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Mosthated
Dec 15, 2012

malhavok posted:

My game is crashing instantly when i click on the daily tab of achievements, wtf?

Yep been going around for a lot of people. Someone mentioned it in mumble and some people had to try it out. We lost our commander that way.

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Mosthated
Dec 15, 2012

Visidan posted:

I used to use a build like this last year. Recently I use this http://gw2skills.net/editor/?fMAQJAsXnAVUZZXQKWwaZAZVAQaP4EzDTcPQF/LELY1B-j0BB4hBkgAgKAMLqIasFYFRjVNjIqWZDTKAzUGB-w for WvW it's a modified build I found on the official forums. Lots of protection, the pull on off hand axe has a short cd and your pets have longer conditions. Pet choice is based mainly on their F2 and as much as I've tried replacing the Wolf just isn't happening, the fear is great for stomping someone being ressed. The other pet you have some choice with, spider for the immobilize, owl for the damage and chill etc.

Weapon on swap is whatever preference you have, although I'd take a greatsword as well if you do any zerg stuff.

That looks like a good spin off the Boon Tank Ranger build (https://forum-en.guildwars2.com/forum/professions/ranger/BUILD-Boon-Tank-Ranger-BTR-Variations). I am running something similar as well. It is a regen/protection mo'fo. I went 4 runes of the grove and 2 water though.

Edit: To be honest though I may drop my ranger entirely and just use my necro for everything.

Mosthated fucked around with this message at 04:22 on Oct 24, 2013

Mosthated
Dec 15, 2012
Is this still going on with Oldsmeller? Oldsmeller just tough it up as a loss and move on (or transfer servers). Its time to man up and let it all go.


Other note: If you want a really easy way of getting exotic gear and have lots of badges you can go to one of the WvW vendors in Mag BL and get gear (Rabid, Knights, Zerker, Carrion, Cleric, etc). The prices are some silver and badges (one piece is a gold I think).

Mosthated
Dec 15, 2012
Yea sitting on 5k badges at the moment. Hopefully the next WvW update will have something.

Mosthated
Dec 15, 2012
Dec 10th Balance Preview:

https://forum-en.guildwars2.com/forum/game/gw2/Dec-10th-Balance-Preview

Elementalist:
This patch’s goal for the elementalist was to increase the power of the Earth, Air and Fire lines, while taking away some of the need to go into the Arcane line. This was done by bringing up the base cooldown of attunements so that elementalists aren’t forced to go as deep into Arcane in order to get the old attunement cooldown %’s. In doing so, we decided put some of the most powerful Adept tier traits in Water magic and Arcane to the Master tier to avoid power creep that would have occurred by letting players gain powerful effects in Master and Grandmaster tier of Fire, Air, and Earth and still get the extremely powerful traits in Water and Arcane by only splashing in 10 points.
Fire II – Burning Fire – This trait has a new effect. Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.
Fire VIII – Conjurer – Moved to Adept tier.
Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.
Burning Rage 25 – Increased damage dealt to burning foes from 5% to 10%.
Air V – Soothing Winds. Increased conversion from 5% to 7%.
Air XI – Tempest Defense. Decreased the cooldown from 60s to 25s.
Earth 5 – Stone Flesh – Increased toughness while attuned to Earth Magic to 1.5/level (120 at level 80).
Earth VII – Strength of Stone. This trait is now Gain condition damage based on your Toughness. 10%.
Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.
Water I – Aquamancer’s Alacrity. Moved to Master tier.
Water V – Cleansing Wave. Moved to Master tier.
Water VIII – Arcane Abatement. Moved to Adept tier.
Water X – Soothing Wave. Moved to Adept tier.
Arcane III – Arcane Retribution. Moved to Master tier. Decreased cooldown from 90 seconds to 45 seconds.
Arcane IV – Final Shielding. Decreased cooldown from 90s to 75s.
Arcane V – Elemental Attunement. Moved to Master tier.
Arcane VI – Renewing Stamina. Moved to Master tier.
Arcane VII – Vigorous Scepter. Moved to Adept tier.
Arcane VIII – Blasting Staff. Moved to Adept tier.
Arcane IX – Windborne Dagger. Moved to Adept tier.
The following changes were done to reduce the necessity of putting points into the Arcane trait line.
The base cooldown of the attunement that you just left is now reduced from 16 seconds to 13 seconds. Attunement cooldown rate now increases by 1% per point in Arcane down from 2%. The end result is that now Attunements go from 13s to 10s instead of the old range of 16s to 10s.
Base global attunement cooldown is now 1.625 seconds. Global attunement cooldown rate now decreases by 1% per point in Arcane down from 2%. The end result is that now global attunement cooldown goes from 1.625 to 1.25 instead of the old range of 2.0 to 1.25.

Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.
Explosives V – Incendiary Powder. Moved to Master tier.
Explosives VI – Exploit Weakness. Increased the health threshold from 25% to 50%
Explosives IX – Accelerant packed turrets. Moved to Adept tier.
Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.
Inventions V – Energized Armor. Increased conversion from 5% to 7%.
Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. * Decreased interval from 10s to 3s.
Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
Tools VI – Speedy Kits. Increased Swiftness duration to 10s. This effect can now only trigger once every 10 seconds.
Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25 seconds to 15 seconds.

Guardian:
Tanky and supportive guardians are in a strong position in many gametypes. We do feel that damage guardians are not as powerful as they could be. While we don’t want guardians to be as strong offensively as some of the other classes (given their powerful defensive abilities) we opened up more offensive guardian builds.
Zeal V – Shattered Aegis. Damage instead of Burning.
Zeal VII – Zealous Blade. This trait now scales with Healing power (2%.)
Zeal XII – Kindled Zeal. Increased conversion from 10% to 13%.
Radiance V – Searing Flames. Reduced cooldown from 20s to 10s.
Radiance X – Powerful blades. Increased damage from 5% to 10%.
Valor V – Retributive Armor. Increased conversion rate from 5% to 7%.
Honor VI – Pure of Heart. Increased scaling with Healing power from 25% to 40%.
Virtues VIII – Supreme Justice. Number of attacks going from 4 to 3.
Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.

Mesmer:
The bulk of the mesmer changes are focused on two things. 1) Bringing up some of the mesmer support traits and condition removal traits. 2) Reduce dependency on certain trait lines. The changes to Mender’s Purity and Shattered conditions as well as the move of Dazzling Glamours are meant to accomplish the first of these two. The changes to Shattered Strength and Illusionist’s celerity are what we feel accomplish the second one. Before this change mesmers needed to place 25 points into Illusions for many of their builds. Now they can place only 15 points in there to get the Illusion cooldown which will give them back 10 more trait points to open up some new builds. Finally, we felt that the Mantra traits were fairly difficult to collect. Moving Mantra mastery to adept tier takes some trait pressure off of the Dueling line, allowing mantra mesmers to gain a good trait with only 10 points.
Domination XII – Confounding Suggestions. Changed to increase daze duration by 25%.
Dueling VI – Protected Mantras. Moved to Master Tier. Increase Toughness from 400 to 600.
Dueling VII – Mantra Mastery. Moved to Adept Tier.
Chaos 25 – Chaotic Transference. Increased conversion from 5% to 10%.
Chaos I – Chaotic Revival. Reduced cooldown from 35s to 10s.
Chaos VII – Mirror of Anguish. Reduced cooldown from 90s to 60s.
Inspiration IV – Mender’s Purity. Now removes 2 conditions.
Inspiration XI – Shattered Conditions. Increased radius from 240 to 600.
Illusions VI – Illusionary Invigoration. Recharge reduced from 90s to 60s. Moved to Master Tier.
Illusions VIII – Dazzling Galmours. Moved to Adept Tier.
Illusions 15 – Shattered Strength – Moved to Grandmaster tier.
Illusions 25 – Illusionist’s Celerity – Moved to Master tier.

Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.
Mark of Blood. Removed 1 bleed in PvP only.
Signet of Spite: Removed one bleed.
Spite 15 – Death into Life. Increased conversion from 5% to 7%
Spite X – Chill of Death. Increased trigger threshold from 25% to 50%.
Curses IV – Weakening Shroud. Increase recharge from 15 to 25.
Curses VIII – Banshee’s Wail. Increase cooldown reduction from 15% to 20%.
Death 5 – Reanimator. Decreased cooldown from 30s to 15s.
Death VIII – Reaper’s Protection. Decreased the cooldown from 90s to 60s.
Death 25 – Deadly Strength. Increased conversion from 5% to 10%.
Blood Magic 25 – Blood to Power. Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.
Soul Reaping II. Vital Persistence. Increased reduction of life force drain from 25% to 50%.

