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CLAM DOWN
Feb 13, 2007




Not enough of you recommend zerker SD rifle for engineers :( The burst damage I can throw out is incredible, I ruined Maths and become top SFD engineer!

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kafziel
Nov 11, 2009

SlothBear posted:

Rifle is great for pve. I love my warriors charzooka. For single target damage it's very good. Longbow isn't bad at all it just isn't as good as the warriors melee options. On any other class it would be one of their best weapons.

I've been running Axe/Mace//Longbow - admittedly, entirely in PvE - and that's been working really well for me. I love the charrzooka too, but Longbow contains a Fire field and a Blast, so I can send out Area Might all on my own every few seconds. Also, a big fat bleed.

Traxus IV
Sep 11, 2001

it's our time now
let's get this shit started


CLAM DOWN posted:

Not enough of you recommend zerker SD rifle for engineers :( The burst damage I can throw out is incredible, I ruined Maths and become top SFD engineer!

What's your build for this look like? I've been sporadically leveling an engineer and other than having a rifle and the SD trait I really don't know how to maximize damage effectively.

CLAM DOWN
Feb 13, 2007




Traxus IV posted:

What's your build for this look like? I've been sporadically leveling an engineer and other than having a rifle and the SD trait I really don't know how to maximize damage effectively.

I don't remember my exact build, other than 30 firearms and 30 gadgets? (the very bottom line). The key is to spec Static Discharge along with the rifle traits infirearms, and reduce your toolbelt recharge as much as you can. This lets you have stuff like a <7 second recharge rifle turret toolbelt skill, which can burst an insane amount on its own.

Shalebridge Cradle
Apr 23, 2008


Traxus IV posted:

What's your build for this look like? I've been sporadically leveling an engineer and other than having a rifle and the SD trait I really don't know how to maximize damage effectively.

Adding on to this, what is a good build for leveling with an engineer? I'm only just level 30 so most of the traits are still locked and I can't really figure out a good way to do stuff. I tried conditions with pistols and had trouble killing anything and then went SD with the rifle but now anything that looks my way will kill me.

kafziel
Nov 11, 2009

Traxus IV posted:

What's your build for this look like? I've been sporadically leveling an engineer and other than having a rifle and the SD trait I really don't know how to maximize damage effectively.

If you're going Static Discharge, then use lots of utility skills with low-cooldown toolbelt skills. Rifle Turret gives you a zero cast time damaging attack every 10 seconds, for instance. Personal Battering Ram gives you a a quick-casting damage attack on a 15 second cooldown. So, those are probably very good things to have.

Rifle 5 does damage when it takes off and when it lands, so use it to land where you currently are and it's two big AoEs. Rifle 4 is an interrupt. Be aware of these things. Rifle 1 pierces, so try to line up multiple targets if you can - if you take Tool Kit, with its 20 second cooldown Throw Wrench toolbelt skill, that also pierces, so that's a good thing too.

This is my understanding of it, anyway. My engineer's only 12.

daspope
Sep 20, 2006

:stare: https://www.youtube.com/watch?v=2Epn6ZZResk

CLAM DOWN
Feb 13, 2007




The new rocket turret toolbelt is much more difficult to use, but can crit for 8k when lucky plus the static discharge. It's best as short range/point blank attack rather than trying to hit something far away.

Another thing for SD rifle which Cletus taught me as I didn't know, is that the "destroy turret" toolbelt skills do fire off a static discharge! So use your turrets! Deploy them, fire off the special right away, then destroy them 15 seconds later for some incredible burst.

Reclines Obesily
Jul 24, 2000



Hey Moona!
Slippery Tilde
I'm glad you started using those turrets, you had them slotted like warrior signets. Actually that's a good idea for engineers, Turret Signets.

Erdricks
Sep 8, 2005

There's nothing refreshing like a sauna!
Seconding how great longbow warriors are. I used to speed run Arah paths on my warrior before the Wvw season started, in fairly hard-core groups, and axe/mace or warhorn + gs or longbow were the only way to go.

Rifle is terrible for warriors right now.

