Please add a way to change the guild tag as well.
Thief rifle skills will have a range of 1100. This is because the auto attack doesn’t need line of sight. The idea behind the auto is that it you can usually follow a projectile back to its source to and attack the shooter but this is impossible because the thief is attacking indirectly. Also I left out a stealth skill. The idea being that a rifle is too big to hide (and we already have stealth focused sets). This set is about movement and misdirection and just being a pain to your opponent.
1. Misdirection – Shoot a bullet into shadow that emerge from a random location to strike your target. Has a 33% chance to cause confusion [short duration so as not to be OP]
1. a (Stealth ability): Fire three powerful shots into the shadows that emerge from random locations to knock your target back. [small knockback basically three quick interrupts]
2. Halt – Shoot and cripple your target. If target is already crippled this attack has a 50% chance to immobilize. If the target is immobilized this attack will have a 50% chance to daze. [this is really built for group play but I can foresee noobs spamming this and using up all of their initiative]
3. Pinpoint – shoot a piercing round that bleeds
4. Feint (chain) – Shadow step to your target and strike your target with the butt of your riffle and granting you swiftness (cause confusion if flanking) -> Fire a blinding shot at your foe (weakness if flanking) [Flank to use aggressively otherwise this is an escape skill]
5. Deception – Fire a round that torments foes in a line. Detonate the round and shadowstep to it [ink shot on land…always loved that skill]
(edited by nopoet.2960)
I run p/p sometimes and the only thing that the devs would have to do to make me use #2 is make it pierce. It doesn’t even have to work with ricochet.
There are some changes in the upcoming release to mitigate the severity of this problem. We’re also looking at making some long-term improvements to the Twisted Clockwork invasions.
You guys should really consider what it mean to fail on this event. This is a zone wide event (much more space than a dragon) that has no impact on the world when it fails (or I can say when Scarlet wins). What is she after anyway?
You really have to try things out for yourself. What looks good on paper doesn’t always work for your personal preferences. When I first started my Thief all I wanted to do was build for sword/dagger (shortbow). Then for a log time I played dagger/pistol (short bow).
Now I’m doing dagger/pistol (pistol/dagger) which is really problematic stat wise because main hand pistol wants condition damage and main hand dagger wants power but this is my favorite set up cause it matches my play style (stay away for melee and pressure the hell out of range).
All that to say you are really going to have to test things out to see what you like. Then it might change again based on what you are doing. I pistol/pistol in dungeons but I don’t use double pistols anywhere else
That infografic made me want to start a charr Mesmer.
I was just about to write a suggestion about adding different colors for the commander tag so thumbs up.
I did have one other suggestion: Give players an easy way to tell how far they are from a commander without having to play around with the map. Maybe make the tag lighter if you are far from it and make it darker as you get close? Either that or give it a range so that you can’t see it at all if you are to far.
It’s the upscaled part that keeps me from taking my new characters to living story events. I’m a noob to start. Upscaling my low level characters = repair bills, lots of them. Also I think more people would be leveling if there was time between events so I would have more people to play with.
Usually the living story content is high level and I have no idea how my new characters work yet.
What would be Your ideas for a pair of new/old players trying to find their niche in the world of Guild Wars 2?
Warrior & Elementalist. Lots of different ways to play that combo and should appeal to the traditionalist in you .
I love the living story updates and I love that the come so often but is it possible that there can be a day or two when nothing is happening. I really want to level a new character but it’s hard to find time to do it because I also want to participate in the story. Does anyone else have the same issue?
You should be able to recharge it at the mystic forge by combining it with some number of sprockets. Or it should have been a one use per day type item. It’s really not valuable the way it is currently implemented.
I don’t know if this has already been discussed but I would have really like to have seen the Sons of Svanir’s reaction to the Molten Alliance as the Molten Alliance was right under them. A new dynamic event (stop the rampaging Son of Svanir with Molten weapons from destroying town), a cameo in a story (one dead Svanir and a pile of dredge/flamers) , or just anything to show that they weren’t completely oblivious to the new threat/opportunity presented by the Alliance.
