If you equip an outfit, that will have the same appearance despite what armor class you use. You can dye them and such too. A gallery of them can be found at: http://wiki.guildwars2.com/wiki/Outfit (scroll down a bit to see female humans, norn, &c.).
These can only be purchased via the gem store in game though, and those are the only options. I can’t really think of any other cloth-like options that might be available for warriors though, although technically the twilight arbor armor is made of leaves and such.
I’m hoping they’ll remove the damage off acidic elixirs so you ckittene it in conjunction with elixir S. It’s a nerf that would actually be a buff. I don’t see that happening though.
EDIT: ckittene == “can” + “use”. Thanks profanity filter, you kitten.
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I’m mostly just posting this to help push this thing to the 20th page.
If they do keep the hobosacks, they should at least reskin them so they’re less hobo-y and more engineer-y.
I can’t really get behind this suggestion. CnD is used to grant stealth, which already has several benefits associated with it, least of which is the enabling of backstab when using d/d. It doesn’t make sense to me to allow CnD to be a high damage ability that then enables another high damage ability. CnD can still hit very hard anyways, easily 5k+ on crits. It’s similar to why they nerfed dancing dagger very early on since it was literally one-shotting people from 900 range.
However, I am speaking from a WvW context, primarily. I think a better way to buff CnD in sPvP would be to put the reveal duration back to its original 3 second duration. Although, as mentioned, this will also buff s/d and p/d builds, but I feel the 4 second duration on reveal hurts them much less than it does d/d.
As for dancing dagger, the ability maximizes its potential with multiple targets clumped together, but most d/d specs only make situational use of it, especially in sPvP when you won’t be chasing people down as often. It is generally more useful than death blossom is though, unless you’re on one of those bleed spam builds.
I think majority of the players agree that cloak and dagger shouldn’t give stealth off from enemy walls. Now it still works on many locations. Stealth should also have a maximum duration (I suggest 8 seconds).
It does have a max duration, I think it’s like 15 seconds or something.
I’m pretty sure only certain walls are fixed, I’ve never used this exploit but yesterday I tried on Quentin and didn’t worked, then I tried it on stonemist and it worked.
I think it might also depend on the particular style of wall. For instance, the wall being in the basic, reinforced, or fortified state might affect whether or not CnD will work on them. I haven’t ever gone about testing that though.
I know for certain you can quite literally run in circles around SM’s outer wall and just continually CnD on the wall you’re walking over for continual stealth applications. It’s really quite silly the way it works like that.
The tooltips should reflect the damage increase (at least for flamethrower), although I’ve never explicitly tested the damage on the golems in HotM or anything. I would assume everything is working as intended, but if we’ve learned anything from scope, well…
If you could collect a sufficient amount of sample data, then you could reasonably conclude whether or not the damage increase is being applied correctly. Without that, one can’t say one way or the other, though I’m inclined to just assume that they are working properly.
Actually I was talking about the mine field and the detonate mine field, which are both tool belt skills. However, both actually do proc SD. Thus I again said something that was completely incorrect, so it should be ignored.
I’m 0/2 in this thread, I think I’ll just quit now before it gets worse XD
Doesn’t hitting F1 twice accomplish what you’re looking for? It cancels the action of the stolen skill and steals. I don’t get it…
It doesn’t accomplish what they’re looking for. In your situation, the player must always “discard” the stolen item. What they’re asking for is retaining the use of the stolen item without having to give up the ability to steal. In this way, you could steal something that you know you will want to save for later (i.e. feathers for an extra stealth, gunk for confusion combo with p/d, &c.), but you wouldn’t have to lock yourself out of your steal skill in order to hang onto it.
This is in a similar vein with engineer turrets, in that deploying a turret locks you out of your tool belt skill, and you have to get rid of your turret if you want it back. This is why you find some people take rifle turret but never use the rifle turret because they would rather just spam surprise shot as much as possible.
I’m not sure that adding an F2 or F3 option would be the best way to go about this, but nothing better comes to my mind at the moment.
