief’s methods to CC are subpar in comparison most if not all other classes and useless against bosses/mobs with defiance bar which is a thing especially in HoT.
Fist Flurry > Palm Strike and Impact Strike > Uppercut are enough to fully deplete a defiance bar in dungeons/fractals/five man content without any help from anyone else. The CC is there, should you choose to use it. Using those utility skills to force the break also allows you to expend all your initiative afterwards to burst the vulnerable target while it takes extra damage.
Upscaled open world HoT events are going to be a different story, but in those no one class is going to be able to deplete the bar by themselves. Something like Revenant Staff 5 is the exception rather than the rule, and it’s far more likely to be nerfed to a reasonable level than for any other class to have a CC skill buffed to match it.
The first upgrade for the ore will unlock both Iron and Silver, while the first upgrade for wood will unlock both Soft and Seasoned.
Whether it’s a bug that the wrong ores are given on the first tier nodes, or a bug in the description saying you should get Iron and Soft Wood from the first tier nodes, is uncertain at this point. Whatever the case, the next upgrade will get you where you’re supposed to be.
It’s stupid that some count and some dont, it should really be clearer in the description. Nowhere does it say that the class ones don’t count =/
It does when you click the overall meta achievement, which lists the 11 qualifying achievements that need to be completed.
The individual profession achievements also specify that they count for “League Professional”.
Give thieves own water field on short CD – bruiser thief that can hold points was born.
Steal from Rangers with Improvisation, and you’re set. Your water field will even cleanse five conditions over five seconds.
They actually had to add a cooldown to that Steal bundle because they felt it was too strong!
Not only will the power of this skill become more pronounced once people start actually seriously playing this profession in PvP again, but it will also be the only fast cast spike in the game after the quickness spike nerf.
Don’t forget, too, that Impact Strike itself will likewise be bolstered by Quickness. Thief doesn’t really have a lot of ways to generate Quickness on its own, I don’t know that many people are going to be running Haste on their bar, but a good coordinated team with an ally who can drop Quickness on demand can bring about some fast and brutal Impact Strike stomps. And maybe some of the top players will be able to make Haste work, too. It’s still a stunbreak at the end of the day, and with improved auto-attacks Quickness will no longer be as much a DPS waste as it is now on a Thief, compared to say a Revenant…
The Bandits Defence “fix” will be interesting – a bit vague but I hope it means the skill is now a flip-skill and doesn’t auto kick
It will be a flip skill now rather than auto-kicking. It looks as though the kick stays available for five seconds after a successful block while the cooldown counts down in the background, similar to Palm Strike for Fist Flurry.
Try running path 2 instead. It’s the path that gets done least often, so it’s most likely the path that you’re missing, and you’re suffering from a display bug.
You need to dance.
Take the Nuhoch Wallow in Nuhoch Lane to the southeast of it to enter the Chak Stronghold. You just have to run around to the northwest to get to it from there.
Poison Lore might be necessary if you’re taking the long way in from the far northwest.
At the moment a zerk thief can flat kill me with the steal-> bp -> hs backstab combination if I fail to block it. Add to that doing it from stealth and an unblockable bassy venom that can be shared with teammates… that adds up to god mode insta kill for the thief.
Then block the Heartseeker and Backstab. The thief in your example is blowing his two unblockable attacks on Steal and Black Powder. The attacks that you’re so scared of that actually inflict damage (not that Heartseeker against a 50% HP plus target does damage) won’t be unblockable.
I mean, what’s next? Have you ever thought about what a Warrior can do to you using Signet of Might into Hundred Blades? That’s, like, nine unblockable hits that you’re absolutely helpless to stop because they’re unblockable!
You folks aren’t taking into account the 30% increase in thief damage. Steal ( with immob or daze ) -> black powder ( with blind )-> heartseeker .. dead with no chance of block. That’s not counting the thief’s teammates.
At the moment, neither Steal (via Mug), Black Powder or Heartseeker have been noted to be gaining any damage. The only damage buffs listed for Thief so far have been to their auto-attacks.
There’s a thread in the PvP forum for it.
The chests used to stack, but the loot improvement patch changed them and made them stop stacking, likely due to the added key.
