Showing Posts For Yamsandjams.3267:

BUG: Cloak and Dagger on SMC wall is back

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

As to why this was never removed… we will likely never know.

Fixes/Balancing Wishlist BEFORE HoT

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

I guess I will also add the fact that acidic elixirs should interact differently with toss elixir S so that you aren’t auto-revealed if it is thrown on top of an enemy. Not that the trait gets any use anyhow, but that’d just be one step to make it that much better.

Static Discharge with Legendary

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Why is something that should be so straightforward so convoluted? I’d like to see the design meeting they had in regards to this skill, and I wonder if any of them have completed their stay at the resulting detainment in a psychiatric ward yet.

Surely they must have some intern lying around that can just fix this stuff already. If they go insane, at least it won’t be the biggest loss for them.

I hope this isn’t going to be like the scope fiasco again… “I looked at the script, it should be working fine”.

The staff needs some love

in Elementalist

Posted by: Yamsandjams.3267

Yamsandjams.3267

isn’t air 2 a high damage single target skill?

It’s not high damage. If you consider its cast time then it’s actually low DPS. Its effect is almost useless because of this cast time. The cooldown is relatively long. Its targeting mechanic is primitive. And the AoE is irrelevant.

Next?

Yeah, the AoE is pretty small. If it had an AoE of some significance, I could maybe see the long cast time being warranted. I’d even be fine if they lowered the damage a bit to significantly shorten the cast time, since applying a clutch blind with it could be quite useful. Even if they just lower it to 1 second instead of 1.5, it would be a lot better.

Often times, I try to use this as a pre-engage. The cast time is partially consumed while I get in range of the opponent, so that it hits them at more-or-less the maximum distance possible while I’m still moving forward. Kind of crappy to have to use it that way though.

Ice spike and lightning surge need shorter cast time. Ice spike also needs shorter after cast.

The only issue I’d have with ice spike on a shorter cast time is that it can hit a bit hard, and water attunement is not supposed to be damage-centric. And yes, that’s the only actual ability in water attunement that does real damage, but it’s sort of in the same vein as dragon’s tooth. Dragon’s tooth has a wind up because it hits so hard, so in order to get it to land properly you need to use it as some kind of skill combo instead of just randomly throwing it out at someone. Ice spike is a similar deal, and the way water attunement is designed it would seem like it’d be a good time to throw it after you catch people in frozen ground.

i cant control my Arcane Brilliance

in Elementalist

Posted by: Yamsandjams.3267

Yamsandjams.3267

Nah, seems like a bug to me. It’s a PBAoE, yet the finisher takes place on the target? Doesn’t make sense. Would be more logical if it centred on the elementalist.

I’ve actually never noticed this before, though I don’t run ele all that often, and usually not AB when I do. Guess I’ll pay more attention next time.

So six month wait..

in Guild Wars 2: Heart of Thorns

Posted by: Yamsandjams.3267

Yamsandjams.3267

I’ll be instant levelling my revenant (probably two of them). Even though this might take away the “levelling experience”, I’ve already done that many times and it doesn’t really excite me that much anymore.

However, because this is a new class, there will still be a lot of pioneering that needs to be done as far as builds go. So even though I’ll have it instantly at level 80, I’ll still need to play around with it a lot to learn about the profession’s skills and see what sort of cohesive builds I can make. Thus there will still be a lot of “new” stuff to look forward to, even if the character just hits level 80 instantly (and all the skills are unlocked from skill scrolls).

Mind you, one can more or less do this in sPvP already, though there are some restrictions there.

[PvP] Stuck in Trees on Battle of Khylo

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

It appears it is possible to become wedged between the trees in the small tree clusters that are present on the Battle of Khylo map. This can be done by leaping off of the rafters and landing at such an angle that one ends up wedged between them. The character is locked in a falling state and cannot take any actions. The only solution appears to be moving oneself to spectator mode, or leaving and rejoining the match.

See attached image for visual details.

Attachments:

Fixes/Balancing Wishlist BEFORE HoT

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

Well, that could very well be the reason they left this “bug” unfixed for now, but it is quite annoying when you want to make a healing build and your primary means of healing people does benefit from all the healing power you dumped into it.

If it’s overpowered, they just need to drop the base heal of the overcharge down and give it better scaling with healing power. Thus it’s less powerful for people with more typical builds and rewards people who want to invest a lot into healing power. The actual numbers would have to be figured out though.

Although I do like the idea of it scaling with rifled turret barrels, maybe make the AoE even wider, although it’s already pretty wide.