All in all, I think this is a suggestion I can get behind, though it’s possible it may necessitate some tweaking of certain things related to stealing.
The main problem this causes isn’t that the thief gets to escape or get a free stealth in battle. It’s that a thief can permanently contest a keep or whatnot while taking on minimal risk. In all honesty, they might as well just give them a perma stealth toggle and save them the trouble of having to click CnD every few seconds.
I’ve never really understood why this is allowed. Using CnD off mobs and critters is one thing, but it’s a bit ridiculous that they can actually use the walls of an enemy keep to constantly maintain their stealth. IIRC, this doesn’t even put the thief in combat since they didn’t inflict any damage on their “target”, so it doesn’t have the combat movement speed drawback that usually accompanies CnD.
CnD is also supposed to have some inherent risk in it. You need to get close to your opponent, and if the attack fails it could have serious consequences. Using the walls of an enemy keep completely overrides that aspect to the skill, but doesn’t minimize the reward. I don’t really consider this skillful or intelligent use of the skill either since its it’s more or less the equivalent of hitting the broad side of a barn.
I can’t agree that ANet wants it to work this way given the absurdity of how it operates, though they just haven’t really seemed to bother with addressing it in any way as of yet. I hope they do change this at some point in the future. I don’t mind thieves having lots of stealth, but I do mind them manipulating something like an enemy keep wall to set up ridiculous waypoint contentions or to use as a free escape tool.
Since it is a newer trait, the probably made sure to not allow the detonate skill didnt trigger it. Thanks for testing it and letting everyone know though.
My intuition says they actually never considered the detonation half of the skill, but the way they designed it simply happened to only trigger on the toss and not the detonation.
Oddly enough, this behaviour is not consistent. For turrets, the tool belt skills as well as the turret detonations both trigger something like SD, so it is a bit odd that the minefield wouldn’t proc SD on both deploy and detonation.
Hey Zardul, I run a slight modification for my recent static discharge build
This combination works so well for me as well, I run slightly different traits and skills to you though. I use rocket boots, throw mine and toolkit. As throw mine provides great damage and a 14 second knockback, and rocketboots give you HEAPS of mobility which I find keep me alive very well. However, I didn’t trait into alchemy and instead went with increased mine explosion size, and didn’t grab speedy kits taking gadget cooldown instead
Interesting thing about toss mine…
If you slot gadgeteer, this gives you aegis every time you use your toss mine utility. Since your cooldown for your toss mine is 14.5 seconds, this effectively works exactly like the armor mods trait, except that you also get extra vigor from using rocket boots.
The caveat, of course, is that you need to be actively using your mine to proc the aegis, but it does give you more control over when it pops. Thus you could use it to counter the enemies opener, or use it when you predict a particular attack is coming (unlike armor mods that can easily proc off and block auto-attacks).
But if you find yourself tossing your mine frequently, you might consider using gadgeteer instead of armor mods. Of course, you could always slot both armor mods and gadgeteer if you drop static discharge if you want a particularly defensive configuration.
Except that Armor Mods is a Grandmaster, just like Gadgeteer.
Indeed, for some reason I ended up thinking it was a master trait for some reason. Although my original point still applies, just not the last one.
Those heavies will often spec quite defensively with group condi clear utilities and such. This makes them ideal in a commander position because they can all provide support for each other and create a very durable blob. It means they aren’t always capable of precise burst damage since they have to move as a group and run over people.
In contrast, the other professions generally have more potent ranged ability, large AoEs, or quick escape options, meaning it’s a bit easier for them to fight from the backlines or to dart in and out very quickly. This means they’ll often be responsible for killing isolated targets, or to lock people down so the heavy core of the zerg can stomp on them. You could still make a commander with one of these professions, but it’s questionable as to whether that’s really optimal or not.
I haven’t really seen any style of back line commanding simply because it’s really important that the front line is going where it needs to go, and having the commander embedded there is key to being agile with the zerg. Maybe if you were using some kind of decentralized combat style it would work better to command from a rear position, but I’ve never seen that done.