My advice to you is to get a longbow, a mf quiver backpiece, and live out your legolas fantasy

Traxus IV
Sep 11, 2001

it's our time now
let's get this shit started


Thanks for all the engie tips! I really want to like the class but I keep feeling like I'm doing something wrong and a lot of fights even in PvE are pretty close calls. I've been keeping up-to-level with my gear, so I don't think it's that. Hopefully being more mindful of toolbelt skill cooldowns and that turret stuff will help (I was treating them like signets, too, almost never actively deploying them). Also, did not know that the rifle 1 skill pierces. Learning new things every day!

Secret Sweater
Oct 17, 2005
dup

Traxus IV posted:

Thanks for all the engie tips! I really want to like the class but I keep feeling like I'm doing something wrong and a lot of fights even in PvE are pretty close calls. I've been keeping up-to-level with my gear, so I don't think it's that. Hopefully being more mindful of toolbelt skill cooldowns and that turret stuff will help (I was treating them like signets, too, almost never actively deploying them). Also, did not know that the rifle 1 skill pierces. Learning new things every day!

What build are you running? PVE should be easymode if you're using your skills and dodging.

Traxus IV
Sep 11, 2001

it's our time now
let's get this shit started


Secret Sweater posted:

What build are you running? PVE should be easymode if you're using your skills and dodging.

My current build is 0/10/0/10/10 at level 44 - looks like I haven't even bought the mid-tier manual yet, haven't been to a zone with a trainer in a while. It's pretty scattershot and I haven't been really paying attention to where I'm putting trait points as I go, which is one of my issues.

But the more I think about it, the more I'm sure that my problems are less to do with my specific build (which can be easily changed) and more with my playstyle (which takes a little more effort to change). I keep trying to play other classes as though I were on my mesmer, which is my main character and even after a year of playing my only level 80. I'm always dodging around and kiting enemies but without the high endurance regen the constant dodging tends to get my other characters killed since I'm not dodging with an eye to avoiding attacks, just dodging for the sake of it (because it makes me clones on the mesmer). That bad habit means I'm always out of endurance when I need it most and I end up taking a lot of damage unnecessarily.

So there's that, and there's the fact that I'm not switching into kits or deploying turrets or anything. I pretty much pick slot skills for their toolbelt skills and ignore them past that. I have the rifle turret and tool kit for the quick cooldown toolbelt stuff, but also the bomb kit because I like dropping a big 'ol bomb on enemies that I've immobilized with the rifle 2 skill. It is fun to see them go flying. I'm not actively using any of the kits themselves, though, because it changes out my weapon skills and that tends to throw me off pretty bad because I am thoroughly uneducated about kits. In fights I only use the weapon skills, toolbelt skills, and the heal and elite skills.

In the end I think I really just need to spend a little time going over exactly what the engineer can do. I'm pretty ignorant of it at the moment, figuring that everyone saying "Oh PvE is so stupid simple it literally doesn't matter what you're doing" must have been correct. That doesn't really seem to be the case, though.

gandlethorpe
Aug 16, 2008

:gowron::m10:

quote:

Town clothes and toys have been disabled in WvW.

RIP Mesmer Asura, and by extension SFD WvWednesdays.

MacBook Air Gamer
May 6, 2007

Here I go, deep type flow.
Jacques Cousteau could never get this low.
LIVING WORLD


Fractured!

Five New Fractals


Three standard fractals:


Thaumanova Reactor: Embark on a brand-new historical adventure, and travel to the ill-fated power facility moments before it explodes. As the fractal scale increases, more potential outcomes will unlock.

Molten Weapons Testing: Accompany Braham and Rox through this epic retelling of the Molten Facility dungeon.

Aetherblade Retreat: Join Ellen Kiel as she fights off Aetherblade pirates in a fragment of the Aetherblade Retreat dungeon.


Two boss-tier fractals:

Molten Retribution: Battle the legendary bosses from the Molten Facility dungeon in this boss-tier fractal.

Sky Pirates: Relive the challenge of Captain Mai Trin and First Mate Horrik.


