Well who’s the selfish party here?
Is it the person who doesn’t simply take the 30 seconds to log out then back in thereby being put onto a new map, who also has the potential to cause up to 150 other players the loss of a significant event and rewards?
Or is it the players who are trying their best within the games limits to succeed in something that takes significant effort to organise?
People often don’t know the inner workings of a game engine, which leads to irate players trying to succeed against false game mechanics (ie: map limits) instead of succeeding against a genuine challenge in a dynamic event.
So you can ask (politely) a player to do something, but you can’t force them to. I think this is really why guilds ala TTS change maps so often for organised events. Not because you aren’t welcome, but because you aren’t cooperating for success.
I have been in the OP situation, particularly in guild events where I ask ‘Do you need help with X’.. or they ask ‘Please leave as you are scaling up the event’, to which I gladly do. The good community of Guild Wars often sends genuine thanks to anyone who contributes positively in any form.
The point is he always spawns at :40 past the hour, regardless of tier that the map is in.
For the most efficient geode gathering, you want to be in a T4/T5 map doing as many events as possible. Since the giant takes such a long time to kill, it is actually counter productive to be killing the giant in T4/T5 maps as you will be missing many other events.
If your map only reaches Tier 1 to Tier 3 THEN you should rally together to kill the Sand Giant when the sandstorm arrives.
edit: apparently ‘tee 1 to’ is offensive, so changed it to ‘tier 1 to’.
(edited by biofrog.1568)
Sylvaries (Sylvari’s?) had a pretty different chat with the Pale Tree at the beginning of this episode.. Much more about her ‘protecting’ all her children from the magic of Mordremoth.
Say no more, in case someone is about to go through it
I noticed my Sylvari had a much different opening speech with the Pale Tree..
My theory is a simple one I think.
While Scarlet was an aspect of Omadd’s machine and she was creating the Steam creatures and trying to expose the ley lines, Ceara was still still present and trying to fight back by against Scarlet by creating a toxin that would kill the vines.
Eventually Scarlet won over at the cost of her life. The quote: “Caithe, someday you’ll see. Tyria needs me.” was Ceara’s last message.
IE: The toxin’s were created to kill the vines and stop Mordremoth from awakening, but we kill the toxic creatures and that’s why by doing the right thing, the greater worse thing will happen.
Haha I joked about this in Map Chat also, but it won’t happen..
Not only do way points sit on ley lines, but were the way points to be destroyed now, we also have direct access to the ley lines. Thus if the vines were to destroy all of the way points, I’m certain we would just get a new way point system via the ley lines.
Expect to be taking more psychedelic trips between lands soon
Take some initiative. If you have an empty map, there are likely other people in other empty maps crying the same story.
So start a LFG in Open World content for more players to kill Teq, have them join your party in Sparkfly, then leave once they are on the map and repeat the process until you get as many people in the same map as you can, all wanting to actively kill Teq.
Doing this will give you a win quite often.
Probably not an oversight.. It always ALWAYS annoyed me that the prefix of a creature negated any relation to the creature itself
If I kill a Branded Minotaur, why am I not killing a Minotaur any more?
If I kill a Destroyer Troll, IS IT NOT A TROLL!
And of course there is the Risen.. soo soo many risen, so unlike each other
The Bestiary( http://wiki.guildwars2.com/wiki/Bestiary ) classes are split by Name and not Species.
But I’m an engie.. we only have one stability skill, and thats only for 4 seconds every 30
Oh and a mortar aka sitting-duck gives stability, at the expense of living.
Not to disappoint anyone, or possibly lead astray.. but we might also just be going back to Arah
I took this picture the other day while I happened to be doing the Arah story mission.
True, it might not match as much as I also thought the Abaddon image did too, but it’s still pretty darn close!
Don’t save them! You get no benefit from saving stacks of them up! Use as soon as you get from salvaging. I double click about 15 – 30 of them per day.
Not true.. I save them for the monthly roll overs, for when we have monthly item crafting achievements. Luck works a treat for that
I don’t mind locking the achieves until a second cherry pick run where you pick which part to do. I do mind locking them to alts. Once I’ve seen the story, it should be my choice whether to do the whole thing again or not. Had I known this lockout would happen, and what the achieves involved (hard to know before the first run through), I would not have used my RP main to do the story as he’s ill-suited to many of the achieves. This despite my always starting LS content on him as he -is- my story main.