Also pack a stun breaker. The majority of professions are capable of actually blinking directly away if they get caught in the hammer combo chain, so you could even pretend to be stuck for them to waste a skill and then blink away.
TL;DR: No, there’s no point in them replacing it, especially because it’s linked to the story.
I surprised this sort of complaint exists, as that skill is generally never run. It wasn’t even really used during its story counterpart, despite the fact that it was specifically designed to counter the hallucinogenic pollen that the toxic alliance enemies use.
In any case, the story reason behind the acquisition of this skill is that Marjory developed an antitoxin to help counter the effects of the toxic alliance’s poison, which was also used to defeat the tower of nightmares. Players could receive this antitoxin from her if they provided enough spore samples, thus it would make sense that all races were given the same skill. There wasn’t a separate kind of antitoxin necessary for each race, so they were all given the same thing, thus they all have the same skill with the same effect.
Furthermore, if they made racial variants of the skill, it’s quite possible that one variant of the skill would be much more useful than another, thus it would potentially mean one race is superior to another (albeit in a tiny way). This is something they generally try to avoid, which is why racial skills generally have certain kinds of restrictions on them or are just weak in general.
Hey Zardul, I run a slight modification for my recent static discharge build
This combination works so well for me as well, I run slightly different traits and skills to you though. I use rocket boots, throw mine and toolkit. As throw mine provides great damage and a 14 second knockback, and rocketboots give you HEAPS of mobility which I find keep me alive very well. However, I didn’t trait into alchemy and instead went with increased mine explosion size, and didn’t grab speedy kits taking gadget cooldown instead
Interesting thing about toss mine…
If you slot gadgeteer, this gives you aegis every time you use your toss mine utility. Since your cooldown for your toss mine is 14.5 seconds, this effectively works exactly like the armor mods trait, except that you also get extra vigor from using rocket boots.
The caveat, of course, is that you need to be actively using your mine to proc the aegis, but it does give you more control over when it pops. Thus you could use it to counter the enemies opener, or use it when you predict a particular attack is coming (unlike armor mods that can easily proc off and block auto-attacks).
But if you find yourself tossing your mine frequently, you might consider using gadgeteer instead of armor mods. Of course, you could always slot both armor mods and gadgeteer if you drop static discharge if you want a particularly defensive configuration.
You could always take deployable turrets and throw them on top of the walls during seiges. It can allow you to put some pressure on arrow carts and such, although it will be minimal at best. If nothing else, it’ll just annoy the people up there. I suppose you could maybe combine it with APT to try and knock people off though.
The flamethrower is what I generally do too.
I’m not sure about rifles, but the flameseeker prophecies shield does not provide any ambient light despite its glow.
There’s also the back piece from the first Halloween that you can skin onto some generic back piece to swap to while in a dark area, although you would’ve had to have acquired it during the first Halloween.
They had underwater version of the tormented weapons, although I don’t think they did that for the newer skins.
It will still be in the game, just mostly non-existent in PvP (I say mostly since it’s still in WvW). They just didn’t feel it was working in that format, but it’ll still be a integral part of PvE (although it’s not a part of the new LS… yet, anyways).
I do hope they address some of the issues with it sooner than later, but it’s definitely not on the priority list… maybe a step above downed state skills though.
Making the proposed change would also reduce the incentive for them to make new ones. For instance, I have all 9 of the unlimited gathering tools currently released, so I get to have them on 3 alts. There’s an extra sort of convenience factor in doing that. If they could just be endlessly replicated, that aspect would disappear that would make purchases of the newer tools less desirable.
I think the suggestion does make sense in principle, but they want that convenience factor to be absent so that there’s still some incentive to buy the new tools they release.
Although admittedly, I mostly buy them just because I want to support the game
The best way to learn the ins-and-outs of things in sPvP will be to play it yourself. You can learn how profession skills operate, and get a sense of the roles each profession is generally used for.
