• Breaking News

    Monday, June 1, 2020

    Guild Wars 2 Guild wars 2 has opted in Nvidia GeForce Now

    Guild Wars 2 Guild wars 2 has opted in Nvidia GeForce Now


    Guild wars 2 has opted in Nvidia GeForce Now

    Posted: 01 Jun 2020 12:19 AM PDT

    The Commander And Depiction

    Posted: 01 Jun 2020 01:49 AM PDT

    Meanwhile in the Guild Hall...

    Posted: 01 Jun 2020 12:57 AM PDT

    Cold War starter pack

    Posted: 01 Jun 2020 03:26 AM PDT

    Of course he is

    Posted: 01 Jun 2020 02:52 AM PDT

    Drizzlewood Coast is hands down my new favorite map.

    Posted: 01 Jun 2020 05:44 AM PDT

    Unlimited Power!

    Posted: 01 Jun 2020 06:36 AM PDT

    No Quarter achievement guide done

    Posted: 01 Jun 2020 06:08 AM PDT

    Hi guys

    I did this https://www.gw2fans.net/inpage/no-quarter-achievements/ for everyone who need guide with lots of pictures.

    I am sorry that i took me so long. I have new job so i have to work on it only in the evening or at night. There are many grammar mistakes so i would like to ask any grammar nazi to help me correct them.

    Lottery is still up so far 100g first place, 75g second and 50g third place. I hope soon i will be able to increase these rewards. I also made some guide what you can do daily to increase your profit but it is not done yet.

    As you probably know i have my ytb channel (youtube.com/c/yarabaczek). Except guides and story spoilers I would like to focus on new mount skins.

    I know I promise a lot of things I would like to improve on website but honestly I am pretty lazy.

    I wish you a nice day and dont be shy to share your opinion with me.

    Best Regards Yara

    submitted by /u/Yarabaczek
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    Diego has been hitting the gym

    Posted: 31 May 2020 11:15 AM PDT

    I've been slowly working on this sketch of my main character for way too long already. It'll likely become a proper digital painting in about... maybe 5 years or so?

    Posted: 01 Jun 2020 06:14 AM PDT

    Fight hard, Party Hard

    Posted: 31 May 2020 04:44 PM PDT

    Why does the last 10 minute countdown in Drizzlewood Coast not give any chests?

    Posted: 01 Jun 2020 05:25 AM PDT

    Bonk Bonk Bonk

    Posted: 31 May 2020 08:21 AM PDT

    45000 AP chest gives no skin

    Posted: 31 May 2020 10:32 AM PDT

    Just a quick nibble

    Posted: 31 May 2020 10:43 AM PDT

    Strikes and EotN are amazing! How do I take full advantage of them?

    Posted: 01 Jun 2020 06:54 AM PDT

    Took a break after the lackluster Icebrood Saga announcement, and decided to come back at what I believe to be the midpoint of the saga.

    Long story short....Strikes are fucking amazing, and using EotN as a hub to get anywhere and have everything you need is equally as amazing.

    I really want to get a Diviner's set for my Revenant to run the mandatory Alacrity build. I am going to attempt to get the gear and weapons through strikes, so I'm trying to maximize my returns on it.

    Should I just do the daily each day to make sure I get the guaranteed Crystal, which should make it so all 5 strikes are done for the Emissary chest as well, and then open the chest with 3 Crystals?

    Diviner accessories are a different ballgame, really wish you could get them through strikes as well, I guess I just have to play the waiting game with laurels.

    submitted by /u/dixonjt89
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    Strike Mission: Cold War. Be aware of the Icy Echoes effect.

    Posted: 31 May 2020 08:49 AM PDT

    Icon on the buff bar of the boss

    Icy Echoes

    When hit, causes the attacker to deal damage to allies in a radius around themselves. No attacker can cause this effect more than once every 2 seconds.

    I see many people dying very fast to this effect and they don't seem to understand what is going on. I believe this mechanic is new in the game.

    It's one of the 3 effects present on the minibosses and always present at the final boss of the strike mission. If you are taking heavy damage and don't know why, it's from this effect. Don't stack too much on each other. Spread around the boss, similar like people do it at Whisper of Jormag. It's a bit more difficult to see the bosses hitbox circle but it's doable. Use the player's hp bar or nameplates as indicators. Do not go away from the boss, go around it to still stay in range of buffs and heals.

    The other two effects are Lethal Coalescence, the "green circle" mechanic that splits damage to players in its radius and Flash Freeze, a chilling pulse damage that occurs occasionally and can be jumped over. It is indicated by 3 outgoing shockwaves, basicly count to 3 and then jump over the 4th which is the actual effect.

