Until that, I’ll play GW2.
Until that, I’ll play GW2.
If you go full boon duration, you’ll get (near-)perma party regen:
- Arcana V: Elemental Attunement: 5s Regeneration
- 30 Arcana: Attunement cooldown reduced to 9s. Every 10 seconds you can re-attune to water (1s attunement gcd)
That means that you “only” need 100% boon duration to get perma regen:
- 30% from 30 Arcana
- 30% from runes (2 of the following: 2 Monk, 2 Water, 4 Altruism)
- 17% from a full Giver’s/Winter gear (1% per armor, trinket and jewel)
- 20% from Chocolate Omnomberry Cream
With that 97% you’ll get 9.75s or 10s of regeneration (i think 5*1.97=9.85s will be rounded the the nearest quater second, and that is 9.75s).
If you deperatly need 100% regen uptime, use Healing Rain on cooldown (since the regen it grants is longer than the cast time, it should increase regen uptime) and/or ask a friendly warrior to bring the Banner of Tactics which gives the last 10%
Until that, I’ll play GW2.
(edited by pmnt.4067)
Yes this heart can be frustrating, but it gets A LOT easier if you know how to read the interface.
You are not supposed to see all ingredient tooltips but only the one for the ingredient you just added (it worked that way in BWE1/2). With the patch that enabled to see tooltips for the whole attack chain (as in chop -> double chop -> triple chop for warrior axe 1), you can see also all ingredients for that slot.
If you take a close look to all tooltips, you’ll notice that there is one ingredient/“skill” highlighted with a white border – that is the one you actually added. Seeing all tooltips makes the heart easier, because you see 1 or 2 ingredients which are definitely wrong: the ones you see in the tooltips, but are not highlighed.
If you still have problems, look it up on the >>wiki<< . If you still have problems, just kill undead (which is even easier if there is an event nearby)
Also I don’t see the issue with beginning from scratch: You can just drop the potion with weapon switch and get an empty bottle again…
Until that, I’ll play GW2.
The “Defeat the Ancient Sharks” Skill Challenge in Sparkfly Fen is bugged on Abbadon’s Mouth [DE]. The third Ancient Shark did not spawn and while looking for the shark I found a map hole in the shark cave, reachable without any teleportating/charging skills.
I was able to hit something (probably the third shark) with AoE near the position in the third screen shot.
If the exact position is still unclear, I can provide more screen shots – I can swim through the map hole quite reliable.
To the issue with the skill challenge: It seems that there is a reset timer for that challenge. I’ve been around while the challenge has been reset and I got credit for completing it.
Until that, I’ll play GW2.
Useless? No. There are certain jumping puzzles where the 50% falling damage reduction makes the difference between downed and dead (thats a difference between selfrezzing 5 seconds or spending a minute to wayport and run back)
Would it fit better in the Arcane tree? Yes, but I’m glad that 2 underpowered/niche traits in water line have been merged and that free trait is used for a fall damage reduction trait.
Until that, I’ll play GW2.
I think the downed penalty on varpor form is balanced – you get a second chance and pay with a second “stack” of death penalty.
Until that, I’ll play GW2.
There may be some balance fine tuning needed, but even then: No. Just No. The last thing the elementalist needs is another Elite Skill which replaces 20 skills with 5.
Until that, I’ll play GW2.
The only thing that really changed is that there are much less glass canons around in sPvP than in Beta and that players actually move out of Dragon’s Tooth. I don’t think that Scepter has changed much since the betas (although Dust Devil used to be a Whirl finisher)
The most notable nerfs we’ve gotten are Dagger auto attacks, Arcane Blast/Wave, Whirlpool and Evasive Arcana. Oh, and the tiered traits, but that hurt the other classes equally.
Until that, I’ll play GW2.
to keep it in line with our general policy of not having a blast finisher in the same weapon set you have a combo field.
-Karl
Uhm… what about Scepter/Dagger Fire? Necromancer Staff? Warrior Longbow? Do we have to expect nerfs for those?
Until that, I’ll play GW2.
If you find “kitten” confusing, you should avoid the German forums – their filter word is “liebsche” which isn’t even a word…
Until that, I’ll play GW2.
I’m not a casual player, but I generally agree with you.
ONE-TIME EVENT SUGGESTIONS
Allow players to enter a portal into an instance, available once every 2 hours for a day, that will allow them to relive the one-time event on their own schedule. If there aren’t enough players, combine them with players from other servers. I also don’t want to be able to walk up to a vendor and just ask for the reward. I want to experience the full content with the rest Guild Wars 2 community.