More than that though, you should also pay attention to what they other players are doing. For instance, you can go into some basic hotjoin matches and play people. If you end up playing against someone you think it good, try spectating that person. See what they have in their build, and follow them around and see how they play. It’s possible they might be using builds similar to what gets used in tournaments, and it can increase your understanding of things that you might not have been able to pick up on your own.
I think there’s still a bit of refinement and maturation that will happen over time as far as the whole commentator bit for the streamers go. Unfortunately there’s sometimes a ton of action happening at once (i.e. 5v5s make it tough to call out individual things), so it can be difficult for commentators to mention particular things. They’re also generally on a schedule, so they can’t always give detailed breakdowns of people’s builds before matches. The style its done in currently assumes the player has knowledge of the particular skills and traits used (at least the streams I’ve watched).
But I would encourage you to just watch and listen, even if you might find it a bit confusing at first. When I was first learning the ins-and-outs of fighting games, I watched lots of videos and streams, but it was sometimes confusing when it came to certain mechanics, terminology, or techniques that were used. However, I was able to pick these things up over time, and there were also other resources like wikis, guides, and data tables that were also helpful.
You could even try asking things on the PvP forum about some matches. For instance, maybe you watch a match and the other team gets stomped really bad, but you don’t know why. Link that match on the forums and ask people. They might give you some explanations about what caused the other team to lose so bad, be it their builds, overall tactics, or sheer skill.
I recall the official GW2 twitch channel had some kind of PvP guides for some professions up there or something… or maybe that was PvE guides. I remember watching some warrior tutorial on the skyhammer map, although I didn’t feel it was of very good quality. I think there’s some weekly 2v2 tournaments or something that are on a channel, but I forget what one (I don’t watch them).
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As an alternative, they could have the boss schedule available in an in game menu, perhaps tucked inside the hero panel somewhere or something. Doing something for every little event in the game would simply not be feasible, but it makes sense for the global events.
Right now, if you want to look up the boss spawn time schedule, you need to refer to a page on the wiki, which is slightly cumbersome and not obvious to newer players. If you could just open up a certain menu in game that would display an event timer reference, it would be a lot more convenient. It also means you don’t have to clog up the screen with more things.
This could potentially lead to other features, such as setting an in game reminder about when a certain global event is nearing its activation time (i.e. 10-15 minutes prior), so that you could be busy doing WvW, PvP, or PvE stuff and not accidentally forget to attend the event you wanted to.
I’ve known various other MMOs to include such a feature (i.e. Neverwinter has a little window you can open and close for the schedule), and it would fit well with the set event schedule they have established here. I think it perhaps wouldn’t have worked prior to megaservers, but I think this would be a good companion feature now that they’ve set the fixed schedules.
Definitely more of a QOL/convenience thing though.
If I could sell mine, I would. I don’t like any of the new amber weapon skins, but I’m reluctant to just toss the fossil away since I know the value it has.
Mind you, making them tradeable would seriously devalue the weapon skins, but the RNG nature of acquisition is the same reason why people really hate the standard methods of acquiring precursors. At least with precursors you can buy them (albeit for exorbitant prices).
Since the events also drop chests, maybe it will be the new high level Queensdale.
There was some talk about champ farming rotations through there, so it wouldn’t surprise me to see that kind of stuff going on there, especially given the additional map-specific rewards you get from being there.
Some guy got a precursor a few days ago and announced it in map chat, which was met with “GZZZZ!” and “I h8 u” and all stuff.
Then he linked it, and we saw that it was Rodgort’s Flame.
All I could say is, “I’m sorry”.
My guess is that you’ll have to assemble 10 pieces of it, each of which can be found rarely in black lion chests.
One is also a ring and one is a wall. A ring can trap someone, a wall cannot. If you use line of warding or unsteady ground, it’s the same situation as spectral wall (although there is the weird continual knockdown bug that can happen).
Also note that the fear can actually be a more potent CC in that it’s duration can be improved and you can trait it to do damage. You can even fear someone into it to cause a fear chain. In some cases it also makes it easier to force people into certain locations or off ledges, but it’s largely dependent on positioning for that.