I know they are minor characters but it was an opportunity to strengthen the idea the the world is alive. Also hope the players can occasionally find hidden Molten weapon stashes after the event is over to prove that something interesting happened here once.
On a whim I created an engineer and I’m having an absolute blast. I’m level 35 now and so far all the skills I’ve picked up make sense except for Rocket boots. The skill launches you backwards 900 feet. Two problems with this:
1. That’s far enough to rest a fight is some cases
2. It just feels too far… I feel like I’ve left the fight
Of course I can be using it wrong. Maybe it’s intended to be an escape… /shrug
My suggestion is toeither increase the range on the kick skill on your tool belt to 900 or decrease the backwards launch to 600 feet.
What if it was something like:
Searing Venom – 15% chance to add one second of burning to poisoned foes (2.5 second cool down).
That way you don’t necessarily have to bring your own poison but it would complement dagger main hand and short bow very well.
I run D/P as my primary pve build.
30 Trickery – Thrill of the crime / Hastend replenishment
20 Acrobatics – Power of inertia / pain response
20 Deadly Arts – Mug
Zerk gear with Wurm runes
Only use withdraw to heal
I only stealth w/ stolen items
From a min max perspective personal stacks would be the way to go but I think that Anet has the right idea about promoting teamwork. In general I think if you have enough people to max out and maintain a condition on a single target that should be a bonus not a waste of a slot/trait. The debuff should be big enough that people care about keeping it up.
There are three conditions that stack intensity.
1. Bleeding
2. Confusion
3. Vulnerability
My suggestion is this: If a group is able to maintain 25 stacks for a set amount of time the stacks get removed and replaced with another powerful debuff. For example 25 stacks of bleeding maintained for 7 seconds turns into Gash. Gash causes something like 250 damage every second for 25 seconds and doesn’t stack. While Gash is active it bleed has a 25% chance to stack. The others would work in a similar fashion.
The idea is that getting to 25 stacks should be an objective rather than being a waste.
I don’t know about the pvp aspects of this suggestion but it may have some interesting lore/story twist. What if we found out the the dragons were protecting the planet from a bigger more dangerous threat…Is killing them really the best course of action? Maybe we can get them to just tread more carefully
I ran into a NPC named Devious Tessa today in Frostgorge Sound. It was a female asura with a star icon above her head. She said something to the effect that I shouldn’t be able to see her. She walked casually past aggressive mobs and nothing seemed to take notice of her. I followed her for a while but I lost track of her around the bridge event where the dredge attack.
Has anyone see this npc before or know what she is for? I’ve never seen a npc with a star above her head and I can’t find any info about her. If I was thinking I would have taken a screenshot but it occur to me that she was special until later.
I wouldn’t mind if they even just counted as one.
Please hide unusable armor and weapons at heart, karma, cultural and dungeon vendors. If I misclick I’ve just wasted a lot of currency because there is no way to sell it back ( I did this at a low level so it really didn’t matter). Also at the dungeon vendor we have to scroll endlessly to get to the items that are relevant to my character. That’s all.
No level cap increase but I would like to see sigils, runes, crest, gems, infusions etc. get more powerful with each expansion.
THREE: Nodementalist. These are veteran mobs that attune themselves to resource nodes. They can attune to about 5 nodes. If they attune to a ore node they get a buff to toughness, if they attune to a tree they get regen, if they attune to a crop they get bonus vitality. Another side effect of the Nodementalist attuning a node is that the node no longer shows up on the mini map. Players can remove the buffs from the Nodementalist by gathering from the node but even this has consequences. You get a debuff on you that causes conditions when you are attacked. So you can either fight the Nodementalist head on with fulls buffs if you beat it it will ‘free’ all the nodes. Or find the nodes that he’s attuned to and gather from them and suffer condition damage then attack when he is weaker.
So Josh you’re the one responsible for these jumping puzzles… I LhOaVtEe you and I hope you get A RfAiIrSeEd!