This! So. Much. This! It would help with the issue that some players just miss the one-time event. I imagine that if the number of players per instance is limited that it also recudes lag in one-time battles.
Until that, I’ll play GW2.
Let the whining about night capping NPCs begin
Now tbh, I think it’s a pretty good idea. The NPC attacks could also solve some balance problems if a single server is too strong
Until that, I’ll play GW2.
Given the problems with Noll and the other quest NPCs, perhaps it would have been better to place them in instances similar to the personal story. It’s really frustrating to see them bugged for a whole world. Even IF the NPCs work properly, it’s hard to get kill credit because the NPCs “die” before they even get reported as hostile on the client. (also a perfect example that culling is not only a WvW issue)
I don’t expect that the current questlines get reworked, but it would be nice to see if future content updates feature instances to prevent the current problems.
Until that, I’ll play GW2.
If it’s not too late, I’d add a strange double consonant to the name: Lykkos.
Until that, I’ll play GW2.
Destroy the golems, blame the Inquest and just hope that there are no more unpleasant disruptions from your research this week. We all (okay, some of us) have more important things to do than dealing with every single malfunctioning golem.
Until that, I’ll play GW2.
Personally, I hope for alternative ways to get legendaries (even if that method is released with a new set of legendaries in an expansion). I’d like to see questlines like the Moa Chick or Wayfarer’s Reverie from GW1 to award a one-time only legendary/precursor.
Until that, I’ll play GW2.
Question: Have you considered an unterwater finishing move? I feel that killing the sharks + downing the player defending the point is somewhat doable, but I have a hard time to actually kill opponents underwater.
I think that the ruins would be much easier to conquer if you can “stomp” players unterwater as well.
Until that, I’ll play GW2.
It’s not in the patch notes, because the issue existed at least since BWE1 – probably longer but I was neither in the family&friends alpha nor in press beta.
That said, RtL and Magnetic Grasp are quite OP atm – it’s not only a immobilize, but also a uncounterable stun. I think these 2 skills should be nerfed and the stun-component removed without any substitution.
Until that, I’ll play GW2.
(edited by pmnt.4067)
I tried it with Zephyr’s Boon and One with Air, but the runs with speed boost were actually harder for me and made it impossible to jump on the tiny little plattform, on which only an Asura could stand comfortably.
I don’t think that speed passives give any advantage for the harder parts of the puzzles.
/vote again for solo instance.
Until that, I’ll play GW2.
Actually I find it much more difficult with the 33% speedboost from swiftness – it’s nearly impossible to do the precise jumps with swiftness. If you need running speed, you’re doing it wrong, anyway.
That said, traits seem not to be deactivated. Zephyr’s Speed and even One with Air seem to work for the elementalist.
/vote for solo instance.
Until that, I’ll play GW2.
I agree – the D/D changes seem small, but have a great impact on that weapon set. Let’s just hope that the self-stun on RtL and Magnetic Grasp is removed someday^^
reëvaluate
If you did that on purpose, that would be the best trema usage I’ve ever seen on the internet.
Until that, I’ll play GW2.
Killstreak Experience Boosters do not work for the Mad King Chests – they do not show up in the Mystic Forge interface.
Btw: Thanks for implementing a booster sink.
Until that, I’ll play GW2.
1+2: Generally, the first field, which the finisher touches, is applied. I don’t know what happens when 2 fields are exactly ontop of each other.
3: Depends on the skill. Most blast finishers trigger the effect where they explode and when they explode (Eruption, Phoenix). Dragon’s Tooth and Comet, however, trigger at your position as soon as you finished the cast.
4: For Projectile finishers, you have to shoot through the combo field. It doesn’t matter if the player or the enemy is standing in or outside the combo field.
4.1: I have no idea. I can think of even 3 possibilities: the field’s range, the finisher’s range or each combo has its own range, no matter what skills have been used.
5: For staff, yes. Scepter has finishers on fire (#2, #3) and earth (#1, #2), focus on earth (#4) and water (#5), dagger on earth (#3, #4, #5). I hope, I haven’t forgotten something.
6: Hm… noticed that the elite ice elemental has a ice field, but other than that, I haven’t noticed any fields/finishers. (I did not pay much attention though)
7: Yes. As an auramancer, I love shielding my elementals.
Until that, I’ll play GW2.
Not sure if the reveal order was by-complexity, but some dev said that warrior and elementalist are the most straight-forward classes. Back then, it was even true (mainly because of the powerful auto-attacks and arcane wave / blast with 30% more damage on a lower cooldown)
Until that, I’ll play GW2.