Story


As promised during her campaign run for the Captain’s Council seat, Ellen Kiel has begun her investigation of the Thaumanova Reactor disaster in the Mistlock Observatory.

Players can complete the special story-mode version of this fractal when they enter the Fractals of the Mists for the first time during this release.


Mistlock Instabilities


Tampering with the Mistlock Observatory to target specific moments in time has destabilized the Mistlock process.

Consequently, unique Mistlock Instabilities will begin occurring on fractal level 31.

Mistlock Instabilities are special modifiers that have various effects on players and their party’s journey through the fractals. These can be anything from simple conditions to insidious extra creature attacks.


Improvements to Agony Resistance/Infused Gear


All infused ascended equipment now has a special infusion slot for Agony Resistance infusions.

Agony Resistance infusions can be found in fractal reward chests.

All existing, infused ascended equipment has a +5 Agony Resistance infusion in the Agony Resistance slot by default, in place of the natural +5 Agony Resistance.

Agony Resistance infusions provide +1 or more Agony Resistance.

Artificers can combine two identical Agony Resistance infusions with a Thermocatalytic Reagent to create a single, more powerful Agony Resistance infusion.

Newly created or dropped infused ascended equipment will have empty Agony Resistance slots.


General Fractal Improvements


Fractal selection is now based on the number of fractals the party has completed on the current run. Longer, more difficult fractals are less likely to be selected as the first fractal of the level.

Every fractal level now ends with a boss-tier fractal. The Solid Ocean, Molten Retribution, and Sky Pirates fractals are all in this category.

Unshakable creatures will no longer receive more than 5 stacks of the defiance boon in the fractals.

The difficulty scaling for fractals has been adjusted. Enemy health, damage, and count now scale more gradually.

Agony damage has also been reduced at several levels.

Fractal level 50 is now possible, even with excessive agony damage. However, the fractals are temporarily capped at level 50. Additional levels will become available in the future.

Fractal progress is now account-wide.

Numerous bug fixes and balance changes have been made to previously available fractals.


Fractal Leaderboards


With this release, players will be able to track their progress on a new leaderboard that displays their fractal rank.

In the case of a tie, the first player to achieve that rank will be listed higher.

The leaderboard will be posted on GuildWars2.com once they have been populated with enough data.


Rewards


Daily coin rewards for fractal completion are now more consistent with other dungeons. There are now separate daily rewards per every ten levels of the fractals (1 – 10, 11 – 20, and so on).

The Fractal weapons have been converted to weapon skins.

Recipes for a new rune and a new sigil will now drop exclusively in the fractals:
Superior Rune of Resistance grants bonus toughness, a reduction in condition duration, and aegis upon using a signet.
Superior Sigil of Momentum grants a stacking toughness bonus on kills.

Completing the Fractured! meta-achievement awards the player a bag of ascended crafting materials.


Achievements


Completing a fractal will fulfill a daily achievement each day of the Fractured! release.

Each unique fractal completed during the Fractured! release will fulfill a corresponding Living World achievement.

The Fractured! meta-achievement requires players to complete a combination of 11 daily fractals and/or unique fractal achievements.


Exotic Drop


The Endless Fractal Tonic is an endless transformation tonic that allows players to temporarily appear to be various creatures from the Fractals of the Mists dungeons. The tonic is more likely to drop at higher fractal levels.


The Nightmares Within


Rewards


The Tri-key Chest has been updated to include more loot bags, more Dragonite Ore, and a chance at Scrolls of Knowledge and Tomes of Knowledge.

The Toxic Hybrid will now drop a piece of the Tricolor Key every time he is defeated.

Sergeant Walters, located in the base of the Tower of Nightmares, will now accept players’ Pristine Toxic Spore Samples for the Toxic Spore Sampler achievement. She will accept extra Pristine Toxic Spore Samples as trade for various new crafting recipes, Tricolor Key pieces, and the Antitoxin Spray healing skill.



NEW FEATURES AND CONTENT


World vs. World


A new area has been added to the Obsidian Sanctum jumping puzzle!