Ranger:
For the ranger, we’ve adjusted the placement of some traits so that rangers should have more build combinations. For example, by swapping Nature’s Vengeance and Spirits Unbound so that rangers can have spirits follow you in tier 2, players can now opt out of the higher damage output from spirits and still have options elsewhere. We also brought up some Marksmanship and a Skirmishing trait to make power specs more appealing. We feel like rangers also currently have too much endurance regeneration through traits. Due to this, we’ve made adjustments to Wilderness Survival traits, and we’ve also brought down the passive of Sun Spirit and the active effect for Storm Spirit.
Long Range Shot. Increased the damage at 500 range by 20%.
Long Range Shot. Increased the damage at 500-1000 range by 15%.
Marksmanship V – Predator’s Instinct. Increased the threshold from 25% to 50%. Increased the Cripple Duration from 2s to 10s. Increased the cooldown from 15s to 30s.
Marksmanship VI – Beastmaster’s Bond. Decreased the cooldown from 90s to 60s.
Skirmishing XII – Moment of Clarity. Stun Duration increased from 50% to 100%.
Wilderness 5 Natural Vigor. Reduced the increased endurance regeneration from 50% to 25%.
Wilderness VIII – Oakheart Salve. Decreased the recharge of this trait from 20s->15s
Wilderness XII – Bark Skin Increased the damage reduction from 30% to 50%.
Nature Magic I – Circle of Life. Cleared up the text of this trait to clearly identify that it happens when downed, not defeated.
Nature Magic V – Strength of Spirit. Increased conversion from 5% to 7%
Nature Magic IX – Two Handed Training. Added the following functionality to this trait. Greatsword and Spear attacks have a chance to grant Fury on hit. 50% chance. 3s Fury. 10s cooldown.
Nature Magic X – Enlargement. This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allow it to interact with the Signet of the Beastmaster and Signet Mastery traits.
Nature Magic VII – Nature’s Vengeance. Moved to Grandmaster Tier.
Nature Magic XI – Spirits Unbound. Moved to Master Tier.
Beastmastery VI – Mighty Swap. The might from this trait is now applied to you and your pet.
Sun Spirit. Reduced the passive burning from 3s to 2s.
Storm Spirit. Reduced the damage from the Call Lightning skill by 33%.

Thief:
One of the issues we are working on for thieves this patch is the dependence on the traits which boost initiative. We did this by shaving a significant amount of initiative gain from these traits while simultaneously boosting the generic rate of initiative gain by 33%. We have also somewhat reduced the effectiveness of high evasion thieves by reducing vigor up time and adding some cast time to the Shadow Return skill on the sword. This prevents these thieves from evading too much and too easily dealing with being disabled (stun, daze, fear, knockdown, etc.). Also we are trying to improve the survivability of thieves in the Acrobatics line through easier access to the Hard to Catch trait and increased effectiveness of the Assassin’s Reward trait. This will reward thieves who are actively engaged in the fight rather than those who are just dodging over and over again. The change to Infusion of Shadow is meant to stop players from gaining initiative by applying stealth while already in stealth. This should keep thieves from being able to recharge all of their power while idling in a very long stealth. We felt that using a lot of different abilities to maintain stealth is ok, but re-using the same ability over and over for almost permanent stealth was just bad for the game, especially when gaining large amounts of initiative.
Increased the base rate of initiative gain from .75/second to 1/second.
Shadow Return on Sword. Renamed to Infiltrator’s return. Added a 1/4s cast time.
Pistol Whip. Reduced the after cast on the first half of this skill by .25 seconds.
Deadly Arts VI – Sundering Strikes. Increased the trigger chance from 50%. Remove ICD. Decrease Vulnerability duration to 6s.
Critical Strikes VI – Practiced Tolerance. Increased conversion from 5% to 7%.
Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.
Critical Strikes VIII – Signet Use. Reduced initiative gain from 2 to 1.
Critical Strike X – Critical Haste. Increase trigger chance to 25%.
Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.
Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 4s from 8s.
Acrobatics IV – Assassin’s Retreat. Increased swiftness duration to 20s.
Acrobatics IX – Quick Recovery. Reduced initiative gain from 2 to 1.
Acrobatics X – Assassins Reward. Increased healing scaling by 35%. Moved to Grandmaster Tier.
Acrobatics XI – Hard to catch. Moved to Master Tier.
Trickery 5 – Kleptomaniac. Reduce initiative gain from 3 to 2.
Trickery IV – Flanking Strikes. Move to Master tier.
Trickery VII – Bountiful Theft. Reduced vigor duration to from 15s to 8s.
Trickery VIII – Trickster. Move to Adept tier.