Once I’ve gotten the lore and experienced the tale, I should be able to go in on an alt to work on the achieves. The rewards can be tied to playing it through on green and not offered on purple, that’s fine.
That’s the way it has always been. One characters Personal Story is not another characters Personal Story, so equally there’s no reason you should have access on an Alt. It’s not an ‘Account Bound’ progression, simple as that. You can’t jump a level 1 alt character straight to Zhaitan; it makes no sense.
If anything it is more about the role play aspects, keeping the story into the limits of each character.
Yeah it’s bugged me for a while also.
Killing a creature is killing a creature, and should trigger everything related whether it gives experience or not. A summoned creature, sure, you could argue against that doing anything but the summons are far fewer and visually apparent.
It’s anti-farming, but it’s also one of the patched in creature types without due care. There are others very noticable such as the scaled up mobs spawning at world events. It’s very very obvious when you know it.
For instance: Maw pre-event. You kill a mob that dies in fraction of a second, and get the on-kill benefits. Then you’ll get the exact same named mob that takes a few seconds to kill and get no on-kill benefit. The exact same thing happens with Fire Elemental. Pre-event mobs spawn, die, give on-kill. An elite spawns, takes a while to kill and gives nothing.
It’s a throwback to the ‘Original’ Guild Wars 2 release. Those mobs that work were the same mobs spawning at release date events. To counter the mega-server/zergs/easy events, there were new mobs thrown in to the mix to increase the difficulty and it’s these creatures that do not have their correct properties.
Might be an aspect of their quick 2-week turn around showing, where small details like this fall through.
Ok that’s good info thanks! I assume with both Geo and Battle that means you do a lot of kit swapping, and since Geo is area that means you are most likely bomb kits
I WvW a fair bit with my engie but as a back-line ‘nade tosser, in which case I think earth might be > geomancy.. I’m also happy with the same build in PvE tho, and don’t PvP due to lag/ping issues :\
Tormenting is tempting! That’s an auto +2% damage with modified ammo. Since I’m spamming so many conditions from the back line though, the Malice +10% duration may be the go.
I have this inclination to give Nightmare runes + Malice Sigil + 6 explosives with +40% duration food.. ie: 15% + 10% + 30% + 40% = +95% condi duration. I’d use Giver’s weapons too, if rifle wasn’t understated at 10% instead of 20% duration! It would breach the 100% cap, so the sigil could be better used.
As per title!
I was thinking the +6% condition damage (CD) on Bursting at first sounds really handy, but when you consider that equates to only 120 CD in a condi build with 2,000 CD, it seems sub-par when you can stack might that gives much higher damage.
5 might stacks = 5 * 25 = 125 CD, which is what you would need to maintain to get the same CD.
Sigil of Strength gives you a 60% chance on crit to gain might for 10 seconds, so in a grenade build with 3 ’nades and say only a moderate 40% crit rate you will probably get one crit from each throw, thus stacking >5 might would certainly be possible.
Is my logic here right? Would Malice be a better choice overall anyway? Or even Sigil of Earth for more bleed stacks? Does the latter stack with Sharpshooter trait, so one crit will give you 2 bleeds?
This is in conjunction with a Corruption sigil of course
Cheers!
Speak for yourself. I’ve been throwing out stacks of dragonite ever since World Bosses became a set schedule every 15 minutes.
I have around 10k stashed and maybe 15k bloodstone, but both are pure trash still. Now in Dry Top even stacks of Emp Fragments are appearing.
Hey all I did the story, then did the purple achievements and finished all of them.. but now I have the green story markers back again?
Do I need to do the story a third time for the green markers to go away again?
After 7 years of Guild Wars dreaming of the day I could leap into the air, I praise these vertically inspired maps.
Hi,
I’ve already spent some hours in the new Dry Top map, and I can’t help feeling that it seems empty. But I know there are many playing, so why does it seem so?
Map cap is all I can think of. Maybe to lower the system requirements with the sandstorm going on also, or maybe just to limit zerg size? The map chat has been virtually nil, even when I end up talking to myself
Sure people are jumping in/out doing the story elements, or just (like me) changing characters.. still doesn’t seem like much going on. Anyone else find something similar?