The Borderlands Bloodlust effect has been disabled in Obsidian Sanctum.

Players can now enter Obsidian Sanctum directly from the drop-down menu of the WvW panel.


Items


Additional recipes for ascended back-item pieces have been added to the Mystic Forge for players who don’t play the fractals.
All of the ascended back-item pieces that required 1 vial of Condensed Mists Essence can now be forged with Bloodstone Dust instead.

A total of eight recipes have been added.


BALANCE, BUG-FIXING, POLISH


General


Sylvari cultural armor updates—light tier 1 (female only), light tier 3, medium tier 2, and medium tier 3: textures, specularity, and dye channels have been predominantly restored to the state before the last update, while balancing them to work with the glow material.

For the medium tier 2 leggings, the dye-to-skin area was largely combined to a supporting channel to give full texture and glow-color control. The armor-glow shader has been tweaked to allow full saturation range of the glow color, as will be dictated by the saturation of the texture. This shader affects all plantlike sylvari armors that have glow: sylvari cultural, Nightmare Court, and sylvari town clothes.


Items


Gathering tools can no longer be unequipped while gathering.


Profession Skills


Elementalist

Fire Shield: The aura of this skill now applies to 5 targets when traited with Powerful Aura, up from 4.
Shocking Aura: The aura of this skill now applies to 5 targets when traited with Powerful Aura, down from 6.
Zephyr’s Speed: This trait now always grants movement speed while attuned to air and also functions with Lingering Elements.
Stone Flesh: This trait now always grants toughness while attuned to earth and also functions with Lingering Elements.
Signet of Air: The tooltip now displays the proper movement-speed increase of the boon when this skill has been activated while traited with Written in Stone.
Stop, Drop, and Roll: This trait will now only go on cooldown when burning or chilled is removed.
Soothing Mist: Updated the skill fact to indicate the correct rate at which Soothing Mist is applied.
Healing Ripple: This trait now indicates the correct healing amount when in a PvP map.
Ether Renewal: Adjusted the skill fact to better describe the functionality of this skill.

Engineer

Tool Kit
Throw Wrench: Removed the healing functionality from this skill. It now applies 2 stacks of vulnerability each time it hits an enemy.
Smack: Added a turret-healing fact.
Whack: Added a turret-healing fact.
Thwack: Added a turret-healing fact.
Power Wrench: Updated the description and skill fact to indicate the actual functionality of this skill.
Poison Grenade: These grenades now display a red ring for enemies and a combo ring for allies.
Grenade Barrage: This skill now launches 7 grenades when traited with Grenadier, instead of having a 50% chance to launch 6 or 8 grenades. These grenades now display a red ring for enemies and a white ring for allies.
Autotool Installation: Updated the trait fact to indicate the correct amount of health restored to turrets.
Automated Medical Response: This trait now recharges Antitoxin Spray, the human racial skill Prayer to Dwayna, and the sylvari racial skill Healing Seed.
Rifled Turret Barrels: The range bonus has been increased to 50%. Several turret abilities have been modified to reflect this change.
Rifle Turret: The range has been increased from 1400 to 1500 when traited with Rifled Turret Barrels.
Automatic Fire: This skill is now affected by Rifled Turret Barrels.
Harpoon Turret: The range has been increased from 1400 to 1500 when traited with Rifled Turret Barrels.
Automatic Fire: This skill is now affected by Rifled Turret Barrels.
Flame Turret: The base range has been increased from 450 to 500. The range has been increased from 600 to 750 when traited with Rifled Turret Barrels.
Smoke Screen: This skill now functions with Rifled Turret Barrels, increasing its radius from 240 to 360.
Net Turret—Electrified Net: This skill now functions with Rifled Turret Barrels, launching at foes up to a 900 range (previously 600) when traited.
Rocket Turret: The base range has been lowered from 1200 to 1000. The range when traited with Rifled Turret Barrels remains at 1500.
Explosive Rockets: This skill now functions with Rifled Turret Barrels, increasing its range from 1000 to 1500.
Thumper Turret—Thump: This skill now functions with Rifled Turret Barrels, increasing its radius from 240 to 360.