Warrior:
The overall goal here is to reduce the damage for the very high control warriors. This means reducing some dependency on going 30 points into discipline for Burst Mastery, making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the hammer’s burst skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area of effect control, but we’re trying to prevent them from easily doing both. We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it. Combustive Shot on longbow also saw some rework. It will scale better with adrenaline levels, and still provide strong burning per adrenaline level, but the raw damage was toned down slightly.
Strength 5 – Reckless Dodge. Increased Damage by 25%
Strength III – Great Fortitude. Increased conversion rate from 5% to 7%.
Arms IV – Unsuspecting Foe. Moved to Master Tier.
Arms VII – Crack Shot. Moved to Adept Tier.
Arms XII – Last Chance. Increased the threshold form 25% to 50%. Reduced the cooldown from 45 seconds to 40seconds.
Defense 25 – Armored Attack. Increased conversion rate from 5% to 10%.
Defense XII – Spiked Armor. Reduced the recharge from 15s to 10s.
Tactics 5 – Determined Revival. Now correctly displays the amount of toughness.
Tactics 25 – Reviver’s Might. Now applies 3 stacks of Might instead of 1.
Discipline II – Thrill of the Kill. Increased Adrenaline gain from 1 to 10.
Discipline XI – Burst Mastery. Reduced damage increase from 10% to 7%. Removed erroneous adrenaline gain fact.
Earthshaker. Reduced damage by 20%.
Staggering Blow. Reduced damage by 23%.
Skull Crack. Increased the cast time from 1/4s to 1/2s. Updated the animation and effects of this skill to be more clear.
Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3.

Mosthated fucked around with this message at 23:10 on Nov 1, 2013

Mosthated
Dec 15, 2012

/wrist


Edit: Would be nice to see more Goons commanding in wubwub.

Mosthated fucked around with this message at 01:16 on Nov 2, 2013

Mosthated
Dec 15, 2012
As for the ranger changes I am more excited about these then Anets last balance patch. With the two handed fury trait for GS and the lower tier'd spirits I bet we will see some new and interesting builds. Of course I don't plan to get my hopes up until it goes live.

P.S. Still waiting for that dream patch when pet AI becomes reliable and F2 works better.

Mosthated
Dec 15, 2012
WvW info from last match:

Maguuma gained 61828 war points from stomps or sentries. Our total points were 137,573. The stomps or sentries were 44% of our total score :)

Mosthated
Dec 15, 2012
Quote from DevonCarver.5370:

"The rewards for finishing 2nd in the Bronze League will be markedly better than the rewards for finishing 6th in the Gold league."

And we really wanted to be gold league!!!!

Mosthated
Dec 15, 2012

Mattavist posted:

My Mesmer is the coolest!



That is nice! What armor/s are you using?

Mosthated
Dec 15, 2012
Some ranger discussion from Jon Peters ( https://forum-en.guildwars2.com/forum/game/gw2/Dec-10th-Balance-Preview/page/26#post3149110 )

Natural Vigor
Starting here because I think it requires the most discussion. This, simply put, was a wildly overpowered trait. I tell people not to compare one profession to another, but Engineer has this trait as a major grandmaster. It was simply too easy to put 5 points in this line and then be able to dodge every 6.67 seconds. As it stands after the change this still allows you to splash 5 points and dodge every 8 seconds. I don’t think this will ruin survivability, and I think by buff other traits further down this line it will encourge rangers who are looking to survive to go further into this trait line.

Spirits Unbound and Nature’s Voice
I think the biggest change of moving spirits unbound is it allows you to take this trait along with Nature’s Voice. Internally we have done some testing where you bring stone spirit, guard, and then still have a open third utility slot to make some truly good support ranger builds. Spirits have always had that feel and I think this brings that to the forefront.