Ascended gear grind is OTT ridiculous

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

This is the primary reason they made ascended stuff account bound. Of course, that doesn’t really work for me either because I need certain sigils in certain builds, and different stats on different pieces of gear. Not to mention I do care about the looks, and I don’t want to pop a handful of transmutation charges every time I want to play a different character. As such, I don’t really feel that simply making them account bound really removes the need to craft multiple versions of ascended equipment, unless you want all your builds to use the same stats, sigils, and runes.

I basically just got a full ascended set for my main, and all my other alts are in exotics (except in a few spots where I got some ascended drops). Since they’ve added the collections, I’ve been working on making the other ascended armor sets and some additional weapons. But it does get quite arduous if you want to completely outfit all your characters in ascended (I have 16 characters with 2-3 gear sets each, so I would have to craft around 40 full ascended sets of equipment if I went completely crazy).

Even still, I would try to not become too obsessed with having all ascended equipment, and just stick to exotics for alts. It’s much easier to acquire the exotics, and the stat difference is not significant in most scenarios. Since you know the ascended stuff is time gated anyways, just gradually accumulate the resources over time and just enjoy doing stuff with your exotics.

/Age and precursor drop

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

I think I’m at about 5600 hours.

2 precursors. One was a straight up drop in WvW. The other was from the first southsun event, but I don’t really count that one because precursors were handed out like candy at that time (relatively speaking). Stopped playing the toilet game a long time ago.

Skelk Venom...

in Thief

Posted by: Yamsandjams.3267

Yamsandjams.3267

I use skelk venom in a venom share build, but only if I’m running with a group (yes, you can do venom share solo if you use thieves guild). It can actually be a fairly potent heal when used like that, but you do end up giving up a lot of other benefits for something a guardian or ele usually handles.

Outside of venom share, I don’t know that it would work so well unless you could generate massive life steal… like using scavenger runes and using sneak attack through a shadow refuge or other dark field with sigil of blood and leeching.

I’ve used it more than I’ve used signet of malice though.

Banner: Sprint

in Warrior

Posted by: Yamsandjams.3267

Yamsandjams.3267

Well, they do have useful skills on them, they just happen to not be numbers 1 and 4.

Although do note that the sprint skill may be a faster way of moving if you’re in combat, particularly since it ignores cripple and chill. That’s not to say it makes it incredibly useful, but it does have some kind of niche use. Out of combat you don’t really need to use it for anything.

I guessing there was some sort of design idea way back in the day where a warrior would, say, drop their banners to buff themselves up for defending a node, and they would perhaps pick up the banners as they moved about in order to use their skills and then put them back down. But that’s something we just don’t see, in general.

Support WvW build

in Guardian

Posted by: Yamsandjams.3267

Yamsandjams.3267

Someone posted the math somewhere

Life sigil > Benevolence Sigil

Your out going healing is only slightly better on some skills with benevolence like healing breeze. But overall Life is the way to go

Could that have been my math? https://forum-en.gw2archive.eu/forum/archive/balance/Sigil-of-Benevolence-vs-Sigil-of-Life/first#post3968235

But yes, sigil of life is generally more beneficial. Sigil of benevolence will be useful if you want to maximize ALLIED HEALING ONLY, and not healing to yourself. If this build is supposed to be for small group applications, I feel the life sigil would be better since it will also help them keep themselves alive as well as everyone else. It should also be noted that sigil of life does also help with allied healing, just not as much as sigil of benevolence, though sigil of life has the added benefit of helping out yourself too.

In any case, as others said, I’d ditch sanctuary for sure, and I’d also use tome of courage if you want to use a tome.

For the runes, I think you should also consider water runes, trooper runes, or even mercy runes. Water runes give you better boon duration, another source of self-condi clear, and an additional AoE heal. Trooper runes is even better condi clearing with shouts. Mercy runes can be handy if your ally goes down and you need to get them up ASAP.

Slotting in some vitality would also not be a bad idea since it would drastically increase your survivability, but I can understand wanting to play a “maximum healer” build.

If you wanted to compare to something, I’ve run this build in WvW before: http://gw2skills.net/editor/?fVAQNApeWl8ApXoNDxVI0ENRCBl5M+P2nYDl4yA0AA-TFSDABOcIBMUJoO7PklyPcU/54nUAAnAhU03QKgvVGB-w

The battle presence and absolute resolution combo can be quite nice, especially since the passive regen stays on your allies even after you pop the virtue (it doesn’t stay on you though). However, you do have to give up condi clears on your shouts.

The mace allows the build to maximize healing power even more, and the shield gives you a means to apply protection, those most people would probably like to use a focus instead, or a hammer. This one is also specced for reviving people, so you get faster rez speed from the runes and a bubble to interrupt and absorb. Also, the protective reviver trait is actually quite good in some circumstances, applying a very long protection boon as well as extra aegis. Of course, it’s better if people don’t go down in the first place, but that does happen at times.

