Guild Wars 2 Seeing these guys made me smile this morning! |
- Seeing these guys made me smile this morning!
- She told me crafting wasn't important and that 75 was more than enough for her.
- Holosmith in raids explained
- Gw2Skills was updated to March 4, 2020 balance
- Heavy the Chains of Our War Machines
- Guild Wars 2 Ultimate Beginner's Guide Episode 1 : The Interface!
- The Commander Has It Ruff
- A few nerdy lore questions
- Drakkar Nimble Onslaught Guide
- Library
- About the "Stay Dry, Stay Alive" achievement...
- Absolute noob looking for help
- [Cmaj] GW2 Trio: Dirty Paws - Of Monsters and Men
- [SC][qT] Ensolyss of the Endless Torment • 1:28 Speedkill • No alacrity comp
- 3 Amigos
- Some automated tournaments not starting due to lack of teams
- Looking for friends
- [LORE] The sixth dragon
- Maybe I'm missing something...
Seeing these guys made me smile this morning! Posted: 09 Mar 2020 04:01 AM PDT
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She told me crafting wasn't important and that 75 was more than enough for her. Posted: 08 Mar 2020 06:06 PM PDT
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Posted: 09 Mar 2020 06:06 AM PDT Hello Reddit, After the latest big boy patch was released, I recorded a new version of the guide I made one year ago on power holosmith in raids. Just like the first one, this new guide explains the build, the "new" rotation step by step with mnemonics and many slo-mo, and gives a few gameplay tips to play holosmith efficicently. It is as simple as possible, and is beginner friendly. I hope it helps a few to get into this wonderful class. https://www.youtube.com/watch?v=z4VPnOLImms&t= Have a nice day ! Skye [link] [comments] | ||||||
Gw2Skills was updated to March 4, 2020 balance Posted: 08 Mar 2020 06:39 PM PDT http://en.gw2skills.net/news/?id=61 The current version of in-game skill balance has been uploaded into site database. Due to a large amount of changes in skills and traits please feel free to report about all mistakes and bugs :) [link] [comments] | ||||||
Heavy the Chains of Our War Machines Posted: 08 Mar 2020 11:05 AM PDT
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Guild Wars 2 Ultimate Beginner's Guide Episode 1 : The Interface! Posted: 08 Mar 2020 02:31 PM PDT
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Posted: 08 Mar 2020 11:38 PM PDT
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Posted: 09 Mar 2020 02:52 AM PDT
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Drakkar Nimble Onslaught Guide Posted: 08 Mar 2020 11:19 PM PDT I really enjoy this achievement, which requires you to dodge Drakkar's attacks and not get hit by them more than 20 times. This is not hard to do once you know the patterns, and it's fun to try and stay as high a score as you can. I wanted to go through Drakkar's attacks and how to avoid them. He will basically move through a sequence of attacks, then retreat into the walls, and repeat until you deal enough damage to phase him. He never does the same attack twice without going into the walls first, but they can come out in any order. All directions are based on Drakkar's left or right paws (his left, player's right).
Note, during the final phase of the fight, after the third miniboss, he will do more stomps. He will go both, right, left, right, left, right, left, right, basically double. Do the same pattern as before, but if you don't have the energy-generation to Dodge that many times, you can back up a bit and just jump the waves as they come. This is easiest in the middle, since they will be paced out better.
That's it, those are the only attacks that currently reduce the achievement. Easy ways to lose points are to stand in the Wave area, or to get hit by one of the early stomps, which can knock you down or even down you, and cause you to get hit by a ton of followup waves. This is especially tricky in the last phase, where he attacks more times in a row. It shouldn't be hard to meet the bare minimum requirements of the achievement, but don't just play to win, play beautifully.