Power Rangers
No pun intended. As many have said these guys are in an interesting position. In some ways they can be very strong, but everytime I play my ranger this way it feel like it comes up a little bit short. I think this is because they are lacking a few things as either additional tools for greatsword or as utilities. Signets are the somewhat obvious utility choice but their effect is too varied to run a strong full signet build here. Conversely all traits associated with signets tend to increase in power the more you bring. What signets need is a good trait that synergizes with bringing a single signet, like Nature’s Voice does for shouts. This would let you bring maybe one or two signets and suppliment them with something else. One idea we talked about for Greatsword would be to take the evade off of the 3rd attack of the auto-chain and put it on swoop. This would give you a second on-demand defensive skill and instead we put something less timing based (for example a whirl finisher) on that third attack to empower it.

Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional. It has a very specific play style, and I would like it to remain. I understand that rangers want a one handed melee option that is more mobile, but that will have to wait, as I know there are a mix of players who also like how this weapon plays and I do not want to take away one of the more unique playstyles that we have and replace it with something that is fairly common.


I think I just wet my pants. I can't wait!

Mosthated
Dec 15, 2012
Dev livestream of the new WvW Map Edge of the Mists is going on now

http://www.twitch.tv/guildwars2

Mosthated
Dec 15, 2012
Get your knockbacks ready!!!! Edge of the Mists = Skyhammer 2.0

Mosthated
Dec 15, 2012
This was in regards to the big Nov 2012 patch and rangers. I just found this and thought it was pretty funny.

https://www.youtube.com/watch?v=htHRErZM7QM

Mosthated
Dec 15, 2012
People were still talking about SFD and the golem incident just as I logged off right now (the redneck guy). Nobody really cared about the guy who killed 11ish of our golems this morning on Mag BL. The mag community has taken a turn for the worst it seems. Gonna blame it on gold league.


Edit: It not like were are gonna place anything better than 6th place. I do think the trolling of the siege is quite comical :)

Mosthated fucked around with this message at 05:01 on Nov 11, 2013

Mosthated
Dec 15, 2012
Brag post begin:

Just made Dusk in the Mystic Toilet. Only cost 30g. Sold for 780g.

Brag post over.

Mosthated fucked around with this message at 20:21 on Nov 11, 2013

Mosthated
Dec 15, 2012

metacorder posted:

Congrats :golfclap:
gently caress you :argh:
Seriously, I'm jealous, but that is awesome!

Related: I have an IRL friend who quit the game shortly after karka event and has The Lover sitting in his bank. He offered to give it to me. Given the mats/skillpoints/worldcompletion/gold I have, I'd be ~75% of the way to making The Dreamer. I don't care about actually having a legendary, so I'd just craft it and sell it...

Do people actually buy The Dreamer on the TP? If so, is it worthwhile to craft and sell or am I better off just selling mats and precursor? Does anyone have experience with this?

Thanks :)

People do buy the legendary weapons right off the TP. We have a fellow Goon who has bought several off them off the TP. What I would do is just sell the precursor and keep you mats. Why keep the mats? Well ascended armor will most likely use LOTS of t6 mats to craft (Speculation only). Thats if you plan to make the armor at all.

If you wanted to make the Dreamer and sell it it goes for 2200 gold right now. It will cost you around 1500 gold to make Dreamer (that includes buying the precursor and all the mats). So the most bang for your buck would be making the Dreamer and selling it vice selling the precursor and mats.

This is the website i used to get these numbers http://www.bravevesperia.com and http://www.gw2spidy.com

Edit: Last option would be give me the Lover and we will forever be BFFs.

Mosthated fucked around with this message at 21:04 on Nov 11, 2013

Mosthated
Dec 15, 2012
People be angry in mumble and chat



Nothing but love!

Mosthated
Dec 15, 2012
Grimmwuulfe had the best comment!

Mosthated
Dec 15, 2012

whatis posted:

Protip: If you really want to get map chat buzzing in WvW, follow Ark's zerg around for about 5 minutes and watch Tserazi start crying about scrubs and rally bait

Then Tserazi will complain that nobody is in mumble and when people get in he goes to a locked channel with his "click."

Mosthated
Dec 15, 2012
Cool points for Anet on this.