Cheers
After playing my 2nd character as Ranger to level 80 over a year ago, I was primarily plinking my way from range.. wasn’t even using a bear! Unsurprisingly he was shelved for some time.
Just recently though, I swapped my ranger over to pure GS-S/x melee and gawd kitten it does some serious damage. Made a signet build with a bunch of might stacking and opening attacks destroy pve and wvw alike. Then swap to sword for a stack of manoeuvrability, offhand dagger if I want more evade, offhand warhorn for greatly annoying birds and more might/speed, or offhand torch for might stackens fire field.
Personally enjoying Ranger a lot more now! I usually like playing mid-range, but I think the Ranger shines in melee with pet at side.
Having stayed up all night and possibly being one of the first to reach 30/30, I can say the two you are likely missing are just south of the first way point
I actually did them together jumping up from the ground though. You just have to be fast when jumping to the second ledge, which took me a few goes. Apparently you can get there from the top though.
When you are at the bottom, just look up to the right for a ledge before the mines.
Make it every 30 seconds dead damages another piece of armour.
Sure you can lie there instead of waypointing, but by the time you are resurrected all of your armour will be broken anyway, and you will need to waypoint to repair it.
I would like to remove Soul bound, Account bound and also Bound on Acquire for everything.
I never liked these false mechanisms that limit players. They are brute force attempts to limit the economy or create a false rarity. It also screams too much of “other MMO’s did it” for my liking.
Sadly something is needed to stop exploiting, so replace them all for a tradeable flag. Make every item dropped transferable once only, to the Trading Post, or to another player. After that the item becomes no longer tradeable.
I’ll add my comments, because I tried a very similar build and many combinations.
1) You will get stunned, and you will die. Sure you can pop elixir S, but then you’re boned for the next 60 seconds when you will be knocked down since you have 0 stability and no way of getting away from combat.
2) Your condi removal relies entirely on healing turret. It is not enough; you will be immobilised and destroyed.
3) If it’s a warrior or guard, you still wont win. They can cleanse so well then dps heavily while still having high armour and block rates.
What this will kill is the odd thief or mesmer, because you can condi them more. Most thieves will simply run/stealth away though and mesmers can likely redirect you with phantasms or burn you with condi themselves.
On the flip side, what you have is am excellent back-line ranged build that can heavily suppress front line zergs from 1500 range. You have range and need to use it, because one static/stun or one knockdown and you will be completely boned. You also need to stay back since then you can keep out of their conditions also.
On the plus side you will get loads of bags this way.
In a perfect build you would have elixir b for 4 second stability (even though that still sucks), elixir c for extreme condition removal, thumper turret for stun break, rocket boots or elixir gun to gtfo, and of course grenades or bombs to actually apply effective conditions.. but that’s 5 utilities, so either way in a solo roaming one-v-one build you will have high odds of meeting someone you have no chance against…. imo.
That is awesome that they are harder. But they also have to prevent all “cheap” ways and exploits of doing them. And if someone does them in that way they should not get banned, but they should get punished by simply not getting any achievement points from those achievements. That would work.
Yep exploits should just be caught as early as possible – which is a difficult thing in itself, but something only ANet can govern.
The concept isn’t that the new stories are so hard that the average person can not completely them though.. I’m suggesting an actual hard mode selection for each story. While the first time through might be difficult, once it is completed you can replay that same story on a selectable Hard Mode.
It’s effectively turning the new Stories into Missions from GW1 with the same difficulty selector!
Hi All,
Many of us are from Guild Wars 1 days, and many likely remember the introduction of Hard Mode and what a significant impact it had on just how much there was to do. It became a personal victory to complete all missions in Hard Mode and a noteworthy achievement.
tl;dr: Since the latest Living Story/Personal Story news, does anyone else see this as a platform for a new Hard Mode in Guild Wars 2?
What HM requires is instanced play, which straight up rules it out of open world content. This leaves Dungeons and Living/Personal Story. Dungeons feel like they have already been tailored to level 80 geared characters, albeit they are mostly not difficult still. This leaves repeatable Living/Personal Stories.
What got me thinking about this was ANets statement:
The achievements will be much more difficult to complete than those traditionally found in Season 1, and are intended to be challenging achievements for skilled players to overcome.