    Enjoy the strike.

    submitted by /u/Zosin
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    I drew a sketch of my Asura Ranger! Still trying to learn Digital painting :c

    Posted: 31 May 2020 05:04 PM PDT

    WvW

    Posted: 31 May 2020 12:21 PM PDT

    Carrion for Condi

    Posted: 01 Jun 2020 03:28 AM PDT

    Greetings. I only play PvE, but this question could apply to other modes too. I know that the best condi gear is Viper's, but I currently cannot access any of it. My question is, why isn't Carrion the best alternative? I play as condi most classes (I have all classes but Engineer) and I have read that Carrion is not the best alternative. I would feel like switching is very expensive at this point, since I am all geared up with Carrion armor on all characters and it would mean that I would have to expend a lot of gold and transmutation charges that I currently do not have.

    Basically, my question is: is it mandatory to play Sinister's or any other Viper's alternative instead of Carrion? I feel like Carrion is powerful enough and I hadn't had any problems this far, plus that the extra vitality is always welcomed.

    Thanks.

    submitted by /u/Wryetui
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    The Weekly Map Recap, Week 12 - Fields of Ruin

    Posted: 31 May 2020 03:55 PM PDT

    Welcome to the Weekly Map Recap, a series where we will look back at one map in the game each week. We'll look with a critical eye at how each map represents its theme, proves faithful to its lore, and implements its design. We'll see how effective its gameplay is, whether the art holds up, and the forecast for the map's long term retention. With 52 maps to date, it'll be quite the journey!

    For those in the future, the newest map which has just released at the time of writing is Drizzlewood Coast from LWS5.

    Links to the previous entries in a reply at the bottom!

    12 of 51 - Fields of Ruin - Level 30-40

    One of the most interesting things about Fields of Ruin is how out of the way it is. The world progression structure breaks apart a bit here - there's no natural way that one would progress to this map without some backtrack. Fields of Ruin is accessible either from Blazeridge Steppes - a higher level zone - or from the asura gate connected to Divinity's Reach. Given the distribution of levels across the map, the latter seems to be the intended route.

    But in order to come through the gate to Fields of Ruin, you -

    1. Have to know it's there.
    2. Have to guess that the zone on the other side is appropriate for your level.
    3. Have interest in going there rather than the zones that are closer and easier to access.
    4. Or be guided there by the Vigil storyline.

    The last option is the one that makes sense, but that gives Fields of Ruin the odd distinction of being a map that you are most likely to come across when prompted by vanilla Personal Story, and not through other means. That's… pretty odd.

    Theme/Concept - 10/10

    It's especially odd given how much the map lies at the center of Guild Wars 2's thematic structure. One of the core messages of the game, thematically, is bringing together the different peoples of Tyria to face the Elder Dragons. Fields of Ruin is at the heart of that effort. If the charr and humans were not working to make peace on this very map, none of the game's plot could take place. Indeed, it's the map that sees the climactic events of the 'Edge of Destiny' novel that directly sets up the plot of the vanilla game.

    On top of that, Fields of Ruin has, in many ways, some of the strongest ties to GW1 emotionally and thematically. This is the final resting place of Gwen and the last home of the free Ascalonians. This is the result of a fight that bookended the first game - from the very start in Ashford to the end at the Eye of the North and the Charr Homelands. There are still a number of players out there that prefer fighting the charr to fighting with them, and Fields of Ruin represents that within the game itself. It's a place that has found itself out of step with the rest of humanity.

    Finally, the map also represents another key theme of the game - the elder dragons pushing different peoples up against each other that previously hadn't been in contact. The ogres on this map have some of the largest settlements anywhere in the world, and their kraal architecture covers the south eastern corner. In pre-release articles, Anet designers noted that the ogres and their culture were one of the primary ways they were showing new cultures coming into conflict, with the ogres descending from the Blazeridge Mountains following climate change.

    Lore - 9/10

    So in connection with all of that above, there's actually quite a lot of lore here - but almost all of it is new lore. That's not a hit against it of course, it's just fascinating how much lore is present here that isn't directly from the first game. A number of characters from the first GW are of course buried on this map, and there are numerous lore tidbits that detail what happened between the games - but this map does not correspond to any from the first game directly. We were never able to this far south in Ascalon.

    There's a treasure trove of interesting bits, otherwise. From the Summit tents at Warrior's Crown to the mines just outside of Ebonhawke and the charr city of Deathblade's Watch, there's so many conversations you can have with NPCs here. Ebonhawke itself is chock full of interactables and conversations.