Spectral wall also has a very fast cast time so it’s easier to drop it on someone without any setup.
Oddly enough, the other mentioned skills are all weapon skills while spectral wall is a utility.
Carrion gear, baby.
I’m hoping they’ll do for cacti what they did for passifloras.
Original, passion flowers were rare harvests from passifloras, which meant the prices for them were exorbitantly high since you could not gather them with any semblance of reliability.
However, they later updated southsun cove to have a few blooming passifloras on the map, which were guaranteed to drop passion flowers. Thus, it provided a reliable (albeit slow) way to accumulate passion flowers, and the recipes requiring them were no more feasible to work towards.
So I’m hoping there will be a poriton of dry top (or a different map) in the future that will have a cactus variety (i.e. prickly cactus) that will guarantee a prickly pear upon harvesting, much like the blooming passiflora guarantees a passion flower. If they don’t do this, it could make those food recipes really silly to try and craft, and possibly balloon the prices of things like prickly pear out of control (although they’ll still probably be relatively low if they’re only used in specific food recipes).
I’m not sure why they’re making all the new food recipes require such high quantities of the ingredients though. I know some of them have 1 hour durations, but they’re still quite high in their costs. It’s like the people creating these are completely detached from the game.
I mean, I could buy like forty koi cakes for the price of twenty prickly pears, but the former gives me just over 12.5 hours worth of +40% condi duration food buffs, whereas the latter would give me 0.5 hours worth of +40% condi duration food buffs. Yes, the second instance does give power instead of condi damage, but do you really wanted to shell out 25 times the amount of money for a tiny stat adjustment? I for one don’t.
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Out of all of these supposedly diverse builds in GW1, how many of them were actually meta? Or was it just run build X or be kicked?
It usually went like this for any organized PvE or PvP (i.e. UW or HA)…
1. Join a group.
2. Group asks you to ping one of two or three cookie-cutter meta builds.
3. You ping something with a slight variation.
4. You’re kicked and have no chance of being invited back.
Not that there wasn’t a reason for that, people wanted to stick with well known and proven formulas, and you being different endangered their time.
Of course, in random arena you could do whatever the hell you wanted since groups were automatically formed, but it usually just devolved into a game of “the team with the monk wins”.
It’s also why I liked running JQ most often, you didn’t have people controlling your build, and it presented a nice atmosphere for testing stuff out.
But saying there was more build variety in GW1 is detaching it from the context. All that basically means is that you could pick from 100+ “wrong skills” and had to pick the “right skills” if you actually wanted to play and accomplish things with people. Hell, even if you were just playing by yourself, it was really easy to kitten yourself and have the absolute crappiest build without even knowing how crappy it was. The weird thing is that a lot of the builds were really unintutive for newer players as well, like those X/Ritualist bombing builds used in DoA, or the E/Mo Bonder for UW.
Case in point, a product of the so-called “extensive” build variety possible in GW1 involved an elementalist that took nothing but glyphs on the their skill bar. I’m sure we all miss that build very much (ironically, you can make a functional all-glyph build in GW2, but it still sucks overall XD).
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its also for World Buffs gained from wvw. if your new or poor you want the crafting bonuse’s. maybe the +HP bonus for fighting open world etc or the plethora of other buffs.
In the grand scheme of things, those bonuses amount to little. And you don’t have to be on Blackgate or something to get them, even T8 servers can still obtain reasonably high bonuses.
The only reason to get into a specific server is to WvW with that server. For PvE or sPvP, it doesn’t matter at all due to the megaserver implementation. It maybe matters in the sense that you might have higher priority of being dumped into a particular map instance, but any organized PvE content (i.e. Tequatl) will have people taxi-ing in the same map anyways, so it doesn’t matter.
Anyways, the suggestion seems to be a bit misplaced.
Unless all of my finishers were unlimited, I personally wouldn’t use this.
Why though? What’s the point in having these limited use finishers stocked up if they never get used? It’s not like they’re of any value, it’s just hoarding for hoarding’s sake.