This build can take some hits, but as with any high toughness, low vitality build, it’s essential to heal yourself effectively and not to get caught in damage spikes to frequently.

Flamethrower#3"reflect duration"

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

The reflect portion of air blast starts as soon as you start casting it. Only the knockback has the windup time. Air blast is a true life saver when fighting against Mai Trin on lvl 50 fractals.

Oh, good to know. I figured that wasn’t the case, but it just goes to show how little I’ve used FT recently.

[For Fun] Physical Warrior Builds

in Warrior

Posted by: Yamsandjams.3267

Yamsandjams.3267

I’ve use the following in casual PvP: http://gw2skills.net/editor/?fJAQNAS8ejEd01ZbHmhQKaAigC9JEDjg5CIAubVfBA-TZRBwAS3focZgFXAANHEAAPBAA

I found it works reasonably well, though I doubt it would be that useful against serious competitors. The main reason I made the build is because I wanted something that used mending. With restorative strength, it’s more or less a complete condi clear.

You can use kick instead of bolas, and maybe dogged march would be better in some circumstances. In any case, you can inflict quite a bit of chain CC’s by yourself, allowing your to jostle people off nodes, or knock them off ledges sometimes. I like to use bolas sometimes because immob will work on someone with stability, and it can sometimes be just as good as a stun. It’s duration is quite long too. But I like using kick sometimes too.

I haven’t tried using berserker’s amulet with it yet, but I think I’ll do that just to see how much the survivability drops and the damage goes up.

I like using the runes of the warrior because it helps make up for the fact that I don’t have fast hands. I could take 2 points out of strength, but that extra adrenaline generation can really help out, especially since hammer is quite slow on building adrenaline in 1v1.

I feel the sword was necessary for the added mobility, but final thrust is a nice spike ability after you’ve locked someone down, and flurry gives you another source of immob instead of more stuns like the mace. I think leg specialist could be a nice variation on this too.

I’ve used an almost identical build in WvW roaming, but I don’t think it’s really that useful there.

Fixes/Balancing Wishlist BEFORE HoT

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

Flamethrower#3"reflect duration"

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

The reflect always seemed like more of a side-benefit to the CC. Though it can be useful if you time it properly, and opponents rarely consider that you have the ability to do that with the flamethrower. I’ve sometimes used it if I’m simply too far away and the opponent is shooting at me (i.e. ranger rapid fire). I’ve even used it to reflect kill shots and scorpion wires before.

I don’t see anything past 1 second worth of reflect being a reasonable change for the air blast. Maybe instead, they could make it so that the ability begins reflecting during the cast time of the air blast (i.e. sucking in projectiles) since it can be a bit trickier to time the reflect properly on reaction with the 0.5s cast time they added. It’d be kind of like how shelter starts blocking before the actual heal occurs. In essence, that would extend the reflect window by 0.5s.

Fix Static Discharge

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Static Discharge should work similarly to the Elementalist 15 point Air trait! Except instead of proc’ing on Air Attunement swap, it would proc on toolbelt activation!

Wahoo! Bye frands!

I think this is a nice idea, although the current form of SD does allow for a form of AoE damage. So the potential damage of the ability would be less overall, though it would at least be useful with all utilities. I’m not sure this would really change many SD builds though because the utilities that are commonly chosen (i.e. utility goggles, rocket boots, rifle turret, tool kit) already work well with SD since they have fairly low cooldowns and fast cast times, unlike other tool belt skills.

On the other hand, the current form does afford the opponent the opportunity to see the SD blasts coming, so they have a window to react to them. If they turned it into the lightning strike that is used on something like the ele’s air attunement swap, it would be completely instantaneous. As such, it would make it even more valuable with utilities like utility goggles and rifle turret since you could basically get 3 instant lightning strikes that the opponent could not see coming or react to. This could mean they would want them to be weaker overall (i.e. less raw damage, no crit possibility, &c.).

However, the issue here isn’t that the SD doesn’t happen. It does, it just shoots itself at empty space instead of at the selected target. I don’t think it’s impossible for them to make it so that the SD bolts always launch at your target. The only reason they don’t work with things like mine field or toss elixir B is because those tool kit skills are not launched at the target directly. However, if you have a target selected, I don’t see why they can’t just program it so that the bolt will always shoot at them.

Bloodlust stacks VANISH

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

Yeah, it’s a bit annoying when it comes to the borderlands maps because the bay and garrison both have water spots that are commonly travelled, so if you don’t have the bloodlust sigil in at least one of your underwater weapons, it’ll disappear every time you go underwater.