Magische Boek.2530:
i have 9 characters, 8 of those are equiped with a full set of unlimited gathering tools, one of those characters has the 2 new tools and is still waiting for the unlimited axe to come out. now with this new update to make them acount bound i’d like to sell 23 of my 26 unlimited harvesting tools. PLEASE give me my gems back… you dont know how mad i am right now! i could have had a frkn legendary -.-
thanks…

Gaile Gray
ArenaNet Support LiaisonPlease do submit a ticket. We want to take care of you and everyone else who might be in this same situation. If you submit the ticket and we verify that you meet the qualifications, simply follow the instructions in the support response and we’ll be happy to refund your gems!
I just ask this: This request is going to be pretty popular, so please allow a bit of extra time for the team to get to your ticket. We’re on it, and we will help! Thanks.

Edit: I am not that guy

Mosthated fucked around with this message at 02:42 on Nov 13, 2013

Mosthated
Dec 15, 2012
Post from Devon Carter today regarding WXP:

I’m going to lock this post for 2 reasons. 1) This topic has been discussed ad infinitum and we have given our reasons for the system as it currently exists. 2) There will be more information about changes to the Wxp system in the next few weeks.
We appreciate the passion you all have for WvW and GW2 and we are doing what we can to align the systems in the game with our core philosophy. We completely agree that there is an inherent lack of alt-friendliness with the system as it is currently set up, which is why we are working on making changes to it. As we have more information to announce about those changes, we will share it with you all.


Tl;dr: We are working on making the Wxp system more alt-friendly and we will have more to share in the coming weeks.

Mosthated
Dec 15, 2012

ItBurns posted:

Account-bound drops of liquid WXP incoming.

Edit: Is that already a thing?

Yes but i don't believe it has anything to do with the liquid drops. Most are thinking that if you get a level on one toon, you get partial on your alts. Really who knows though. As Arus said its not rocket science.

Mosthated
Dec 15, 2012
Just another OP thief build using perplexity rune and fireworks…wait what?!?!? Fireworks?

https://www.youtube.com/watch?v=1z-d9vGO52E

Mosthated
Dec 15, 2012
I found these notes today. Not sure if legit. Someone posted on maguuma.net

NEW FEATURES AND CONTENT
Changes to Crafting
• Armorsmith, Tailor, and Leatherworking can now be leveled to a rating of 500.
• Ascended material refinement recipes are unlocked at a rating of 450 to craft.
• Ascended insignia recipes are available for purchase at all master craftsmen and require a rating of 500 to craft.
• Ascended armor recipes are available for purchase at all master craftsmen and laurel vendors and require a rating of 500 to craft.
• Crafting discoveries for exotic armor have been reset to allow for rediscovery that gives bonus experience and facilitates leveling to a rating of 500.
• The collection in the bank that holds ascended crafting materials has been expanded to hold new materials.

Changes to Legendary Weapons
• Journals for precursor weapons can now drop anywhere precursor weapons can currently be found. These journals serve as recipes to craft precursor weapons.
• Players will now receive a unique book upon completing a legendary weapon telling the personal story of its creation.
• Players who have already crafted a legendary weapon will receive a book telling the story of its completion in the mail. Players who have sold their legendary weapons will still receive a book.
• Precursor weapon drop rates have been slightly increased.

Structured Player vs. Player
• Shards of Legend now drop from Rank Reward Chests, Match Win Reward Chests and Daily PvP Reward Chests.
• Shard collectors have been added to the Heart of the Mist near the glory vendors. These vendors accept Shards of Legend for legendary PvP weapons and other rare items.
• The glory awarded for completion of a match has been slightly increased to better reflect the time each match takes to complete.
• The price of Rank Reward Chests has been slightly decreased.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions
• The Upgrade Extractor is now available in the Consumable category for 70 gems each, 5 for 300 gems, or 25 for 1400 gems. Upgrade Extractors will separate one upgrade component from one item. The item will be bound to that character after extraction.
• The Ascalonian-Leader Finisher is now available in the Upgrades category for 600 gems. This finisher creates a ghostly captain who commands a phantom army to trample your opponents in PvP and WvW.
• The Cute-Quaggan Finisher is now available in the Upgrades category for 700 gems. This finisher creates a pink quaggan who delivers fatal cuteness from atop a geyser of water to your opponents in PvP and WvW.
• The Skritt-Scavenger Finisher is now available in the Upgrades category for 500 gems. This finisher creates a skritt thief who rifles through your opponent’s pockets in PvP and WvW.