Guardian

Symbol of Protection: This symbol now has the appropriate duration increase when traited with Writ of Persistence.
Purging Flames: Updated the skill fact to show the correct condition duration reduction (33%).
“Stand Your Ground!”: Added a skill fact for number of targets.
Binding Jeopardy: Facts from this trait will now show up on skills that immobilize.
Ring of Warding: Added a skill fact for the light field generated by this skill.


Mesmer

Phantasmal Warden: This phantasm will now properly try to enter the attack range of its target before using its skill.
Imbued Diversion: Added a radius trait fact.
Empowered Illusions: This trait now indicates a damage increase for phantasms.
Illusionary Duelist: This skill no longer indicates a loss of damage when traited with Empowered Illusions.
Vortex: Updated the range indicator to use the proper range. Added a radius skill fact. Added a skill fact for initial pull radius.


Necromancer

Putrid Mark: Changed the description to match the actual functionality of this skill.
Marks: Fixed an issue that caused staff marks to go on full cooldown when aborted/interrupted.
Shadow Fiend—Haunt: Updated the blind skill fact to display the proper duration.


Ranger

Kick: Adjusted the range fact on this skill to match the proper attack range.
Frost Spirit: Decreased the hit-point value of the underwater version of this spirit to be consistent with the land version. Summoning the spirit will now put its activated skill on a 1-second cooldown; this will fix an issue that caused the skill to begin recharging without firing when activated immediately.
Stone Spirit: Decreased the hit-point value of the underwater version of this spirit to be consistent with the land version. Summoning the spirit will now put its activated skill on a 1-second cooldown; this will fix an issue that caused the skill to begin recharging without firing when activated immediately.
Storm Spirit: Decreased the hit-point value of the underwater version of this spirit to be consistent with the land version. Summoning the spirit will now put its activated skill on a 1-second cooldown; this will fix an issue that caused the skill to begin recharging without firing when activated immediately.
Sun Spirit: Decreased the hit-point value of the underwater version of this spirit to be consistent with the land version. Summoning the spirit will now put its activated skill on a 1-second cooldown; this will fix an issue that caused the skill to begin recharging without firing when activated immediately.
Spirit of Nature: Added radius and time-interval skill facts. Decreased the hit-point value of the underwater version of this spirit to be consistent with the land version. Summoning the spirit will now put its activated skill on a 1-second cooldown; this will fix an issue that caused the skill to begin recharging without firing when activated immediately.
Signet of the Wild: Rangers will now be able to interact with objects when they use the active portion of the signet and have Signet of the Beastmaster traited.
Mercy Shot: Fixed an issue with the trait fact that caused multiple damage facts of the same type to appear.
Eagle Eye: This trait now indicates the damage increase in its facts.
Sharpened Edges: Fixed a bug that caused this trait to display an incorrect chance on critical hit.
Intimidation Training: Updated this trait to display on the activated abilities for the Jungle Spider and Black Widow pets.
Hide in Plain Sight: Added a camouflage trait fact.


Thief

Basilisk Venom: This stun will now apply after a strike, instead of on a strike, to prevent crowd-control attacks (like Headshot) from overriding the stun.
Cluster Bomb: The bleeding skill fact now displays the proper bleed stack and duration. Added a radius skill fact.
Fire Cluster Bomb: Added skill facts to describe the functionality of this skill.
Smoke Bomb: Removed the old shadowstep fact.
Fleet of Foot: The conditions will now be removed at the beginning of the dodge roll instead of at the end. This trait will now only go on cooldown when crippled or weakness is removed.
Potent Poison: Updated the thief skills that caused poison to reflect the extended duration that this trait applies.