The MegaServers (aka ‘a server’) aren’t a problem in themselves. The issue is that the events, ALL of the events, were not tuned to handle the number of players that are now completing them.
If the software was developed in the first place with mega servers, then each event could also have been implemented with the expectation of 100+ players and had some player-mitigation that would actually make the events interesting.
For instance, the Svanir Shaman (Maw) right now is 100 players hitting one boss that does nothing but stand take the damage. His attacks are meaningless and the whirlwinds do nothing to stop players. Where’s the fun in that? Throw in some DANGER, some unexpected skills.. Make his transformation look TEN TIMES bigger, with a stomp that sends players flying 1,000 range! I made a previous suggestion of giving him Mirror Image, with no indication of which one is real.. That would be so easy to scale up! 10 people? 2 mirrors. 50 people? 15 mirrors. 100 people? 40 mirrors!
All of this makes fights varied, interesting (at least for a while), and can properly handle a large player-base. The most significant bottleneck to this? There are a LOT of events. Every one of them needs to be reassessed with the likelyhood of 10-100 players taken in to account.
What we currently have is an event patched up to handle more players while still using the original script. This is really apparent in some events. Take the Maw pre-event for example, where you get some grawl spawning that die instantly. These are the spawns from the original event. Then you get some that take a beating for 4-5 seconds. This are the patched grawl added after the mega-server came in to effect.
This is not acceptable!
(posted in the other thread just as it closed, doh so it lies unedited in this thread..)
Thanks! Search let me down. It was also a suggestion more than a class specific balance problem, as I think any weapon changes on any class should be allowed, despite it being most frustrating on my ele and engie.
So I just spent another 10 gold on a Superior Rune of Bloodlust for my Elementalist staff.
Unfortunately this hasn’t had the desired effect, since when I change from scepter/dagger (with rune) to staff (with rune) I still lose any bloodlust stacks that I might have had. This is in addition to having already bought a bloodlust rune for my underwater weapon, seeing as how we started to lose those stacks when changing environments.
Honestly if you didn’t want us to use them as they were, then change their functionality in some way. It’s completely ambiguous now as to how they are supposed to function since the only indication given is ‘ends on down’. Not ‘ends on weapon change’ or ‘ends on map change’ or ‘ends on environment change’.
I don’t care about the gold cost; just be clear in what you want runes to do.
Maybe you should change these to Bloodlust+1 for 60 seconds on kill.
I have been doing Subject 7 with 3 gambits (fire, hamstring, no dodge) on my engie, since he takes about 15 seconds.
Each player is going to have different experiences with commanders.. OMG, to err is human!
I follow Elizabeth H Frost on Sea of Sorrows and usually have awesome fun. We obliterate zergs while outnumbered! In WvW Season 1 it was a commander called something like Bibbiddii, but that was also around 5am my time so it didn’t happen often enough
Kudos to those guys for my entertainment.
Should just enable cross-server map chat in the WvW maps.. Sure would empty out the forums <G>
Buy a few Stealth Disruptor Traps and max Build Mastery..
Sure it may be extreme to drop a trap and insta-build it while a thief is around you, but there’s nothing more hilarious than a thief that can’t stealth
CONS
Megaservers are Crap
Nerfing the Queensdale and Frostgorge champ trains
Restrictive Dailies
New Traits are Gold Sinks
New World Boss schedule equals FPS death
Allow me to critique your critique then. Firstly, I agree with all of your positive and neutral responses. The Cons you list above are those I differ from.
Megaservers are Crap.
Megaservers are not crap. In general, they bring many more people together to play a massively multiplayer game. This is a good thing. They can be improved however, with two significant changes:
- Events need player mitigation. The event chains should not have been left as they are for the Mega-server implementation. What we have now is for example Maw, which is one boss standing in one spot while every single player attacks him. There is nothing more to it and even the whirlwinds do nothing to effect player actions. Anything needs to be done to stop this.
An example of the mitigation – how about each 20% HP have him mirror-image into another maw with a random location. Or split him into 10, with only one being the real Maw. Or add an AoE with inner or outer circles or random patterns. Take anything from Marionette and you will likely end up with a better event that requires players to ACT to earn the rewards.
