If we’re overflowing with Dragonites already, adding a 1 per drop to Champs will only compound that problem.
He suggested adding them to elites, not to champs.
Today I actually witnessed my phantasmal warden spawn, stare my target champion in the face for about 5 seconds, then run off to some totally unrelated enemy halfway across the room and attack that. Wow.
Yes please.
Just ragequit a pug 38 group because everyone was ranging the champ ettin in the harpy fractal in PVT. The other warrior was also camping rifle and WASN’T using banners.
Christ…
That feeling… when you realize that in a group of 5 players you are the only one actually doing any damage.
Issue #1 has to do with your underwater skills, and affects all classes. When you use a land skill, that skill AND the skill in the same slot underwater goes on cooldown.
So if on land you have: Banner of Discipline, “For Great Justice!” and Frenzy (in that order), and underwater you have “Shake it Off!”, “On My Mark!” and Dolyak Signet, then using Banner of Discipline will cause “Shake It Off!” to go on 120 second cooldown.
It is stupid and non-obvious. Workaround is to equip 3 useless utilities underwater.
Actually there is something ANet could do. If the problem is a DDoS attack, they could actually communicate that the recent connection issues are due to a DDoS attack, which they have not done so we are left guessing.
On the guildwars2 twitter account they posted…
- “I’ll try to update once we have found the problem”
- “I’ll update if we find a fix soon”
but didn’t ever post any substantive updates beyond that (both of those are pretty noncommittal, but still). So we might conclude that they (a) have not yet found the problem, and (b) did not find a fix “soon”.
4 months to change a “-” for a “+”
How do we know for sure that is all the problem was?
Pretty simple. This is the old text for Powerful Potion of Undead Slaying:
- +10% damage vs undead
- -10% damage from undead
- +10 experience from kills
The text needs to be changed to this:
- +10% damage vs undead
- +10% damage from undead
- +10 experience from kills
That is, a “-” needs to be changed to a “+”. I guess you could argue that there are like 100 different potion tooltips so really there might be 100 minus signs to change.
(edited by draconx.3102)
In case of the mesmer feedback bubble, its a reactionary skill many times, so if the enemy uses his big projectile mesmer pops feedback regardless of what other fields are already present.
You seem to misunderstand how combo fields actually work. There is no problem whatsoever in popping feedback with a fire field up, as the finishers will hit the fire field. Same with the field from guardian hammer AA.
As long as the fire field is placed first, you will get might stacks.
Yes giant slayer is annoying, but not out of reach.
You only need 2 players to spawn two giants at the brisban event. So basically you and a friend will guest to two servers. Kill brisban giants, nageling giant, and Kol on each server, 12 giants down. Repeat 84 times to complete the achievement.
CoE story mode final boss is also a giant, so there’s an incentive to complete that on all your characters.
… the problem with your theory here is essentially guardian, whose AA puts down a field. Point is, its all good to say coordinate, but asking your guardian not to use AA for 10 seconds is a bad idea, likewise some reactive or protective skills are fields.
should a mesmer let people get hit for 10 seconds before using feedback?
No, you have it backwards. The player laying a fire field for might stacks, or any other field for the purpose of combos, should not be putting it on top of these other fields.
Slaying potions are good. You should use them.
Not really a jerk move to point out that the tooltips are wrong, but specifically telling people not to use a good item is…
For example, If I’m an Ele and I use Lava Font and then a Guardian uses his Symbol and what I want is to support my team with Might, I should be able to do so, instead of giving Area Retal which is already applied with the Symbol so basically I wasted my Blast on a boon that’s not needed for my team.
In the situation you just described, you will get might stacks. Only the oldest field placed counts for combos, so the guard can place symbols on top of your fire fields and your team can still blast for might.
If your team is trying to stack might and you end up with retaliation instead, this means you need to work on your communication.
The Mesmer one is inferior to Ether Feast in every build.
Signet of the Ether is strong in PvE.
Ether Feast is very good for healing the mesmer. For encounters where burst healing is less important, it is better to swap in either the mantra (for the extra +4% damage) or the signet (for the phantasm recharge).
The problem I have with CM is that it just doesn’t feel dungeon-esque. As my friend once said to me, “this isn’t a dungeon this is a freaking house robbery!” lmao.
Well there’s a reason we always take a thief into CM!
Might be worthwhile to test the “Defense Against Guards” WXP line as well, which is supposed to reduce the amount of damage you take from WvW NPCs.
A bit harder to test because there’s no way to reset your points, though.
I run all 3 CM paths fairly often. It’s a pretty fun dungeon.
Turmaine is kind of annoying to fight because invulnerability is a stupid mechanic.
You should be able to hit enemies through walls with melee attacks. I think there are environmental weapons around you can pick up if you don’t have any melee attacks.
This problem has affected most underwater areas in the game since launch. Seems that Anet has no interest in fixing it.
Yes please! Every boss in the game should be available to fight in Taimi’s practice room.
I wonder if the -1% damage from guards WvW infusions are working properly?
At 1%, how could you even tell?
Equip 10 of them?
Are +5% damage potions better than superior sharpening stones or master maintenance oil?
Depends on your stats and whether you’re based on condition damage (potion all the way) or power damage. Comparing a tier 2 potion to a tier 6 sharpening stone or oil… almost certainly not.
The context was that someone said to use +5% damage potions to avoid taking any extra damage. It was not an accident that I compared these potions to tier 6 stones/oils.