I don’t know if anyone has done any testing to determine if the other rewards are any different, but it would make sense that the 21-50 chest would have better odds for bonus goodies than the 1-20, as that’s already the case for the Adept/Veteran/Champion chests.
Shatterer I think is a great example of a fight that should be hard but instead is so laughably easy a baby could do it as long as they are positioned on that rock
Since you only have two weeks left to find this out.. the rock is completely unnecessary for the Shatterer fight. You can stand right under his nose and still never get hit by anything, because the real issue is that Shatterer is vulnerable to Blind, making all of his attacks miss.
The only attack that can hurt you standing under his nose is when he descends from flying, because he flies long enough for Blind effects to wear off. Even that attack can be negated by Blind if a canny thief is dropping Black Powder on his permanent hitbox (the one that you can still damage him using when he flies/heals, that most people don’t know about because they’re standing on a rock).
The “under Rata Novus” one is the mushroom JP at the “Rata Novus Orchards” point of interest. If Zinn’s room with his chest is open, you just drop down the hole in the middle to get there. If Zinn’s room is closed due to meta progress, and you can get through the guns/lasers if they’re on, you can get there by climbing up the inner staircase that would lead to the passage to Zinn’s room, then turning back and jumping/gliding off of the second floor back across the stairs to the opposite corner, where there’s a small passage that’s hard to spot but will lead to the orchards. That passage is intended to be used as the exit from the orchards, but with gliding you can use it to enter as well.
If a player does not have Heart of Throns, upon reaching level 80, they continue to level over and over but are awarded spirit shards.
No, they don’t. That functionality was removed back in April, to prepare for the introduction of the Mastery System.
Mesmers can portal people inside, yes.
That said, given the value of some of the story rewards, it might be worth your time to run extra characters through it anyway. Even something as simple as the 15 Ley Line Sparks from the parts in Tangled Depths can be turned into 60 gold by crafting Ley-Infused Tools to sell.
To talk seriously, though, about it…
Look at the current PvP Elementalist meta. Earth and Water are basically mandatory trait lines for them to take, for the defensive applications. It’s how they go into battle and sustain. Thieves don’t really have a trait line like that, currently. Acrobatics is as close as it gets, but it’s just not very good. My expectation is that they’ll change Acrobatics to be a stronger, entirely defensive line to improve Thief survivability.
Will people want to use it? It will have to be pretty strong to get people to look away from Deadly Arts, Trickery or Daredevil. But the potential for them to make it pretty strong is there. Elementalists pass up damage boosting traits from Fire and Air right now to take their defensive/survivable Earth and Water traits. Some thieves won’t want to take a defensive trait line, but if it’s good enough, it’ll be chosen. There’s some Elementalists out there too who’d love nothing more than to be able to play a glass staff Ele in PvP, too.
Who knows, maybe we’ll be able to come out of this with some kind of weird Cele sustain Thief build. That would be… something, right?
They just posted acknowledging that Acrobatics needs help and it’s going to be improved. We’ll see what they come up with.
Some of the Mastery Points are at the end of mini-JPs. There’s one in Verdant Brink near the Matriarch fight, which you can reach even during the day by climbing up from the area in the southeast where Dust Mites spawn and using a bouncing mushroom at the end of the wyvern island.
In addition to the others mentioned in the post above, there’s a hidden one in Tangled Depths accessed via the underwater passages under the map. After jumping across a tunnel and up a chute filled with tree roots, you can find another secret laboratory of Zinn’s. That JP has no chest or visible achievement, but the game will reward you for using a certain emote at the end…
(edited by Xiahou Mao.9701)
The reward structure is not likely to change over this year. Once “Year of the Ascension” is finished, after four leagues, then there might be changes to accommodate whatever next year’s big reward is, be it a different Legendary Backpack or something else entirely.
For the cases where classes do get a passive movement buff (Warrior with melee weapons, Chronomancer, etc.), it doesn’t show up as a buff, no. Thief doesn’t have any such things, though.