If you don’t actual go under the water (i.e. swim at the surface of the water where you can’t use skills), it should keep the stacks. Of course, that’s not always practical.

The only real solution is to get another bloodlust sigil and put it in your underwater weapon. Of course, if you’ve already done that, then I’m not sure what’s causing the stack loss.

Rabid engi vs ele pvp

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Also try to keep your interrupts handy for when they heal, assuming they’re using ether renewal. If you interrupt that thing, it can sometimes be a death sentence for them. They’ll generally try to cover it with stability, but they often won’t be able to do it all the time unless they’re using a specific trait. So don’t go running in there and use magnet first thing, and you probably shouldn’t need to pop magnetic shield for anything other than to knock him back.

If you wanted to go crazy, you could even bring the mine utility. The little ones you toss out also strip boons, so you can dump them on a node and let the ele run into them. Eles are generally very dependent on their boons, so if you keep taking them off, it’ll make it tougher for them. It’s definitely easier for a necro or mesmer to take that approach though.

Fix Static Discharge

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

While I don’t disagree with the OP, I almost want them to leave SD alone out of fear they’ll attach an ICD in order to “keep things balanced” and completely butcher nearly ever SD build in one fell swoop.

Either that or they’ll reduce the damage by 30% to compensate. And no, that joke is never going anywhere.

Need help with my engineer build

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

I feel that engineers are vulnerable to damage, especially in WvW, so I want to create an engineer that focuses on ranged attacks.

Rifles and off-hand pistols are more effective at close range, so I use pistol and shield.

The ironic thing here is that the grenade kit is also most effective at close ranged combat, as is the bomb kit (though the latter is self-explanatory). If you’re doing zerg fights or fighting around a keep or something, then you’ll probably get some good mileage out of it that way, but in any smaller scale fights, trying to stay at max range and lob grenades is not going to be effective in a lot of cases. Thieves and warriors will just close in, and rangers will have superior firepower while being able to avoid the slow lobs. That’s not to say you shouldn’t use grenades, I’m just saying that you might find that camping in grenade kit and tossing them around will work in every situation.

If you’re going to run this build in WvW, I would suggest slotting tool kit instead of bomb kit. I’ve only seen a small number of people make truly effective use of the bomb kit in WvW (myself not included), and there’s so much mileage the tool kit can give you in both large scale and small scale combat. The bomb kit can still be very useful if you’re solo capping a supply camp, but for actual roaming or zerging, the tool kit just offers so much that the bomb kit can’t. I mean, you can chase people with the bomb kit, and you already have grenades to handle ranged pressure situations as well as to toss at pursuers.

I wouldn’t slot rifle out either. Even main hand pistol is better at closer range because of poison dart volley’s conical spread pattern. Rifle not only has longer range than the pistol, but it’s auto-attack is actual fairly damaging. Not only that, but the attack pierces by default, making it inherently more valuable in large group fights compare to the pistol’s piddly auto-attack AoE explosion. You’ll definitely be getting more mileage out of the rifle auto-attack than on the pistol. The addition CC the rifle brings is also highly valuable, allowing you to get people off of you, prevent them from escaping (i.e. net shot), or allowing you to set up certain skill combos (i.e. overcharged shot into grenade barrage). If you’re fighting a ranged opponent, you’re going to have to get close to maximize your damage anyhow, as that’s just how engineer works. If you’re fighting a melee opponent, you can work on pegging them with auto-attacks or grenade volleys until they close in, then hurt them with the high-damaging, short range stuff.

Of course, using the shield can be helpful in a lot of situations too, but if you slot tool kit instead of bombs, it can handle a lot of the same situations while still giving you a more useful auto-attack.

As far as the stats go, I probably wouldn’t go full zerk. Knight’s can help balance out your durability while still having some nice offensive stats, or perhaps some cavalier’s.

Also, as other’s said, drop that scope trait. It won’t really end up being that useful. Personally, I’d either drop it into firearms for hair trigger, or inventions for cloaking device or protective shield. You could also drop it into alchemy and pick up protection injection, which might be a good idea since you have no stun breaker. Though if you swapped bomb kit for elixir gun or elixir S, that could help solve that issue.

I’d also ditch shrapnel and pick up either empowering adrenaline or exploit weakness. The latter can be a bit more helpful in small-scale or solo roaming, though empowering adrenaline is definitely much more beneficial in larger scale combat. Shrapnel isn’t going to amount to much damage in a power build, and you’ll be forced to camp in grenade kit to really get any sort of mileage out of it. It’s much more effective in a condi-focused build.

Although if you did want to take more of a condition focus, I find that a combination of carrion and rabid has usually worked well for me. Though it’s sometimes not the best to sustain with in drawn out combat, it is better at surviving spike damage. Dire will work too, although carrion is more damage.