- Private Events need privatising. You can’t have an open world event that requires ultra organisation to succeed. Well you can, but it will fail. There needs to be some method of allowing players (say guild leaders) to start a private map that they can pull other players in to. This needs to be a free service.
Nerfing the Queensdale and Frostgorge champ trains.
These players are not playing and should equally not be rewarded so. But who am I to dictate what player is considered playing? I’m not, Arena Net is. The social aspect of a farming group is a horrible place to be in my opinion, and this is where Megaservers help. You get rid of the farming group, you have open diverse player map chat that is useful for all.
Restrictive Dailies.
I dislike this change greatly, but I also accept it. Right now I think the limited selection is to push more players into PvP.. hell yesterdays only had 5 I even felt like doing. But, I believe this is for a reason – the gearing up of Living Story 2. When this arrives, each patch will add 3-4 more dailies directly aimed at LS2. Given they’ve capped the number of daily points though, this could also be cause to limit the players reaching that cap very quickly.
New Traits are Gold Sinks.
The new traits are geared for new characters, where the questing to earn them will gel neatly with the entire levelling experience from 1 to 80. Existing players simply want them now, because they are used to that and expect it.
New World Boss schedule equals FPS death.
The FPS is customisable with graphics options, therefore irrelevant. The ‘schedule’ however, is the one significantly bad decision that has been made, and I think was a real after-thought by Arena Net who focused more on Megaserver success than how it impacts world boss events. Hopefully this improves in time.
The reason I hate (yes, hate) this change so much is because you are obliged to play WHERE Arena Net wants and WHEN Arena Net wants. Choosing not to do so is also choosing not to get loot! It’s counter-intuitive. It’s also really tedious when 15 minutes after 15 minutes you and 500 other people all move to the same place, to do the same thing. Usually without a break, and with no time in-between to do what you want unless it’s to clear-your-bags.
The schedule pushes the feeling that what you do is irrelevant.
The event will happen, and because there are so many people the boss will spawn, and it will die. I personally enjoyed moving around the world at my own pace choosing which boss timers to attend and which pre-events I would complete, knowing that I personally spawned the boss, even if 100 people port to it right after. Now it just doesn’t matter. What would be better? That’s a tough question. Scrap all timers for sure. Perhaps longer pre-event chains to world bosses that might even take up to 1 hour to complete the full chain, but offer significant reward for completing in themselves. It needs a proper analysis to fully understand what will work though…
/end critique.
How come people sell Toxic Focusing Crystal’s so cheap on the TP?
They are 24s38c right now, but the materials to craft them (3 Crystalline Dust, 100 Bloodstone Dust, 10 Pristine Toxic Spore Samples) adds up to a total of 88 silver!!
From what I can tell they don’t drop outright either? So are people just unloading excess stock they already crafted, or something else?
Edit: My bad! I see the recipe outputs 5 of them now. All good, move on by, nothing to see here
(edited by biofrog.1568)
Alternative in Grand Master trait form!
Increases the number of conjured weapons by 1.
(or more? )
to HAIL OF WEAPONS
Manifest 1-5 weapons based on your current attunement:
Fire: Summon Fiery Great Swords
Air: Summon Lightning Hammers
Earth: Summon Earth Shields
Water: Summon Frost Bows
Cool down: 180 seconds. AoE damage on impact. Targettable.
The conundrum? Do you still slot a utility weapon skill, or try to rely on the elite and its cool down? Do you gamble getting 5 weapons, or just 1?
Admittedly FGS would probably be nerfed into Flame Axes, but my suggestion is based solely on seeing 5 FGS rain down like tiny functional meteors from the sky
If you use it now you will have to spend a charge to re-apply it. Skin items will still be free to apply and cost 1 charge for every new application after that.
Ok your second part there answers my question – we will still have the skin item, and it is still free to use
So something like the Scarlet’s Veil Skin would be available to all armour levels, I presume? So if I use it on a medium armour guy now, later on I can spend one tranny charge to put it on my heavy character also?
Hi,
I have a character that’s ready to use this skin we got from Scarlet: http://wiki.guildwars2.com/wiki/Scarlet%27s_Veil_Skin
I was waiting for the feature patch, but just realised post-patch it might cost a transmutation charge to use? I know that using it now would cover my original head piece skin and the patch states transmuted items unlock both original and used skin, but doesn’t explain if we still get to use the skin ‘for free’ after the patch.