Assuming the thief and ‘archer’ don’t have the visible Swiftness buff, they could be using various other skills to move. Infiltrator’s Strike on a thief’s Shortbow weapon will teleport him 900 units away, and can be used repeatedly. Similarly, attacks like the ranger’s Greatsword Swoop will dart him forward greatly. People will use these ‘attacks’ outside of combat to cover ground more quickly, or de-target enemies in battle and use them to escape.
You won’t find many guides on levelling because it’s not really too hard. Everything you do will give you XP, so basically, just do what you want. My advice would be to explore, see the world, map things out. Especially for a first character, this will help immerse you into the game, get you waypoints to travel around as needed, and give you experience in fighting different things.
As for builds, generally the most effective builds are the ones that deal damage. As a thief, you have weak statistical defenses, of course. While the “best” thing to do is to focus on your Power/Precision stats (and eventually Ferocity), you deal no damage when you’re dead, so if you need to balance yourself out with some Vitality or Toughness as you go, so be it. The thought process is that as you get better at the game and learn what attacks to dodge, you’ll be able to start swapping out the defensive gear for more offensive gear.
Don’t worry too much about the order you unlock your Specializations in. By level 80 you’ll have enough points for all of them. Deadly Arts and Critical Strikes are the two offensively oriented ones, Shadow Arts will make your stealth much more effective, and Trickery offers some great utility. Acrobatics tends to lag behind compared to the others.
Just gain some more levels, the rest of the icons/features will unlock as you get to a higher level.
The tonic still exists. It can drop from at least the Veteran and Champion daily chests. Quite rare, though, but that’s no different than before.
My understanding was that the drop rates were intended to be higher than before HoT because there was going to be a greater need for ascended level gear and this was going to help accelerate the process. But clearly it hasnt been working.
I don’t know that they ever promised more frequent Ascended drops. What they did promise was increased liquid rewards from Fractals. It took them the extra month to get there, but Fractals are now a much better source of gold income than they were before, helping to fill the void left by the old dungeon runs.
You can find the items on other characters. The things you actually need your Necromancer for are unlocking the collection (getting the first weapon), finishing the specialization for the armour piece, gliding as that class, and completing a Magus Falls map with that class. With those complete, you should be in the clear and able to get the other things with any character.
That said, I wouldn’t go and delete the necromancer yet. That’s an awfully irreversible step, in case you and I are forgetting one other part that requires a direct Necromancer participation!
The Dredge Commissar is a world boss, like Shadow Behemoth or the Champion Svanir Shaman. Collection items from killing it should appear in its world boss chest, inside the room he spawns in.
If you were unaware he was a world boss and that he gave the extra big chest on killing him, that would explain your issue.
If i dont get the achievment i can’t progress daily achievment.
You can. The next tier of Daily Participator unlocks when you finish the previous tier, even if you haven’t yet reached that overall tier. It works the same as the Mystic Essence Collector and Wings of Glory achievements in that respect. There’s plenty of people out there who have the Vial of Salt already, even though it’s impossible for anyone to have completed the third set of achievements yet.
You won’t be able to progress things like Rank Earner and Conqueror and Top Stats and the like, but those won’t be time-gated once you are able to progress them, so you should be able to power through them quickly enough.
You ideally should have gone for the achievement long before you hit Legendary…
Put it off until next season, and do it when you’re starting out in Amber or Emerald. The lengthiest achievements to get, the Participator and League Threshold ones, continue to update even if your overall meta is stalled, so you’ve still been progressing those even while stuck with one class. It just means the relatively easy things, the rank points/ranked wins per day/top stats/etc. will get backlogged, but if you got to Legendary you won’t have a problem getting those next season.
So my idea for ArenaNet would be to only possible to use the box of recipes where all 4 recipes can be learned on, otherwise there is in NO WAY to retrieve the other 3 recipes and actually be stuck on this quest.
You can get the other three recipes back. Go to Grandmaster Hobbes in Lion’s Arch, he’ll sell you the Chest of the End for 10k Karma because you finished the collection achievement, letting you open it with the proper character.
I don’t think you actually know what a bug is. You can still be hit on that pillar, and if it is an unintended thing by anet, they should/would have said something by now.
You can’t be hit by everything on the pillar. One of the mechanics of the boss is to spawn adds, and the adds are incapable of touching you up there, even when the boss can.