The point is that the tier 6 stones/oils are probably better than crappy potions if you don’t want to increase the damage you take, but I didn’t (and still don’t) feel like working out which is actually better.
You need at least 4 players to do any path in COE and 5 to do COF 1 because of the mechanics in the dungeons require that many players to progress forward.
You only need two players to do the CoE lasers as shown in https://www.youtube.com/watch?v=CdGOEVarJgg. So you can do at least paths 1 and 2 with two players.
Path 3 may need three players to do the evolved destroyer, not sure.
It’s pretty stupid that these runes are soulbound on aquire… especially since they can pop out of the mystic forge. At least the minor and major ones can be used in forge recipes, but the superior ones are just vendor trash.
The dungeon-specific sigils are tradeable.
yea it would be nice to know something, I cringe at all the new people wasting their mats thinking that these work as intended.
Potions work as intended, just a minor tooltip bug. I’m sure it’ll be fixed toot sweet.
Alpha’s earth attack does less damage the closer you are to him, to the point that if you are inside his circle it will not hit you at all. Even without pushing him against the wall you can totally avoid this attack by just walking towards him as he uses the attack. This is really a problem with his AI. In the first encounter Alpha strictly alternates his two elemental attacks with no exceptions; the later encounters have a little bit more variety but not much.
All Alpha needs to do is run far out to the middle of the room and fire off an earth attack and he’d wipe bad stacking pug teams in one hit. Bonus points if he did 2 earth attacks in a row when this happens.
Sometimes in Guild Wars 2 you will lose your progress. This is OK because you had fun playing fractals for those 2 hours, so now you get to play it all over again for double the fun!
I think AC path 1 and path 2 are each quicker than p3 because those paths don’t have a part where you run around in circles for 30 minutes…
Happened again this week but we got the same rush.
Yes the boulder cutscene in volcanic fractal is absolutely stupid. I have no idea why this was added (it was not added to the fractal until relatively recently — a few months ago).
I guess it’s just another example of anet trolling fractal players.
Invulnerability does not help because you stop being invulnerable as soon as the cutscene ends.
(edited by draconx.3102)
I don’t remember seeing turkeys, but there is indeed a lot of unused areas in AC. This includes what looks like an unfinished jumping puzzle which you can access from the boss room in paths 1 and 3.
This happened multiple times to me and several guildmates during the rush, seems to be 100% reproducible. Unsure if it’s only this rush or if other rushes are affected (will check next week).
Was doing the Bear Lope guild rush. If you press h to open the hero panel when transformed to a bear, the game instantly crashes.
Pet names are the best part.
Awwwwwwwwwww yeah
Agony is a lame mechanic because agony resistance trivializes it.
Mesmer: 0/30/0/20/20 is the maximum reflect trait setup
x/x/x/x/20 trait I’m assuming is Phantasmal Haste. As of right now it’s broken for Warden and is useless if you’re taking it to better your warden reflect uptime. Might as well shave off those 5pts and invest them in x/x/x/25/x which is a nice +15% DPS for your phantasms.
Yes, I just saw that it was broken. I am now using 0/30/0/25/15.
This is what I have been using as well. Seems quite effective, but I have to run some numbers on the 10/x/x/x/x builds later to compare.
I’m wondering how 0/30/0/25/15 compares with the old 10/30/0/20/10. The phantasm cooldown reduction is nice and all but with the new signet you can get 3 phantasms up right off the bat anyway. The +15% phantasm damage from inspiration makes up for the lost Domination III trait but you’re trading +100 power for this.
Also the candy cane has 2 interrupts on a very short cd so with a bit of coordination with your team you can interrupt every one of toxx’s attacks.
New mesmer heal is pretty kitten. You can get 2 chained wardens up right away (assuming they don’t bug out and fail to attack).
Also fun bugs like the CoF path 2 boss (the big flaming rock thing) which simply cannot be targeted at all if you are in melee range, unless there’s a called target on the boss…
You have to remember to target the boss before you run up to it, because you certainly can’t target it afterwards.
Only way to check ingame is to do a lvl21-30 daily run and see if you get the chest.
If you’re not sure you could always do a lvl11-20 daily or any other tier instead.
It can also happen without a cutscene.
One of those really annoying bugs that’s been with us since launch. At least swapping in hero panel unbugs it.
Obligatory NA or EU question.
The bug is that the tooltip (tooltip says you take less damage) does not match the actual behaviour of these items (you take more damage). Changing either the tooltip or the behaviour will fix the bug.
People keep posting that changing behaviour is hard so let’s get the tooltips changed instead, which can’t possibly be difficult.
No one but the devs knows how complicated a fix this is. Even if you code, you don’t know the situation. That it’s integral to all “slaying” potions may mean that it has more far-reaching ramifications, and is harder to fix without breaking something else.
The only thing that anet needs to do is change a tooltip. If changing tooltips can have “far-reaching ramifications”, then just wow.
After you beat the berserker abomination, 2 waypoints appear. The one in the tar elemental room as well as the one after the spider run. So the run from the waypoint to Lupi is the same in this path as always.
These recipes are not discoverable, you need to buy the recipe sheet off the trading post. There is currently no way to acquire new celestial recipes in the game.
The waypoint isn’t actually gone. It appears after you defeat the berserker abomination, in case you like going backwards in dungeon paths.
Playing the boss as intended means dealing with all the bugs, after all.
GW2 is unique in the rate at which bugs are added to the game (brand new bugs every 2 weeks).
New bugs mean new challenges.
There is no recipe. You get these inscriptions by salvaging exotics.