If I were to tweak this, I’d maybe go with one of the following:

Power: http://gw2skills.net/editor/?fdAQFAUlUUpErlcxvLseRCbBNqxAqNIyNWlP/wAkUA-TxRBwARUCWU53O1fIu/gmLAAgHAgKdEAA-e

Condi: http://gw2skills.net/editor/?fdAQJAqelUUpErlcxvLseRCbBNqxAqNIyNWlP/wAkUA-TRyHAB7s/AFaIqQPARKxGR9n6UCCwJAoIlH/+AAAA-e

Something along those lines, at any rate. I guess I’m taking more of a WvW-centric look at this thing, as that’s what I usually design my builds for.

(edited by Yamsandjams.3267)

[Suggestion] Those DARNED Sigils...

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

Well, you CAN bank sigils, and they do stack, so you can hold onto ones you want. I generally keep hold of any superior sigils I find (even the “useless” ones), although it would obviously be a real pain to do that for people who have tight bank space.

I would like to be able to throw 4 superior sigils in the forge to get another random superior sigil, much like you can throw 4 exotics in to get another guaranteed exotic. This way, the “useless” sigils could have the possibility of being transformed into a more valuable sigil, thus there would be a point to hold onto them.

Of course, I still have at least one entire bank tab dedicated to holding all the excess ascended rings I have, and those are even worse than sigils since they don’t stack and can’t be tossed in the forge.

We still haven’t seen electrum or crystalline ingots enter the game, though it seems like they at least geared the former towards ascended jewel crafting. Rather than implementing new materials, they’d probably focus on using the ones they’ve already created but haven’t put in the game.

Though with the way ascended trinkets currently work in the game, I’m not even sure how they would implement ascended jewel crafting in the first place. It’s quite likely we might see that stuff get used in the expansion though, and maybe they’ll have more plans for these “useless” sigils (and hopefully something to do with ascended rings other than vendoring them).

Why does moa remove minions but not turrets?

in PvP

Posted by: Yamsandjams.3267

Yamsandjams.3267

I’ve never really understood why it destroys the minions in the first place. I think the reason it doesn’t touch turrets is because the game handles them in a different way.

Best Stats for Spirit Weapon build?

in Guardian

Posted by: Yamsandjams.3267

Yamsandjams.3267

I’ve used celestial for a SW build in casual PvP: http://gw2skills.net/editor/?fVAQNArdSlsApKoFBxOI8DRh8gkVdLDdp6JBecVMA-TJBGwAu3fAwpA4wTAgZZAA

Note that it’s a gimmick build, so it’s meant to use as many SW traits as possible. Since one of them lets the weapons apply burning, I thought celestial might be nice for the hybridization, and the defender’s flame trait synergizes well with shelter and the focus.

You can set up some very damaging CC-chain combos with your hammer and the SW hammer, and the immob on both the sceptre and focus make for quite a bit of control you can put on a target.

It does stuggle with heavy condi pressure though. In that instance, using the bow would probably be better, or making some trait adjustments.

Become the Bear and other Norn Abilities

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

Yeah, unfortunately they’re just things they don’t really care about that much. The norn get shafted more than the other races since their transformation elites are all practically useless. The snow leapord is only good for it’s stealth so you can escape stuff, and then things like the run attack on the bear are useful as well… but that’s about it.

Kind of unfortunate since those things are what make norn, norn. But yeah, there’s definitely a lot of cleaning up that could be done on all the racial skills in the game.

Losing stacks of bloodlust on weapon swap.

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

As far as Fairness is concerned I’d also point out how “unfair” it is that as a say guardian I have to swap to a different weapon set for 10s to gain my “on swap” capabilities, while I can activate it at a loss of less than a second on Engineer by dropping the kit and activating it again.

There’s pros and cons to things, and I think it’s better left alone.

The problem there is that the two things don’t equate equally to each other. I don’t really see how engineers (or eles for that matter) triggering swap sigils with less of a commitment is equivalent to not being able to have 3 active sigil bonuses on their weapon.

More to the point, you’ve just highlighted another disadvantage engineers have: They MUST take a kit in order to even benefit from on-swap sigils when all other professions (even ele) have inherent access to a weapon swap mechanic. If an engineer wants to do something like slot all elixirs, all those sigils are completely useless. In fact, the only reason kits cause on-swap sigils to trigger is because the engineer has no other mechanism with which to trigger those sigils. So if an engineer wants to certain sigils to even function in the first place, they are locked into certain utility choices, lessening build variety.