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Posted: 09 Mar 2020 06:10 AM PDT A lot of collections are about collecting pieces of paper or recordings, usually in the form of a book. It would be nice to have a sort of library to keep them all in, instead of your inventory or bank. Does anything like this exist in GW2? After 4 years absent back to GW2 and loving it. [link] [comments] | ||||||
About the "Stay Dry, Stay Alive" achievement... Posted: 09 Mar 2020 03:43 AM PDT Anyone knows if it's still obtainable? It's not easy to get since you can't move to a dead map on your own so before committing my time on it I'd like a confirmation. I'm asking because the achievement is listed on the Historical "Boss Week" and not under Tequatl and I only found very old discussions about this problem, thanks. [link] [comments] | ||||||
Absolute noob looking for help Posted: 09 Mar 2020 01:32 AM PDT Ive recently purchased and been playing gw2 again and have previously leveled to 80 on a thief but never done any endgame content due to me not having the dlc. I'd like to know what should I focus on building/working towards to get the most out of the game. Also I dont know if this would narrow things down or not but I tend to be quite pvp orientated in most games and hope to try an do the same in this. :) [link] [comments] | ||||||
[Cmaj] GW2 Trio: Dirty Paws - Of Monsters and Men Posted: 08 Mar 2020 12:05 PM PDT
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[SC][qT] Ensolyss of the Endless Torment • 1:28 Speedkill • No alacrity comp Posted: 08 Mar 2020 09:59 AM PDT Hello friends! We are back again today with a speedkill of Ensolyss without the use of a renegade. Replacing the renegade with all its utility was not easy but a fun theorycrafting task to do and we created several versions of the execution over time. The idea to not use a renegade on this boss is actually quite old. We tried it with two weavers back when we did one of our older enso kills. But weaver without alacrity is just bad and getting the cc right was (and still is) pretty aids because you have zero tolerance for mistakes without a ren. But since the old comp worked out just fine we dropped the whole idea pretty fast. After sN's last ensolyss record, we immediately thought about stacking even more soulbeasts for the kill, but never got to actually try it until one month ago, we were able to gather a team and give it a go. Soulbeast rotation is not alacrity dependent, Warrior and Guard can kinda work around it as well. After first testing results weren't that bad. Then the annoucement of the buffs came in and we decided to adjust the strats with the patch already in mind (no petswapping available, etc) and go for the kill after the patch hit. We also decided to take advantage of the capping mechanic by swapping templates to efficiently manage One wolf pack sharing and Banner uptime, along with a number of minor innovations. Maybe the rene comp is still better but we didn't want to grind a known comp with even more powercreep than before. Funnily enough we were able to completely skip the spawn of the bubble in p1. All in all, we are pleased to beat the previous record by 5s for a boss that is heavily timegated. Special thanks goes to Kenzo who theorycrafted and grinded with us but couldn't make it for the actual kill. We hope you will enjoy watching this as much as we did doing it !
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Some automated tournaments not starting due to lack of teams Posted: 09 Mar 2020 07:50 AM PDT Lately, some automated tournaments haven't even been starting. This seems to happen during slow hours when there are very few teams. We believe if 4 teams or fewer enroll, the tournament fails to start. This is rather sad since it indicates that the new swiss tournament system isn't very popular as compared to the old single elimination system, but also, that the new system isn't programmed to be able to handle a small number of teams. If the people who do show up don't get to play, or get any rewards, even though they spent time putting a team together and waiting for the tournament to start, then it's possible even fewer people will show up in the future, since people may think, why even bother turning up if the tournament is likely to get cancelled due to lack of teams anyway? To solve part of this problem, the tournament system should be modified to handle a small number of teams. *** Supposing there are 3 teams. Then there should be 3 rounds, with one team sitting out each round. Round 1 - Team A versus Team B Round 2 - Team A versus Team C Round 3 - Team B versus Team C It is likely that one team will get 2 wins, one team will get 1 win 1 loss, and one team will lose twice, since, frequently, there are significant skill differences between the teams, especially when there are such a small number of them. If so, it is easy to sort out first, second, and third place. However, supposing