Not that I’m any different. Every limited use finisher I have is still sitting there fully stocked up, and I just never use them because I don’t want to “waste” them, but they never get used anyways, so… yeah.
Although it would probably make sense to leave a limited use finisher out of the randomized thing so that a person could deliberately control when to use it in case they wanted to reserve it for a certain situation (i.e. a tournament game or a theme WvW raid).
I think the more pertinent thing to talk about in this case is why the rewards for crafting legendaries is so low. You get 5 achievement points per one, up to 25, and no special thing like a title or whatnot.
Sure, the real reward is getting the legendary skin unlocked and having an ascended quality item that can have its stats switched at a whim, but it is a bit lame to get a tiny 5 achievement points (half that of your typical jumping puzzle) for putting all that effort and resources into it. There could at least be a title for getting 5 legendaries (or maybe one for getting every legendary in the game).
The twice-told legend is really just to compensate people who got screwed by the wardrobe implementation. I’m sure most of them don’t even really care about it and wish they could exchange it for a different legendary anyways.
Yes, I too think the functionality is fine. 3 boons and 3 condis is a nice number. Any more and it could potentially be much too potent, and any less would make it much weaker.
One thing I wish it would do is transfer blind so that it would “miss”. Kind of ironic that a condition transferring ability is foiled by a condition.
Other than that, the only feasible buff I can see is that the cooldown gets reduced a bit. Well, and making the cast time underwater the same as the on land cast time, but no one cares about underwater stuff anymore, so… yeah.
If it gained an evade, they would at least double the cooldown.
They would also reduce the damage by 30%, as is customary.
Be careful what you wish for.
Hey.
Here’s a fairly cookie-cutter build that is quite common in a tournament setting:
http://gw2skills.net/editor/?fdAQFAUlUUpErlcxdLseNCbBNqxI6NWlO+5DEgkC-TJRHwAFeAAc2fAwFA4YZAA
It’s a hybrid damage build that has some nice CC, sustain, condition variety, and utility from the kits. It doesn’t do high burst damage, but it can perform quite well in sustained combat or decapping/defending nodes. It also helps out allies with condi clears and AoE healing. There’s lots of variations of this that use bombs and such too.
That particular website I linked is also the best website for storing and sharing builds, and it’s quite easy to learn how to use. Just make sure that you click the “get quick link” button at the bottom to generate the proper link for the build before you favourite or post it somewhere. Otherwise you might store or post the wrong build.
Hmmm, I feel like signet mastery would still be a better option for WvW, but the passive move speed is always nice.
In any case, I do like playing gimmick specs, and this commits almost fully to the “on block” theme and also looks like it would be fairly effective, at least in the skirmishing department.
The only real block things it’s missing are the might on block and missile reflection. Come to think of it, the missile reflection might actually be better in certain matcups.
I’ll have to try it out in sPvP sometime.
Hello,
When ever i load up the trading post, it comes up with the search bar but I cant acctually search, also there is nothing under it, please help!This happens to me every single day. The first time I open the BLTC window, the gem shop appears blank and so does the trading post. All I get is that animated circle in the middle of the window indicating it’s loading.
How to fix: close the BLTC window and wait a few seconds then open it again. Do this a few times if necessary. Usually once it finally loads it will be fine for the rest of the time I’m logged in. But if I exit the game and launch it again it will happen again. Really annoying.
I usually need to follow a similar process.
I’ve heard that using Internet Explorer as your default browser will actually help alleviate some of these issues. I haven’t messed around with that, but I do use Google Chrome as my default browser.
It’s likely an oversight as all ascended should be account bound.
You might want to post a screenshot of the soulbound item if it’s not inconvenient to do so. It’s not that your description of the issue was poor, it’s just that they like to have pictures to look at.
If it’s any consolation, the same thing occurs with engineer’s toss elixir S and the acidic elixir trait.
You might want to include some screenshots showing what you’re describing. It’s not that it was described poorly, it’s just that the devs like looking at pictures better than just reading about things.
I’ve also noticed that the targeting reticle does not increase in size for various other skills, although I can’t list them off the top of my head right now.