The problem is not what the elementalist is, but what was promised from the official side.
Elementalists are multi-faceted spellcasters that channel elemental forces, making fire, air, earth, and water do their bidding. What they lack in physical toughness, they make up in versatility and the ability to inflict massive damage in a single attack.
While the versatility-part is true, the “massive damage in a single attack” part is just untrue and wakes wrong glass-cannon expectations. I’m okay with playing an auramancer support, but most think that the elementalist is a glass canon and you can’t blame them for reading official class descriptions.
I think the elementalist needs only minor tweaks – a bit more damage here, a lower cooldown there. Since the elementalist relies heavily on self-combos, a few more combo fields/finishers would be nice:
- a second blast finisher on staff (water-2?)
- perhaps a water field that is not on a staff (but I cant think of an appropriate skill)
- give us back whirl-finisher on dust devil
- underwater fields (boil, lightning cage) and finishers (water 2 or 3 as blast, earth 1 or 2 as projectile finisher)
These fixes would be enough until some of our useless traits get reworked (which probably takes more time than fine-tuning skills)
Until that, I’ll play GW2.
(edited by pmnt.4067)
I run this build as well in PvE – with 30 Points in Water to switch between aura-sharing (fury, swiftness and protection from other traits get shared as well) and cleanse-on-regeneration.
For leveling, I’d take put the first 5 points in water (the minor trait grants basically a half regeneration boon to you and any nerby allies while you are in water) and the next 10 into Arcane (the minor trait lengthes the passive regeneration bonus when you leave water and then you can choose from a pool of really good major traits).
After that, trait what you like first ^^
Until that, I’ll play GW2.
Balthazar casting lightning with a scpeter is just as likely as Charr starting to worship Dwayna.
Until that, I’ll play GW2.
Good that you mention our only burst utilities – these two have been nerfed for BWE3: 20% higher cooldown and 30% reduced damage. Just un-nerf Arcane Blast and Wave and make one of them elite…
Until that, I’ll play GW2.
There are only amuluets in sPvP – they combine all stats from jewelry and armor in one item.
Until that, I’ll play GW2.
I was getting bubbled with auras constantly. Why is it that sometimes the auras do not apply to everyone else even though I traited for it to apply to group
I can think of two resons:
- The number of shared auras might be limitated by a hard cap (like every AoE is capped at 5 targets – the only exception are siege weapons iirc)
- The automatic special effect reducing algortithm kicks in and not every aura applied is actually visible. I play GW2 on a notebook at the lower end of the hardware requrements and sometimes only one or two auras are visible. But when I click on the allies, I can see the aura (plus swiftness, fury and protection) in their buff list.
Until that, I’ll play GW2.
RTL > Updraft> Phoenix > DT > Signet of Earth > Ring of Fire > Arcane Wave > Arcane Blast > Flame Grab
And now compare that to Heartseeker > Heartseeker > Heartseeker …
Until that, I’ll play GW2.
With the leatest patch, leap skills have been fixed, but the elementalist’s leaps (Ride the Lighing and Magnetic Grasp) are still bugged, because they work differently. These two skills have pathfinding issues (especially on rough terrain) and are basically 1-2 second self-stuns if they fail to find the way to the target.
My suggestion is simple: instead of fixing another group of skills, rework RtL and MG to be classic, jumpy, terrain-ignoring leaps (combo finishers would be nice – MG is actually a finisher, but not listed in skill description).
Until that, I’ll play GW2.
I agree that it’s strong, but it’s also pure damage without any form of utility and it’s the same “kill me” sign as the tornado. It’s a strong skill, but not strong enough to justify a nerf imo.
Until that, I’ll play GW2.
There are no diminishing returns in any stat – everthing scales linearly.
Until that, I’ll play GW2.
If you die at all on a character then that character can no longer get the lifetime survivor achievement at all. It doesn’t work like the monthly achievement does where you just need to get the xp needed without dying.
source? But even if it stopped after first death, I should have more than 0 exp on any character…
Until that, I’ll play GW2.
Livetime Survivor stuck at 0 since release.
I didn’t /bug it ingame, because I don’t know in what (sub-)category archievements fall…
Until that, I’ll play GW2.
And since we are at it: An account-wide karma account? As an altoholic, it’ll take me (up to) 8 times longer to get the karma for the legendary…
Until that, I’ll play GW2.
Why does rare jelwery's recipe so expensive comparing to all other crafts?
in Crafting
Posted by: pmnt.4067
I agree that jeweling is easy to level, but that’s still no reason to make rares cost 3 ectos. It makes the whole rare-80 jewelry obsolete, because nobody is going to waste 3 ectos on a rare, when 5 are needed for an exotic.