Of course, this sort of thing has existed in dungeons forever and generally goes unfixed.
You do jump the same height/distance whether you tap the space bar or hold it down. You’ll just have to adjust to tapping space bar when you don’t want the glider to come out.
Glint's Bastion and other weapon collections
in Guild Wars 2: Heart of Thorns
Posted by: Xiahou Mao.9701
You don’t have to do the story on your Revenant. It doesn’t matter which of your characters you take through Sanctum Scramble, the chest they earn will unlock the collection item regardless as long as you’ve unlocked Herald by that point.
Now, if your argument is that you shouldn’t have to do any story on any character… that’s a bit silly. Get a Mesmer to portal you inside, if that’s the case. Otherwise, you’ll find that map completion of Auric Basin is likewise gated behind story, and probably complain about that too!
True, Teq. is harder but the Karka Queen is also red and that’s just a tradition ‘tank and spank’ pretty much.
Like Tequatl and Triple Trouble, Karka Queen also gives more loot than other world bosses. She gives two guaranteed rares, and three bonus champ bags (along with the one on her corpse if you’re quick enough to tag her). She also shares the same lengthier spawn timer as Tequatl and Triple Trouble. As a final similarity, she can be spawned as a “Guild World Event” like Tequatl and Triple Trouble.
The difficulty isn’t there, but Arenanet has classed her as a ‘mega boss’ regardless.
Swordmaster Faren is serious business.
Just probably not ungodly serious.
You only need 17 AR to shrug off Agony at scale 25 now. Even with only 15 AR, you’d take only very minor damage from Agony, so you’d only need 225 Relics.
That studio was a child (in company terms). Now, it’s grown up. It’s at that horrible teenage stage where everything is oh so ungodly serious.
The expansion released two months ago came with an event chain featuring a noble fop running around the jungle in a loincloth and being roundly mocked by everyone he came into contact with.
Everything is most certainly not ungodly serious.
If you’re not doing Fractals at all yet, then I recommend you take your time to stop and consider the stats of Ascended Armour carefully before going for them. You’re looking at hundreds of gold of investment to get less stat points than a simple level 80 food buff would give you. Do you always use food when you’re playing? If you don’t, starting to do so will give you more noticeable effects for a fraction of the price.
Weapons and Trinkets are a bit different, they’re worth upgrading to. But Ascended Armour truly gives miniscule stat boosts over Exotic…
If you want that achievement, don’t buy Candy Canes, buy the cheaper Wintersday foods. They count too, and can be had for about two thirds the price.
Well, since you specify Tequatl, he is a tougher fight than most world bosses and does reward players commensurately. You get two gold in actual coin from Tequatl, along with three guaranteed rares and around 18 other items which will be at least greens. So his icon being a different colour than, say, the Fire Elemental makes sense.
If Triple Trouble has the same red icon, then that’s holding true to form, the stronger/more rewarding bosses have the different coloured icon.
The repeatable achievements don’t normally count, but they do this year. Each one only counts once, though. They won’t get a visible checkmark next to them on the list, but they’ll apply towards your total.
Now, that said, I think practicing the Winter Wonderland puzzle to get both the 3 completion and 15 completion achievements in it would be better than doing 30 Snowball Mayhem games…
The best bet besides crafting is to run a set of scale 51+ Fractals every day. You should have a roughly 10%-15% chance of an Ascended Weapon/Armour doing so. This, of course, requires you to have 70+ Agony Resistance, more if you want to do the triple swamp most people do. But presumably you have some Agony Resistance already, because why else would you want Ascended Armour?
I did the fight over a month ago, but when I got to the gliding part there was a branch up high that I could get to and land on. I found it during the first gliding segment and used it to wait things out. When the second gliding segment began, I was able to get up there again, and when he started hurling rocks at me they couldn’t hit me on the branch.
If you can’t get up there or it’s been patched since, the best bet is probably to drop as Donari suggests, that would be the fastest way to change your position and avoid a thrown rock while gliding. You might be able to do it by varying between the lean forward and pull back using Lean Techniques to throw him off as well. But landing on the high branch should be the easiest route.