    Special mention to the secluded glen in the NW of the map, and the secret garden in the SE. Both are connected to sylvari - one a bittersweet touch from the novel Ghosts of Ascalon, the other just a nice hidden sylvari sanctuary.

    Design - 6/10

    Everything revolves around Ebonhawke in Fields of Ruin, as one might expect it to. The fortress dominates the southwest corner of the map. Together with the areas directly surrounding it, or thematically tied to it, it's more like a full half - the rest of the map arcing around it in a crescent.

    In general, the player is intended to progress from the south to the north, and more specifically from the southwest towards the east side of the map, then arcing back around towards the northwest. It's again a bit of an odd structure - especially given that the main meta of the map is back in the southeast where the levels are towards the lower end! Combined with the very open nature of the plains that make up much of the landscape here, it means it's a bit confusing to know where to go next.

    Gameplay - 5/10

    Fields of Ruin is… fine. While a treasure trove for lore geeks, there's isn't really that much to do on this map beyond look for lore treasures and nooks and crannies. The jumping puzzle on the map is fun but nothing standout. Given the level of importance of the events happening on this map, it seems odd that there isn't really much of a sense of push and pull - of things really happening. Everything seems relatively peaceful and quiet.

    One exception is the ogre meta at the kraal in the southeast. I've always loved this meta for inexplicable reasons - it's well implemented, with a nice flow and level of difficulty for its level. It's still run often too, for the exclusive reward of the ever-elusive chocolate rabbit 'Sam'.

    Art - 6/10

    I want to start by saying that Fields of Ruin, like most Ascalon zones, looks great. It really does. That said, this is one of the maps I've always felt the most disappointment in. The comparison between the implementation of Ebonhawke and the Ebonhawke that lives in the concept art is no contest. The art of the great gates is imposing and absolutely enormous - in comparison, the gates in-game seem like the 'It's A Small World' version. Given the implementation of something like the kodan iceberg cities from the concept art, it feels lackluster.

    The buildings in the city, as well, have a sense of sameness about them - there's little sense of geography based on landmarks, and it's easy to get lost. It just feels like there's so much more that could have been done with the location.

    All that said, the rest of the map looks great. There's some fantastic examples of 'the Brand' weirdness, and the charr architecture - including at the Summit - is on point. The cliffs along the eastern edge are appropriately filled with tunnels and other features, and the aforementioned sylvari gardens are pretty. I've always loved the ogre architecture here - it's one of the few places where we get the sense that this really is another people on par with the five races we can play.

    Long Term/Retention - 7/10

    Fields of Ruin is doing better than it has any right to be. It's always astonishing to me how badly people want that 'Sam'. On top of that, there seems to be an inordinate amount of times that guilds roll the guild mission inside the jumping puzzle - I always see people there. Finally, there seems to be a diehard community of players that like to base themselves in Ebonhawke - all the services are there. I feel like Arenanet is missing a trick by not having released an exclusive area here with a pass and portals.

    One other thing that's always been a shame is the lack of connection to Elona. Now that we have the Crystal Desert maps, it seems too bad that they can't implement a portal through the Desert Gate for those that own Path of Fire.

    Overall - 7/10

    Fields of Ruin represents, for me, one of the biggest differences between concept and implementation. Early concept art of Fields of Ruin implied so much more verticality and interesting geography - and the great Ebonhawke gates looked so much more impressive. If Ebonhawke had been built in today's game, it would be a better map for it.

    That being said, there are lots of great pieces. It's an absolute treasure trove of GW2 oriented lore, and really at the heart of both the 'current events' of the game world and the thematic structure of the narrative.

    The treaty tents are an interesting area, as well as the ogre bits in the southeast. Nice nod to the novels in the north west corner. People seem to run the map a fair amount, given how little there is to really do here.

    -------------------

    That's it for today! Next week, we'll be headed to Harathi Hinterlands.

    What do you think of today's map? Any fond memories, or strong complaints? How well do you think this map stands up in comparison to all the others?

    submitted by /u/Jonah_Marriner
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    Lacking feature: Weapon Effects

    Posted: 01 Jun 2020 08:52 AM PDT

    Hey there!

    I'll keep it short: I love the preview options of weapons such as stowed wielded and weapon only but miss an special effects info.
    Examples: Warhorns sometimes sound different because of the skin. Torches give off different light and swords leave other slash particles.

    submitted by /u/Ionenschatten
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