The worst part: You dont know that 3 rare stones with 1 ecto each are needed for a rare until you try to discover the first rare item.
Until that, I’ll play GW2.
I agree. With my RNG luck I fill the 6 stacks of T6 materials before I get 77 clovers…
Until that, I’ll play GW2.
This means I’ve acquired about 30 ectos. This is 12% of a stack.
This is about 8% of the karma goal.
This is 10% of the 2-stack requirement.
I’ve explored approximately 50% of the world.
I expect that I’ll have a legendary somewhere around 1500-2000 hours played.
ARGH, DON’T MAKE IT SOUND LIKE IT’S DOABLE.
But I agree – I plan to just play the game, level each class to 80 and maybe there will be other legendary recipies released. Something with less grind and less WvW, hopefully.
Until that, I’ll play GW2.
I agree that it’s too eary to worry about gear. If you have some bad gear (blue and 10 levels under your level) and it doesn’t seem to drop anything better, a that piece for karma.
Dungeon content begins at 30 and every 10 levels there is a new dungeon to visit. Fissure of Woe is again GW1 content.
Until that, I’ll play GW2.
It takes way longer, but that’s how underwater combat works.
That’s the issue – because it takes way longer and drowning players are able to “defend” a point, it gives an unfair advantage to deffing an underwater point imo.
But if I’m a minority with that opinion – I’m okay with that.
Until that, I’ll play GW2.
Title says all.
I was really surprised when I was not able to “stomp” a player underwater in sPvP. Especially in capricorn drowning players can hold the underwater point for an unreasonable long time with swimming to the water surface, getting hit and invulnerable for a second just to swim to the surface again. Drowning Rangers can hold that point even better with the pet-selfrez.
With underwater stomping, the attacking team would have the same chances unterwater as on land. Discuss.
Until that, I’ll play GW2.
/signed
At least the current system is better than the “get seeds and wait for 24 hours or buy fertilizer for gems” system.
Until that, I’ll play GW2.
How about that: since 900 → 1200 is a 33% increase in range, so nerf the damage by 33%. (Btw: It would not be the first time that a class gets hit by a 33% nerfhammer)
But I agree that Thieves should also get 1200 option – even though they are gernerally OP atm.
Until that, I’ll play GW2.
What game are you playing? Looking for good lvl 20 gear and a secondary profession makes sense in GW1, Karma and silver in GW2.
To answer your questions, there is no secondary profession in GW2 and armor can be crafted, bought from Karma vendors (completed hearts) or the traiding post, if it’s up again.
Until that, I’ll play GW2.
You’re obviously doing it wrong. With 15 Points in fire and air, you get 2 INSTANT damaging spells on F1 and F3 resp. Combine that with the 30 Arcana trait Evasive Arcana, you can even attack every 3 seconds by attunement swapping and dodging.
Take Arkane Blast and Wave for even more spike-ability. If you still find your empty slots underwhelming, take Frostbow and Fiery Greatsword to get an offensive and a defensive weapon set. Slot whichever heal skill you like most and pwn things in PvE/WvW/sPvP.
Until that, I’ll play GW2.
I agree with OP – the legendaries just take long and the only real archievement is the 100% map completion. I think there should more than one way to get legendaries (or later legendaries should use other components)
Personally, I desperately hate WvW. I have to overcome myself to do even the monthly archievements. I’ve completed them twice and from that 100 kills I got 6 badges of honor. 1% done. yay. Maybe make the Gift of Battle also attainable via sPvP?
Legendaries also punish altoholics, because Karma and dungeon tokens are soulbound. It takes the same time to collect 1,000,000 Karma and 500 tokens, no matter if I only play my main or use alts. I mean, even the gift of exploration is account bound and not soul bound.
Until that, I’ll play GW2.
The real problem here is invisible enemies. Give their algorithms time to match servers properly.
in WvW
Posted by: pmnt.4067
Some of the suggestions here are already implemented
- The game does already reduce the special effects in large fights (I run an aura-sharer build on my elementalist and it’s pretty obvious if an aura is not displayed)
- The game does already display nameplates, if the enemies are reported but the model/textures are not ready.
That said, it changes nothing for the fact that the current culling limit is too low for WvW and even PvE zerg events. There should be a hard range limit (1600-2000 range?), within everthing is reported (although I can imagine the lag spike when a 50 enemy zerg arrives…)
Until that, I’ll play GW2.
To be fair, he took the most worthwile minor traits on the thief – but it’s still funny and true.
Until that, I’ll play GW2.