Warrior

“Fear Me!”: Replaced the range fact with a radius fact.
“For Great Justice!”: Replaced the range fact with a radius fact.
“Shake It Off!”: Replaced the range fact with a radius fact. Added a skill fact for removed conditions.
“On My Mark!”: This skill will now properly use a 1200 range.
Vigorous Focus: Fixed a bug that was granting 8 seconds of vigor on stance use instead of the intended 6 seconds. Skills affected: Balanced Stance, Endure Pain, and Berserker’s Stance.
Fast Hands: This trait will no longer trigger a 5-second recharge when swapping to or from bundles.
Earthshaker: Fixed a bug where this skill would occasionally fail to consume adrenaline.


World vs. World

Borderlands Bloodlust no longer applies to NPCs.
Town clothes and toys have been disabled in WvW.
Fixed a bug preventing some players from unlocking the WvW Dawn of the Season achievement.


Structured Player vs. Player

The ratings for matchmaking and leaderboard standings in PvP have been reset.



BLACK LION TRADING COMPANY GEM STORE


New Items and Promotions

Flamekissed light-armor skins, Flamewalker medium-armor skins, and Flamewrath heavy-armor skins are now available in the Style category of the Gem Store. These fiery armor skins can be purchased for 800 gems each.

WXP Boosters continue to be 10% off until the end of WvW season 1. WXP Boosters can be purchased from the Gem Store in the Boosts category for 135 gems each or 495 gems for a pack of 5.

malhavok
Jan 18, 2013
Well i guess i will have to buckle down and do some group content. Can someone recommend an easy mode guardian fractal build?

CLAM DOWN
Feb 13, 2007




gandlethorpe posted:

RIP Mesmer Asura, and by extension SFD WvWednesdays.

What the gently caress is this bullshit. Really Anet? You just let the bad guys win :(


e: vvvv Oh thank god, this coming WvWednesday will be fireworks celebration night in recognition of that.

CLAM DOWN fucked around with this message at 20:48 on Nov 26, 2013

NapoleonAtWaterloo
Jun 28, 2008

gandlethorpe posted:

RIP Mesmer Asura, and by extension SFD WvWednesdays.

Fireworks still work, and tonics. Everything is good. They just wanted the movement skills that some of the toys gave you to not work in wvw. Getting rid of town clothes was just an easy option I guess. Sucks that you can't give flowers to people anymore I guess.

CLAM DOWN posted:

e: vvvv Oh thank god, this coming WvWednesday will be fireworks celebration night in recognition of that.
I'll stock up even more than I already am.

NapoleonAtWaterloo fucked around with this message at 20:50 on Nov 26, 2013

Traxus IV
Sep 11, 2001

it's our time now
let's get this shit started


quote:

Town clothes and toys have been disabled in WvW.

Booo :argh: I wonder if they gave a reason for this.


e: ^^^ oh hey, that makes sense i guess



Traxus IV fucked around with this message at 20:50 on Nov 26, 2013

Astryl
Feb 1, 2005

"15,000 hours of Diablo II isn't that much, dweeb."

Anyone have a picture of the new armor skins?

malhavok
Jan 18, 2013

Do Not Fear Jazz posted:

Anyone have a picture of the new armor skins?

They are not on the store yet, usually takes them a bit longer to update.

Zhulik
Nov 14, 2012

The Montreal Star

CLAM DOWN posted:

Another thing for SD rifle which Cletus taught me as I didn't know, is that the "destroy turret" toolbelt skills do fire off a static discharge! So use your turrets! Deploy them, fire off the special right away, then destroy them 15 seconds later for some incredible burst.

You wound me! What do you mean "cletus taught me"? We sat in the mists for like ten minutes as I fired off twice as many discharges as you, while you shouted that I'm wrong about turret destroy toolbelts and also hacking. You also forgot that you need to aim those discharges manually by pointing your camera at mens, otherwise they fire straight into the ground. Unless they changed it last patch.

Batham
Jun 19, 2010

Cluster bombing from B-52s is very, very accurate. The bombs are guaranteed to always hit the ground.

Do Not Fear Jazz posted:

Anyone have a picture of the new armor skins?

Yes, but you do not want to see them.

http://dulfy.net/2013/11/26/gw2-flamekissed-flamewalker-and-flamewrath-armor-skins-in-the-gemstore/

I warned you.