I wonder if it could be some other factor too, such as the race selection of the character. I think there’s sometimes some weird stuff with asuras and things like tornado or plague form where the circle around them is smaller for some reason.
From experience, I’ve noticed this happening in primarily two situations.
First, there is a different in the terrain heights from where you start and where you finish the leap, causing your character to continue along the trajectory until they hit the ground rather than stopping at the targeted location.
Second, cancelling the leap animation through certain means (or having it canceled for you) seems to sometimes result in this “overshooting”.
Although there are also some weird things that happen where you’ll jump to a completely different spot and then blink to the spot you actually targeted, although I don’t know what to blame that on other than some kind of latency.
I’ve heard reports that the cultural armor sets that you can purchase from the sPvP vendor with leftover glory will not count towards the achievement despite unlocking the skins, but I haven’t personally verified that (for obvious reasons). However, if you did buy some cultural armor skins via glory, it’s possible that that’s the reason your achievement category isn’t complete.
For instance, if you purchased the T3 heavy via glory, it perhaps didn’t count towards the achievement, but the 5 pieces of the medium set did, leaving you at 17/18.
If you can spare the cash, you might try purchasing the T3 medium helmet and seeing what happens.
Other than that, I’m not sure what the possible cause could be.
EDIT: See https://forum-en.gw2archive.eu/forum/support/bugs/Cultural-Armor-Achievement-Bug-From-PvP
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If they disable food in WvW, it will be largely pointless outside of very particular PvE content or powerleveling.
The nice thing about having food enabled in WvW is that it provides the “anything goes” format of PvP. In sPvP, everyone is placed on an equal footing, but WvW has you relying on your own personal/guild kitten nal. If they made WvW the “equal footing” style of PvP it would create less variety in the game, and I don’t think that’s a healthy option.
If you’re going to advocate no food, you also need to advocate no upscaling (i.e. automatic level 80 like in sPvP), only exotic gear stats that are provided to players (i.e. no ascended, no sub-exotics, no investment needed), no racial skills, no boosters, no tonics, &c. Otherwise you’ve left the format in an “anything goes” format, which contradicts the choice to remove food in the first place.
I think there’s still a lot to say about the state of food in the game and advocating changes for the foods (i.e. +/- condi duration stuff perhaps being too strong, certain foods being statistically substandard, &c.). But I feel simply removing it entirely from WvW would be an ultimately unhealthy choice for the game, particularly since you seem to be advocating the removal of food entirely over one or two specific foods. This issue could potentially be solved by way of tweaking the functionality of the food rather than a blanket removal of everything.
Yeah, the thing with spirit ranger is that you can only really take two spirits maximum if you still want to be viable. I guess you could possibly do it with three, but it’s tough.
But giving an F2 stun break option doesn’t really do anything for spirit and traps builds directly, since any build can use that.
No heal skills feature stun breaks, which I believe is by design, so I can’t see water spirit getting one. Although water spirit definitely does need something, that thing is just downright terrible.
If I were to give a spirit one, I’d probably give it to the stone spirit’s activated ability. Quicksand is on a 45 second cooldown, which is quite typical of stun breakers, and it’s also a “defensive” spirit. Those activated abilities also have no cast time, so they’d fit into stun breaker role more easily.
As for traps, I don’t know really. It would mean that said trap would have an instant cast time, and they’re all relatively low cooldowns already.
How do you rocket boot out of the ring of warding at around the 2:00 mark? I know those things tend to bug out sometimes and knock the person to the other side, but you went straight through like you had stability. Never seen that happen before.
Ok, not gonna lie. That was an impressive number of duplicate posts.
Oddly enough, it’s thematically appropriate for the mesmer forums.
You were able to more or less insta-kill Malrona by utilizing reflections, and the devs decided that this was detrimental to the dungeon experience (or something along those lines). As such, they made it so that you can no longer reflect those things, meaning you can’t just explode her and move on.
I believe it was listed in some of the recent patch notes, but I don’t feel like digging them up right now.