No but I really do love them. I haven’t actively looked for them but the ones I’ve run across have been frustratingly satisfying when I can actually finish them. Keep up the good work guys!
I’m just here because it’s 2013 and you said Everquest… and I earned a ragebringer (rogue epic) way back when …. and it is still one of the most satisfying things I’ve ever accomplished in a game. So yeah plus one my friend, plus one indeed.
I would love to see dynamic enemies in the game. Dynamic enemies are enemies that change when they interact with players. I have 3 examples but one still needs some work so I’ll share 2.
ONE: Let’s call these guys Fuzzles because they are furry and they follow you. Well they follow if you are at a certain level … Anyway let me start from the beginning. These creatures are opportunistic scavengers. They follow around more powerful creatures to eat their kills. So let’s say you are in a level 35 zone they will attack you on sight until you are 36. Once you hit 36 they turn yellow and will follow you if you come close enough. They help you fight by setting up combo fields and doing direct damage once your enemy is below 50%. But they will turn on you if it looks like you are going to lose. The gameplay idea is that they make easy fights more interesting and harder fights more risky. After you’ve won a few battles the Fuzzle will wander off level up and either become aggressive to all players or attach itself (follow) some veteran mob. It will treat the veteran just like a player and fight with it until it is clear that it may lose the fight then switch sides. It’ll wander off again not killed. If it survives long enough it will eventually become a veteran itself.
TWO: Copymakillers. These guys are humanoid. They learn by watching you fight. When they spawn they are generic tribe type mob. They actively roam around looking for fights to watch. If the first player they watch fight is a warrior they become a solider, necromancer then scholar, and so on. The second fight they watch determines what weapons they use. After that they start filling utility slots. They can also learn from each other in the field by sparing. It really gets interesting if a fully trained Copymakiller gets back to her village. She will share everything that she knows. So you may be fighting Solders with short bows and elements one hour and scholars with shields, maces and turrets the next depending on the players in the area. It might be necessary for them to randomly ‘discover’ skills by sparing with each other if there is a lack of players.
THREE: Involves resource nodes but I haven’t worked out all the details and vegetablemancer sounds stupid….
Just because you don’t see the thief doesn’t mean it’s not there. Just spam some aoe’s.
Risen don’t “die”: they are “destroyed”
Yes exactly! Except these are magic zombies so I assume regeneration.
I was thinking about Orr when I came up with the idea. Actually I was hoping this would be a sneaky way to make the spawn timers longer. Also I like the idea of seeing the bodies so I know where they are going to spawn as apposed to getting jumped out of the blue.
My suggestion is this: when you “kill” a risen it should just go into a defeated state where it can be looted but the body shouldn’t go away. At that point the body can be burned. If you don’t burn the body then it’ll get back up after some random amount of time (minimum of 60 seconds). If you burn a risen in the down state it’ll spawn like normal (after the timer of course).
So if you move into an area with a bunch of defeated risen you can take a chance and keep moving or start burning so you don’t get swarmed.
I want this for mail too. If I report something as gold selling I want it delete the message and block the sender.
So really my suggestion is really about infiltrators strike and flanking strike I have nothing constructive to say about pistol whip .
I usually open fights with infiltrators strike and then forget about unless I need to remove a condition. The times that I do use it to get out of combat it’s usually very clear at the beginning. I really want to get more use out of this skill. So here are my suggestions for IS…
1. reduce the time of shadow escape by half (I think it’s currently 15 seconds). If you don’t use shadow escape in that time frame you get a short duration vigor – This give sword some additional mobility and that’s what sword is all about
2. give IS a blast finisher – sword currently has no finishers (dagger has 2, pistol has 1.3)
The problem with flanking strike is that it can sometimes leave you far from your target. My suggestion to solve this problem is this: Instead of two dagger strikes after the first hit use a scorpion to pull you to your target. So sword strike (damage + evade)… scorpion wire attach (damage + pull you to your target) …. scorpion wire detach (damage + retaliation possibly?).
OMG that worked! I’ve been getting that error since launch!