we did get weird results, such as each team winning just one round, the computer needs to be able to handle them. So supposing the results were as follows: Round 1 - Team A versus Team B - Team A wins 500-327 Round 2 - Team A versus Team C - Team C wins 500-423 Round 3 - Team B versus Team C - Team B wins 500-255 In this case, we could calculate first, second, and third place based on the margins of victory. Team A won by a 173 point margin, but only lost by a 77 point margin, so they get 96 points. Team B won by a 245 point margin, but lost by a 173 point margin, so they get 72 points. Team C won by a 77 point margin, but lost by a 245 point margin, so they get -168 points. Team A wins first place, team B wins second place, team C wins third place. I can work this out on paper, so there's no reason a computer shouldn't be able to be programmed to figure it out. In the event a tie persists even after taking margins of victory into account, the computer could either a) look at additional stats, such as damage and heals, b) award multiple first and/or second place victories as necessary or, c) choose placements randomly among tied teams. In the event of a team leaving early in a 3-team tournament, the team that leaves early gets third place. If A is the team that leaves early, say after just one round, then the round that determines the outcome of the tournament is round 3, of team B versus Team C. Winner of that round wins the tournament, and loser of that round wins second place. (Counting Team B's loss to Team A versus Team C's bye against Team A wouldn't really make sense, since team C didn't actually fight against team A to see if they would have done better or worse against Team A than Team B. Therefore, it would be best to simply have the match of Team B versus team C determine the winner of the tournament.) *** Supposing there are only 2 teams, there should be a single round. Winning team gets first place, losing team gets second place. *** Supposing there is only 1 team that manages to enroll, one of several things should happen: A ) The one team that showed up gets some sort of participation reward (maybe 5-10 gold per person... or maybe even 25 gold per person if we just count it as a first place victory) as a thank you for showing up and putting a team together, along with a message apologizing for the tournament not actually happening, and hoping they will try again tomorrow. B) The tournament turns into a 2v2 or 1v1 tournament with the 5 people who enrolled. 2v2 is probably more fair for people who play classes that really aren't meant for 1v1s. Supposing it turns into a 2v2 tournament, it could go like so: Round 1 - Players A & B versus Players C and D. (E sits out.) Round 2 - Players B & C versus A & E. ( D sits out.) Round 3 - Players A & D versus B & E ( C sits out.) Round 4 - A & C versus D & E (B sits out.) Round 5 - B & D versus C & E (A sits out.) To keep things reasonably brief, each round could be truly 1 round, or perhaps best 2 out of 3, rather than the first to get 3 wins currently in ranked. In the event of someone leaving early, their slot could be filled by the player who would otherwise be sitting out. (If more than one person leaves early, then the tournaments ends sooner with the people who haven't left taking first, second, and third place based on existing results.) Tie-breakers (when multiple people won the same number of rounds) would have to be based on other factors, such mini-round victories/losses (if each round had multiple mini-rounds), speed of victories/losses, or stat contributions such as damage and healing. In the event that a player got to play an extra round because someone else left early, some sort of adjustment would need to be made to the calculations to compensate for their extra chance to win / get other stats. C ) The tournament could turn into a single round free-for-all. Last person standing wins. Second to last person standing gets second place. Third and fourth to last standing get third and fourth place. First person to die gets last place. D ) The tournament team gets placed against some random players who were queuing unranked. The random players who were queuing from unranked get special queue that warns them they are about to be against a tournament team if they accept, but if they accept, they will get extra gold rewards they wouldn't get in unranked. Any who decline can go back to the normal unranked queue without dishonor, and in that case, the queue will look for someone else who was queuing unranked. Once the unranked queue finds 5 players who accept the special tournament queue, it functions as a two-team tournament. Winner gets first place, losing team gets second. *** A big part of why there is a lack of teams to begin with is because the extra time commitment of Swiss tournaments, combined with the lack of rewards if even a single person leaves early, is discouraging a lot of people