Mosthated
Dec 15, 2012
So true about guardians


https://www.youtube.com/watch?v=U0fxuoJGdGs

Mosthated
Dec 15, 2012
Dev stream on

http://www.twitch.tv/guildwars2

long live esports!!!

Mosthated
Dec 15, 2012

NapoleonAtWaterloo posted:

I took a trip into the public mumble and I swear they are playing a different game.
https://www.youtube.com/watch?v=B8kxUqxbWzc

Last thing said was, "An SFD member just got into my Omega" I can only imagine what happened :cheers:

Mosthated
Dec 15, 2012
Bobby Stein (Lead GW2 Writer)

"I mentioned this elsewhere on the forums, but I’ll say it here again. There is an end to the Scarlet story that has been planned out. I’m not at liberty to discuss release dates or the timeline, though."

https://forum-en.guildwars2.com/forum/game/lore/Does-lore-matter/first#post3266722 source


All is well now.

Mosthated
Dec 15, 2012

GreyjoyBastard posted:

I was Kireschi last night, better known as That Necromancer Who Took Fifteen Minutes On The Stupid Jumping Puzzle.

Right as we started the security robot boss, my hard drive died. It is probably bricked.

So yes. First the jumping puzzle got me, then it took me a while to learn the stair-lasers, then I got killed at the top of the stair-lasers by Hilarious Bullshit, then the fractal destroyed my hard drive.

I take it back, Swamp Fractal. I take it all back. You're fine by me.

Oh man that sucks. We were wondering what happened to you. We were able to find a replacement and finish out. Oh and yea work on pressing the spacebar to jump :)

So since your hard drive is dead when are you going to be back up and running? Newegg has some good deals going on right now.

Mosthated
Dec 15, 2012
OMG!!! Black Lion Keys are on sale!!!!

Plus: Forge stones and Transmutation crystals

https://www.guildwars2.com/en/news/black-friday-weekend-sales/

Mosthated
Dec 15, 2012

Cuddly Tumblemumps posted:

The Squad of Commanders in WvW last night was pretty fun on Maguuma.



Best commander in all of GW2 history right there!! I was proud to die for your noble cause. Funny thing is that chat box lead us to our highest points per tick of the week :)


Edit: Found out today while playing my mesmer that commanders don't like when you port their golems away from their destination. Who would have that?

Mosthated
Dec 15, 2012

CLAM DOWN posted:

Paste highlights here please?

Up until October 29, PvP glory rewards were based on personal score in each match. Now, you earn rewards based on whether you win or lose, as well as a few contributing factors such as top stats. Rewards are also now scaled based on the duration of the match.
The primary purpose behind this change was to simplify balance of rewards for playing PvP. This allows us to widen acceptable ranges for Custom Arena settings and lay the groundwork for new game types and map mechanics.
In addition, we saw that some types of builds, such as bunkers, were not scoring as much as other types of builds. PvP is a team effort, and a team should win or lose together. If you serve a vital role that tends not to score as much, you should still get your share of victory.
Working harder for a win should result in higher rewards. With this change, we will not only reward winning in PvP more than losing, but formats where the competition is higher will receive greater rewards.

In the December 10th update, you’ll be able to earn gold in PvP as a match reward. As an extension of that, you’ll also be able to spend glory and gold to purchase account-bound Tomes of Knowledge, which grant a level each and will allow you to level up any of your characters. The Tome of Knowledge will be found on a new glory vendor that has several items available for purchase with both glory and gold.
Also in this update, the Skills and Balance team will introduce new healing skills to the game. To acquire new skills, in both PvP and PvE, players will need to spend skill points to unlock them. Unlocking the skill unlocks it for all parts of the game. Going forward newly added skills will require skill points. Existing skills will remain unlocked for PvP.

Another thing to look forward to in the December 10th update will be new daily achievements for wins in Solo and Team Arenas. These will give players the chance to earn up to four additional total achievement points per day. Along with this change we will be rebalancing the Slayer and Conqueror. The points will be spread out more and additional tiers will be added.

In the months that follow, we will be working to eliminate the difference between PvP and PvE gear. Players will be able to earn gear in PvP that can be carried over to PvE and vice versa. This means that players who have carefully crafted their appearance in one area of the game will have a way to carry that look over to other areas of the game.
Even though we will be eliminating the distinction between PvP and PvE gear, gear in PvP will continue to not have stats. The armor and weapons you carry into PvP will be, like they are now, just for looks. Traits, skills, runes and sigils will still be different for PvP so you will continue to be able to have different builds in PvP and PvE.
Existing PvP skins will still have value with upcoming changes, so it benefits you greatly to continue filling out your collection.