It’s one thing to talk about one profession’s skills versus another, but equipment is something that should be more-or-less universally accessible and equal among all the professions. It’s why they added a second sigil to two-handed weapons, because it otherwise meant that people using those weapons were screwed out of a sigil. Unfortunately, the only way I think they’ll truly achieve this is if they add a weapon swap mechanic to eles and engineers, which doesn’t seem to be in the cards.

Slow running glitch/bug?

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

I’ve had this issue occur before, but it generally goes away once I change my vector. I’ve never had it persist. For me, it generally occurs when I try activating a skill and about-facing at the same time. There’s like a specific timing that will cause this “Baywatch run”, as I call it. Though like I said, as soon as I alter my direction, it goes back to normal speed. Not sure why yours would be stuck permanently.

Engineer Audio Bugs [27.01.2015]

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Adding to this list:

- The Veteran Jade Shard enemies in the Solid Ocean Fractal have an attack that summons a crystal that drops from overhead. The sound effect for this is different from before.
- When using Drop Bandage from the engineer’s Med Kit healing skill, the sound effect has this… “woosh” too it. Not sure how else to describe it. I think it may effect the Drop Antidote skill too, although it’s more difficult to tell.
- The Canons built in WvW have different firing sound effects

Vee Wee's Scavenging Rune Condi Engi!

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

The lifesteal procs don’t stack! This means that if you have a Leeching Sigil proc ready to go and you heal for the Scavenging Rune lifesteal proc, you will only lifesteal once on your next hit! Try not to overlap lifesteal procs!

Crap, really? I never knew that. I don’t really use that combination often, but I didn’t kow that was an issue. Will have to be more careful in the future.

well, obvious (no offense) and viable variation of the standard. i prefer carrion, though.

I used to prefer carrion as well, although it’s much tougher to sustain with carrion since your life-armor ratio can easily exceed 10. It also slams your crit chance into the floor, which can be problematic if you have an unreliable source of fury.

As such, I think this build is likely more effective with the rabid amulet . In the past, you were able to do a carrion-rabid mix, which is generally what I use for WvW as well, but ever since they made it just one amulet with flat stats, it kind of screws carrion over in PvP. At least as far as the engineer is concerned, anyways.

Losing stacks of bloodlust on weapon swap.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

It is a bit unfair when stacking sigils are considered with eles and engineers.

I like to imagine eles and engineers having two weapon slots, but they simply face the restriction that the same weapon must be equipped in those slots with the same sigils.

Thus, it would be like a warrior (or any other profession) putting a stacking sigil in both weapon sets instead of just one. The issue here is that the eles and engineers are forced into a situation where they cannot use the sigils optimally.

For instance, let’s say a warrior is running a sword+sword/longbow condi build. Let’s say their longbow has a corruption sigil, whereas the swords have a torment and earth sigil, respectively. What the warrior is able to do is build stacks with the longbow, and then swap to their swords and still benefit from the stacks. As such, their sword+sword weapon set can actually have three sigil bonuses active (earth, torment, and corruption).

Compare this to eles and engineers. Due to the way their weapons are restricted, they will only ever be able to have two sigil bonuses active at any time, whereas other classes can have three sigil bonuses on at least one of their weapon sets.

The only way I think this could be made fair is if a restriction was put on stacking sigils so that the bonus stats from the stacks only applied if the weapon containing the stacking sigil was currently active. For instance, in the example of the warrior above, the corruption stacks would give the them bonus condition damage while they were using the longbow, but the bonus condition damage would no longer apply when they swapped to their swords. They would not lose the stacks, meaning they would still have the bonus when swapping back to the longbow. But their swords would not benefit from those stacks unless either the torment or earth sigil was replaced with a corruption sigil.

This change would ensure that all professions could only benefit from at most two sigil bonuses on any weapon set, thereby making it fair between eles and engineers in comparison to the rest of the professions.

I don’t feel that eles or engineers are given any sort of special compensation to make up for the lack of a sigil. It’s the same case as two-handed weapons previously only having 1 sigil. People said it was justified because two-handed weapons generally had higher damaging skills, but that was never factored into the skill damage numbers and reduced the build variety for no good reason.

Black screen, again

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

You might also want to check if your operating system is 32-bit or 64-bit. It is likely 64-bit, but you should double check to make sure. People have encountered issues running GW2 on a 32-bit Windows OS before, so that could be contributing to the problem if that’s what you’re running.

Engineer Audio Bugs [27.01.2015]

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Posted by: Yamsandjams.3267

Yamsandjams.3267

To add to this list, the wind zephyrite crystal (the blue one that lets you jump high, replaces skill #1) has a different sound effect now for no reason.

Also, I think the falling screams characters do might not be occurring when they’re supposed to (i.e. I jumped off the lyssa temple into the water in Malchor’s Leap and my guy was silent the whole way down).