Dark_Swordmaster
Oct 31, 2011
I have a level 53-or-so human ele and a level 8 charr warrior. Can I do fractals or do I have to do all the endgame stuff? I haven't played the primary in over a year which is why I made the latter this weekend. I remember trying the first dungeon last year at level and getting slaughtered.

I don't remember what's going on in the story but looking at the Living World stuff I've missed, I kind of regret dropping this for a while, some of those things seem neat.

rap music
Mar 11, 2006


Good lord. :stare:

Turncoat Mommy
Oct 3, 2010

I believe in you.
That's disappointing, still would probably get the cloth one if only because I'm not going to be rank 60+ any time soon.

Traxus IV
Sep 11, 2001

it's our time now
let's get this shit started



Oh what this is bullshit Anet come on.

rap music
Mar 11, 2006

Traxus IV posted:

Oh what this is bullshit Anet come on.

They took a page right out of Blizzard's playbook.

Astryl
Feb 1, 2005

"15,000 hours of Diablo II isn't that much, dweeb."


:smithicide:

what the gently caress

ItBurns
Jul 24, 2007

Dark_Swordmaster posted:

I have a level 53-or-so human ele and a level 8 charr warrior. Can I do fractals or do I have to do all the endgame stuff? I haven't played the primary in over a year which is why I made the latter this weekend. I remember trying the first dungeon last year at level and getting slaughtered.

I don't remember what's going on in the story but looking at the Living World stuff I've missed, I kind of regret dropping this for a while, some of those things seem neat.

You can do fractals at level one, in the sense that you wont't get instagibbed. Most pug groups arent going to take a level 54, let alone a level 8, so you might want to get to 80 at some point or have goons carry you.

Zhulik
Nov 14, 2012

The Montreal Star

MacBook Air Gamer posted:

World vs. World

Town clothes and toys have been disabled in WvW.

Traxus IV posted:

Booo :argh: I wonder if they gave a reason for this.

I imagine it has at least something to do with the executioner axe 2 skill. It's a long-rear end charge all on its own, but it gets increased distance with speed buffs. With Super Speed it's no joke like a 4-5k range charge.

Obviously the solution to that is to turn off everything :downs:

Schpyder
Jun 13, 2002

Attackle Grackle


:effort:

WTF, Anet.

gandlethorpe
Aug 16, 2008

:gowron::m10:
Wait, did they take T3 human light armor, make it even worse, and put it in the gem store for 800 gems?

CLAM DOWN
Feb 13, 2007




Zhulik posted:

You wound me! What do you mean "cletus taught me"? We sat in the mists for like ten minutes as I fired off twice as many discharges as you, while you shouted that I'm wrong about turret destroy toolbelts and also hacking. You also forgot that you need to aim those discharges manually by pointing your camera at mens, otherwise they fire straight into the ground. Unless they changed it last patch.

Oh god was that you? Sorry, you and Cletus sound the same.

MacBook Air Gamer
May 6, 2007

Here I go, deep type flow.
Jacques Cousteau could never get this low.
So you're forced into doing the new fractal before being able to do any fractals. In addition there are no checkpoints in it or waypoints so if your party dies you have to relog in order to get out.

Turncoat Mommy
Oct 3, 2010

I believe in you.
Oh drat, there's more, I want that grenth helm.

John Lightning
Mar 10, 2012
Ugh more medium armor trench coats.

CLAM DOWN
Feb 13, 2007




Someone imgur the new armour skins here please!

gandlethorpe
Aug 16, 2008

:gowron::m10:

John Lightning posted:

Ugh more medium armor trench coats.

It's just a (bad) reskin of an already existing trenchcoat.

Adbot
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Batham
Jun 19, 2010

Cluster bombing from B-52s is very, very accurate. The bombs are guaranteed to always hit the ground.
Also a new option under inventory options, "show/hide rarity". It color codes the border of the item to show you it's rarity at a glance.

Also shows again that picking yellow and bright orange wasn't the best choice to differentiate item tiers. :v:

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