Also updated reward system and ladder system.

Mosthated
Dec 15, 2012
Shall i dare say:


Mosthated
Dec 15, 2012
From John Davis:

Citizens,
This Friday, December 6th, at 2pm PST (22:00 GMT), we’ll be airing the first episode of “Ready Up”, the PvP team’s new bi-weekly livestream that focuses on just about everything PvP.
In the first episode, we’ll be talking about the following things:

John Corpening (PvP Team Coordinator) will joining me for a Q&A on today’s blog-post that details our development plans going through the end of this year and into the next. Feel free to respond below with any questions you might have on the recent blog post and we’ll try to answer as much as we can!

Hugh Norfolk (PvP Game Designer) will be showing off the first wave of PvP reward changes going in with the December 10th update.

Karl McLain (Skill and Balance Coordinator) and Roy Cronacher (Skills Designer) will be previewing eight brand new never-before-seen healing skills, available in PvP, WvW, and PvE!
For future episodes, we’ll be using Ready Up to preview upcoming changes, recap tournaments, get feedback on things in development, and much much more!
You can find the stream at http://www.twitch.tv/guildwars2
We look forward to reading your questions, and we’ll see you Friday!

So 8 new healing skills. Hmm interesting. Maybe more type of condi heal heals?


Edit: The reason for healing skills vs other skills (elites) is because they claim it better promotes build diversity.

Mosthated fucked around with this message at 16:35 on Dec 3, 2013

Mosthated
Dec 15, 2012

Cephid posted:

Last night it was logging into the public mumble; joining Panda's WvW Train channel and whistling into the microphone until banned at the IP level by admins. Only for whomever it was to show up later in the evening after having changed IP Addresses and starting it over again.

There were some pretty angry folk for that whistling. I found it rather soothing. Keep up the good work buddy!

Mosthated
Dec 15, 2012
This is what was datamined some time ago from the .dat file. Take it with a pinch of salt, as these things obviously always are subject to change.

-Water Spirit: Spirit. Summon a water spirit that grants nearby allies a chance to heal when attacking. Aqua Surge: Heal yourself and cause your water spirit to heal nearby allies.
-Signet of Vampirism: Signet Passive: Siphon life from enemies that strike you. Signet Active: Mark an enemy. Allied players will steal life from that enemy.
-Signet of the Ether: Signet Passive: Heal yourself based on the number of active illusions you control. Signet Active: Heal yourself and refresh all phantasm skill recharges.
-Litany of Wrath: Meditation. Heal yourself. For a brief time, you heal each time you strike an enemy, based on a percentage of damage dealt.
-A.E.D.: Gadget. Activate your A.E.D., enabling the system to heal you after a brief period of time. If your health drops below 1%, you are healed for a massive amount and your A.E.D. is deactivated. Static Shock: Use your A.E.D. to stun an enemy.
-Arcane Brilliance: Arcane. Blast the target area, hitting foes with critical damage and healing yourself. Healing effectiveness is increased per target hit.
-Skelk Venom: Venom. Your next few attacks heal you.
-Defiant Stance: Stance. Absorb all incoming strikes for a period of time. All incoming attacks heal you.


I took this right off someones post on reddit.

Just based off the names of the skills you can guess what class they are going to:

Ranger
Necro
Mesmer
Guardian
Engi
Elem
Thief
Warrior

Mosthated fucked around with this message at 00:36 on Dec 4, 2013

Mosthated
Dec 15, 2012

CLAM DOWN posted:

My currency is shields.

And flamed kissed armor

Mosthated
Dec 15, 2012

kafziel posted:

I got a Carrion ascended weapon chest.

Who the gently caress makes good use of Carrion weapons? What build of what class wants Condition Damage/Power/Vitality?

Necros use it well. Carrion armor, carrion weapons, and rabid trinkets.

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Mosthated
Dec 15, 2012

Alteisen posted:


And where the gently caress are the total makeover kits, I spent 10 minutes going through all the gem store tabs and couldn't find dick.

Quote from Anet: "We are working on a small issue with the Makeover kits. They should return soon."

So they took them out for some reason.

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