Treasure Hunter Collection

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Make sure to submit in-game bug reports as well. Either they just aren’t aware of the bugs, or they just aren’t making it to the top of the priority list for some reason.

A bit weird how of all such vendors in the game, they ended up picking the ones with bugged events.

Unexpected Revealed

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Posted by: Yamsandjams.3267

Yamsandjams.3267

The only ideas I have is that you were using runes of infiltration, like the previous post suggested, or you were using the desperate decoy trait. If you were to hit the opponent with an attack just after these effects procced, it would reveal you.

Now, from the footage, it doesn’t seem like you’re actually attacking the opponent. However, the cause is because you activated your heal skill, mirror. Since this reflects projectiles, it reflected the pistol attack of your opponent, striking them, which would reveal you if the stealth had just activated.

Of course, this is all contingent on you having either runes of infiltration or desperate decoy. Given the uncommon level of use of runes of infiltration, I have to guess that it is the desperate decoy trait. You’ll notice that a clone does not spawn, but that is because a clone will only spawn if you have the enemy targeted, which you did not at that point in time due to them being in stealth.

As such, it looks like the thief used the sneak attack skill (pistol #1 from stealth). The first shot of the volley hit you just before you activated mirror, which procced desperate decoy. However, since mirror then reflected the rest of the attacks in the volley, they hit the thief and immediately revealed you.

If you weren’t using desperate decoy or runes of infiltration, then I don’t have an idea.

There’s another anomaly I noticed in the video too. Around the time the thief stealthed (~9 second mark), a new “ally” dot appeared on the mini map just south of the raven capture point. This then disappeared when he opened up with an attack a moment later. I’m not really sure what the dot is, or why it would show up at that point. It does not appear to be a replacement clone because your other three are still fully visible and it wouldn’t make sense for one to spawn over there. Were the two of you in a party? Perhaps that could somehow cause that dot, or perhaps contribute to why you were revealed if you weren’t running runes of infiltration or desperate decoy.

Timberline Falls - Krewe Leader Dobbs stuck

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Posted by: Yamsandjams.3267

Yamsandjams.3267

This still appears to be bugged. Been staring at him a long time and he’s not doing much of anything.

Submitted a bug report for it, but we’ll see if that actually does anything.

I’m very surprised this hasn’t been fixed by now seeing how it completely borks the completion of the treasure hunter collection.

So I heard of a thing, but is it okay?

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

If it’s something like the immersive combat mod, you’ll probably be fine. If they banned you for it, then they would also have to ban someone like WoodenPotatoes, which I don’t think they would even want to do. Unless of course they want to unfairly discriminate against their users, which I doubt they would also be unwilling to do.

But do always understand that you have to accept the risks and responsibilities of using such a thing.

Kuunavang confirmed dead/evil

in Guild Wars 2: Heart of Thorns

Posted by: Yamsandjams.3267

Yamsandjams.3267

Where Cantha was supposed to be is now a Giant hole. The emperor build some superweapon to kill all Non-Humans on tyria and ended up blowing up his whole continent. So yes, even Kuunavang is dead by now.

So Cantha is basically Orr now? History repeats itself after all.

"HoT is not an expansion."

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Those content are what they promised to give us before end of the 2013.
New profession, weapon, legendary, precursor.
It were two years late, but better late than never.

Well, technically they don’t promise anything, they just say that they’re always considering ideas and such.

I do agree that it’s been a bit of a long wait though… and yes, better late than never.

Mind you, one could say the same thing about FFXIV, but I would personally be a happier person if that game had just never existed in the first place.

Double EXP and Birthday Boosters

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Part of me feels bad I don’t have an alt to level, but then I realize I have no alts to level and that makes me happy.

Precursor prices after HoT announcement

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Posted by: Yamsandjams.3267

Yamsandjams.3267

T6 prices will skyrocket, though. People will be hoarding them for the HoT release.

If they make new precursors and new Legendaries, I’m thinking there will be new T6 mats from the new area used, not the old T6 mats.

THat’s quite possible, but I don’t think they’d introduce a whole new set of crafting materials just for expansion stuff. Rather, they would probably reuse a lot of existing T6 mats but then just throw something else on top of them. That fits much better with their “no gear grind” philosophy since it wouldn’t make existing things irrelevant.

I mean, we still haven’t seen the Xunlai electrum ingot or crystalline ore hit the game. Those are designated as ascended stuff, but they’re going to have to be used for something eventually. I find it quite possible they would just interject some new stuff on top of existing mats rather than find replacements for them.

Although it would be cool to have a new line of mats to enable other stat combinations for crafting.