from enrolling to begin with. In order to address this problem and encourage more people to join, the game mode needs to be gentler on people who can't commit for a whole hour, or else, who have a teammate who leaves early. A ) One possible solution would be to give a team partial credit, as if they had won last place (or last place among teams that have not already been eliminated) if they or one of their members leaves early. So, if there are seven teams remaining in a tournament, but one of them, after having played at least one round (or perhaps even if they didn't, if they spent a lot of time standing around getting byes), has someone leave early, then that team gets 10 gold 1 mystic coin each for their participation. If you wanted to penalize the person who left early, you could not give the 10 gold 1 mystic coin to that 1 person, but at the very least, the 4 people who stay and accept the queue should get the gold. (And, arguably, if the guy played at least one round before he left, he probably should get the 10 gold 1 mystic coin too -- but at the very least, his teammates should still get credit.) This would be more or less how things worked in the old single elimination system. B) Another option would be to let a team go in with only 4 people (or 3 people, or whatever) and get their participation credit without the guy who left early. The guy who left early either gets no rewards, or less rewards in proportion to the number of rounds he played. (So if he played 2 rounds out of 5, he would get perhaps 40% of the reward the rest of the team got, *if* he gets anything at all.) If he comes back, he may re-join the team. C ) Another option would be to pull in a replacement from the unranked queue. The person who was queued for unranked should get a special queue, warning them they will be pulled into a tournament if they accept. If they decline, they can go back to the unranked queue without dishonor, and the queue can look for someone else. If they accept, they get more gold than they would in unranked, perhaps, proportionate to the number of rounds they play with the tournament team. The person they replaced, because that person left early, either gets no gold, or less than they would if they had stayed longer. To maximize the chance of the queue quickly finding someone who will accept, the unranked queue screen can have a small checkbox, allowing people to customize whether they want to be considered as a replacement for tournament teams that lose someone. B and C could potentially also be used to help enroll teams that only have 4 members when the tournament starts. The enroll button could accept 4-person teams, and either let them play as a 4 person team, or find them someone from the unranked queue. (The same if they enroll with 5 people, but one of those people is afk and fails to accept the enroll.) [link] [comments] | ||||||
Posted: 09 Mar 2020 04:53 AM PDT Hello! So a friend of mine gifted me an account. I am starting off new in the world and am looking for people to play with. My friend doesn't play the game anymore, because he is busy with school, but assures me its fun and wayy more fun with people to play with. [link] [comments] | ||||||
Posted: 08 Mar 2020 09:55 AM PDT I don't know if I should mark it as a spoiler, so feel free to tell me ! Hello redditors ! I was playing through the game, when a question faced me. We all know there are six dragons, and we only know the name of 5 : Mordremoth, Primordius, Zhaitan, Kralkatorrik, Jormag and... the last one, because we don't know his name (Selbbub :D). What we know is that it begins with an S, and thats all. We don't even know what does his minions looks like, because no one saw them, except quaggans and kraits. Now I was wondering, while remembering some particularities of the dragons. If Mordremoth was the jungle's dragon, with the power of the mind, maybe Selbbub has some kind of power that push people to forget him, his name and his appearance, even for his minions (that have the power of their dragons). Maybe the few we know about him is because we can't remember something about him, that's why every character that talks about him or his minions don't seem to remember correctly what they saw. But I may be wrong, I wanted to talk about the lore of the game, because this dragon intrigues me a lot. What do you guys think ? [link] [comments] | ||||||
Maybe I'm missing something... Posted: 09 Mar 2020 03:15 AM PDT But ever since I hit 80 with my revenant and chose the herald line for expertise, my Alt-2 ability that used to be dependent on who I was invoking has been stuck on "Facet of Nature" and never changes no matter who I have invoked. Is that the way it is? I was usually using the dwarf King and it came with a nice Alt-2 ability to increase my class "Mana" which let me hold powers active for longer which was really nice. [link] [comments] |
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