I.E. do the existing ‘skin only’ items appear only in our wardrobe when we log in, or does the skin item still exist in our inventory? Also in the latter case, does using the item unlock that skin for all armour levels?
Hope that makes sense…
It would be nice to throw on a visual effect, like blurring the entire screen perhaps.
Unfortunately a map that combats 3 teams against each other while 3 servers have significantly more players, you are always going to draw up one undermanned team who will always get totally obliterated.
Of course the alternative to this matches the same 3 servers over and over, which would be boring to say the least.
One solution with albeit significant implementation difficulties; add more teams to the map. Have 4, 5 or 6 teams vying for superiority over each other combatant in the same zone.
A more viable solution that also gels well with the upcoming megaserver PvE changes – significantly reduce the amount of worlds, pushing more players into the same zones. Manage queue times with more maps or using the current EotM.
I modified it a bit and made you a flamethrowing condi tough mudder wvw build
I’ve just found an earlier post about this, tucked away in the Engie forum:
https://forum-en.gw2archive.eu/forum/professions/engineer/Anet-fails-to-realize-sigil-change-hurt-engis/first
All the same points were brought up, so I see others are like-minded.
I mentioned this is teamspeak before, and I have no idea on how it would be implemented.. but I would give my left nut for a Legendary Flamethrower
Weapon swap (in-combat or not) is not the same as un-equipping a weapon with an on-kill sigil on it to your inventory and equipping a new weapon that does not have the on-kill sigil on it (which can only be done out-of-combat).
Of course, and my question is not about un-equipping a weapon. Obviously that should remove any stacks for any class.
The point is that Engineers and Elementalists will only have access to two ‘equipped’ sigils at any time, while every other class can equip four sigils because they have access to the additional weapon slots. I think this is perhaps an over site in the upcoming sigil change to stacking effects.
Previously engies and eles weren’t effected by this as they could still un-equip a weapon and keep the stacks.
EDIT: Actually! I’ve forgotten about water slots too. I wonder if having a trident with bloodlust would allow you to maintain the stacks if you un-equip your main weapon which also has bloodlust? I think that needs answering too.
(edited by biofrog.1568)
Taken from here: https://www.guildwars2.com/en/news/runes-sigils-and-balance-updates/
and in particular this line:
“This type of sigil will have more strict rules applied on them, so that a player will no longer be able to gain 25 stacks and then un-equip the sigil.”
For most classes weapon swapping is a core mechanic of game play, so it wouldn’t make sense to remove bloodlust/perception/corruption stacks on a simple in-combat weapon swap. Only I was wondering how this will effect the classes without a weapon slot mechanic, namely the Engineers and Elementalists?
It seems it would be unfair to allow most classes to keep the sigil in a secondary weapon slot with their stacks still active while the Engineers and Elementalists must maintain it in their primary weapon slot only. These sigils have a major impact on the effectiveness of a player; without the sigils it unbalances these two classes.
It could be argued of course that sacrificing a secondary weapon slot sigil reduces the effectiveness of other classes also, but many players keep them just for the stacks.
Use what you like
I’m ‘new’ to the class, but just finished getting to level 80 and love playing my full condi flamethrowing engie! Here’s the build I am using, for better or worse and your mileage may vary, all disclaimers applied:
Stop stressing.. There will be 40 new traits. With 8 professions, that means 5 new traits per profession. You are going to be mixing & matching all those 5 traits into your current builds, with or without an existing meta-build.
Tempered Spinal Blades unobtainable????
in Battle for Lion’s Arch - Aftermath
Posted by: biofrog.1568
Take a bite of realism pie.
Someone you know has a fantastic recipe for onion soup, but he will only sell it to you for $100. You work and scrape together every cent you can, just to buy the best onion soup recipe ever made.
Finally you have $100 and head to the man with the recipe, with the taste of onion soup on your tongue. Sadly, once you get there you find he died last week in a horrible accident.
Do you:
a) Lament the lost recipe forever, and move on.
b) Post your sympathies to the deceased man’s family on an online forum
c) Whine like a little girl about how you will never taste the best onion soup, and that you are outraged that someone could be gone without your permission.
The morale is, nothing is permanent. Make use of what you have while you still can.