Revenant Legends - Who would you channel?

in Guild Wars 2: Heart of Thorns

Posted by: Yamsandjams.3267

Yamsandjams.3267

Also Joe, the devourer.

Wasnt that the devourer of that Old Mac NPC who died many times at the hands of the charr Smite Monks before you could save him ? :-)

Yes, that Joe. Old Mac is whatevs, but Joe should come back.

Precursor prices after HoT announcement

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Oh yes, those prices are really plummeting. Now it’ll only take you $400 worth of gem-gold conversion to get one instead of $500!

People are still being greedy and hoping to sell them. They will cost next to nothing in the coming weeks, anyone would be stupid to buy a precursor/legendary right now.

Indeed. They’ll still end up being worth something once all is said and done, but I personally want to see them plummet into double digits of gold. It just makes me feel happy that all these resellers are getting their due.

Mind you they’re still filthy rich anyhow, but I won’t let that spoil my enjoyment of plummeting precursors.

Double EXP and Birthday Boosters

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I want to say yes, but because I haven’t tested it, I can’t know for sure.

If you have an XP booster, you might try expending that first to see if it gives you and XP increase (i.e. kill some stuff without it, then use it and kill the same things). Then if it looks like it’s working, you should be able to pop your birthday booster and expect similar effects.

Precursor prices after HoT announcement

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I don’t see the point in making an old legendary

Well, some of them can still be cool, or maybe you always wanted one but just haven’t made it yet. For instance, I’ve always wanted sunrise, but haven’t got around to making it after I finished my first two legendaries.

Plus, the legendaries are a bit of a grab bag. Some of them are joke weapons (i.e. quip and the dreamer), others are just weird looking (i.e. Frenzy), and some of them might not really fit the character design you have (i.e. dark, broody necro with a rainbow staff).

So even though these legendaries are “new”, whether they will really appeal to you more than the old ones will depend on what you like. Plus, we don’t know if the new legendaries will be more of a pain to craft, so it might be a good time to get those old legendaries you always wanted but just never got around to making or just never could finish.

Revenant Legends - Who would you channel?

in Guild Wars 2: Heart of Thorns

Posted by: Yamsandjams.3267

Yamsandjams.3267

Also Joe, the devourer.

"HoT is not an expansion."

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I said I was sceptical it would be a traditional expansion, because Anet like to do things differently.

I don’t mind admitting I was wrong. It’s not the first time and it won’t be the last.

Well, I wouldn’t even call it a “traditional” expansion. No level cap increase, no new tiers of gear, no new continent al a GW1 expansions… I’d say it isn’t a “traditional” expansion, but an expansion nonetheless.

Although, one could then argue what the meaning of expansion is. I mean, each LS update is technically an expansion, but we don’t really call those expansions. I guess it perhaps becomes an “expansion” when the content is boxed or has to be paid for?

Computer Specs

in Guild Wars 2: Heart of Thorns

Posted by: Yamsandjams.3267

Yamsandjams.3267

Well, apparently there was some talk about “improved graphics”, though I don’t really know what that means.

I believe the system requirements should be more or less the same… I couldn’t imagine they’d do a lot of engine upgrades for the new expansion, but we’ll just have to wait and see.

Revenant and Personal Story

in Guild Wars 2: Heart of Thorns

Posted by: Yamsandjams.3267

Yamsandjams.3267

shrug I mean, there was the whole PS debacle when Lion’s Arch was exploding and you could just go in there and play the PS steps and the NPCs wouldn’t give a flying skritt that there was a giant drill in the air and everything was on fire.

Then there was the whole reorganization of the level 70+ PS steps will completely borks the chronological order of how some things are supposed to occur. For instance, your character knows and can interact with Sayeh al’Rajihd before you actually encounter her in the new PS setup, and then later Trehearne is like, “hey, let me introduce you to this largos I know”.

Honestly, as far as lore inconsistencies go, revenants not making sense for the PS is rather minor compared to some of the stuff that has been perpetrated.

New profession - free character slot?

in Guild Wars 2: Heart of Thorns

Posted by: Yamsandjams.3267

Yamsandjams.3267

I’d imagine they’d give you at least one new character slot. If you haven’t purchased any, you’d be up to 6, meaning you’d still need to guy some to play the other professions.

Furthermore, we don’t know how specializations will work. Will they be permanent character choices much like class and race choices are permanent? If so, it might mean that someone needs more than one character of the same class if they want to play other specializations (assuming there will be more than one available with HoT).

Of course, I imagine the character specializations will be a non-permanent decisions much like traits and utilities are non-permanent. But people will be interested in trying out the new build options, and if they just turn around and not provide any means to do so other than opening our wallets, people aren’t going to like that.

So I’m guessing they’ll give us 1 free slot, but just 1.