• Breaking News

    Monday, June 8, 2020

    Guild Wars 2 Trying out necro for the first time... [x-post]

    Guild Wars 2 Trying out necro for the first time... [x-post]


    Trying out necro for the first time... [x-post]

    Posted: 07 Jun 2020 10:33 PM PDT

    Finished my norn painting yesterday. I hope you like it :)

    Posted: 07 Jun 2020 05:02 PM PDT

    Quaggans staring at the night sky

    Posted: 08 Jun 2020 03:16 AM PDT

    Everyone in the GW2 PvP community

    Posted: 07 Jun 2020 09:22 PM PDT

    Three weeks ago, I announced the "Canthamania" contest on my YouTube channel. According to the terms of the competition, the players were supposed to paint Cantha art. I did not limit their fantasy! Look at the work of the winners!

    Posted: 07 Jun 2020 12:54 PM PDT

    Congratulations to the winners of Masters of the Arena!

    Posted: 07 Jun 2020 05:44 PM PDT

    After months of qualifiers and 3 days of regional and global finals, Rank 55 Dragons of EU have emerged victorious! Incredibly well played by all teams in the event, especially runners up Team USA, Dark USA and Ultranumb.

    submitted by /u/Oddslod
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    [TacO] Keybind Madness and Scaling Support

    Posted: 08 Jun 2020 03:28 AM PDT

    Hi everyone,
    TacO development marches on. A new build has just been released and it fixes some issues that people have been experiencing with multiboxing (small GW2 windows scale down the UI and the overlay didn't account for that) and adds a whole bunch of optional keybinds for all the major functionalities.

    You can download the new build here, and as always, change notes follow:

    • Added command line to log for easier debugging of mumble command line issues
    • Added support for GW2's window-too-small scaling
    • Added support for GW2 windows that have been renamed
    • Fixed minimap markers not being affected by color and alpha tags
    • TacO will now ignore invalid resolutions when trying to resize the swapchain
    • Toggling a TacO window off will now only hide it instead of destroying it, this will reduce API loads and improve responsiveness when opening the window again
    • Added optional keybinds to toggle most functionalities of the overlay: The Tactical Layer, Range Circles, Compass, Locational Timers, HP grids, Mouse Highlight, Map Timer Window, TS3 Window, Marker Editor Window, Notepad Window, Raid and Dungeon Progress Windows, TP Tracker Window and Window Edit Mode
    • Fixed Compact Map Timer option not working when selecting it for the first time
    • Added option to toggle the TP icon highlight
    • Added ability to create mouse tooltips
    • Fixed a typo in the map timers
    • Added tooltip to map timer events
    • Set the default mode of the map timer to compact
    • Increased the default height of the map timer window
    submitted by /u/BoyC
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    The Commander There And Back Again

    Posted: 08 Jun 2020 01:11 AM PDT

    Hyper Priory Arcanist

    Posted: 07 Jun 2020 06:32 PM PDT

    MOTA GLOBAL FINALS - EU vs NA!

    Posted: 07 Jun 2020 08:38 AM PDT

    LIVE AT https://twitch.tv/mightyteapot

    This is what we have been building up to for the last 4 months. Yesterday we saw EU and NA teams fighting it out for the chance to play in the Masters of the Arena Global Finals - and a chance at that $13,000 cash prize. Four teams remain, lets take a look shall we...

    Team USA

    Completely undefeated in the MOTA up to this point, they have a tough record to maintain going up against some of the strongest EU teams we have ever seen.

    ULTRANUMB

    With their shock defeat of Rank 55 Dragons yesterday, NUMB took first place in the EU Regional Finals - was this just a fluke though? Can they hold out against the NA teams and beat out Rank 55 Dragons once again?

    Rank 55 Dragons

    Previously undefeated until the EU Regional Finals yesterday, Rank 55 have an all-star comp and certainly were the fan favourites after The French Worms. They will no doubt be coming out the gates today with a vengeance starting off the day with a match versus NA's top seed: Team USA.

    Dark USA

    Created to rival Team USA, this team has undergone a fair few roster changes and now is starting to close the gap with their counterpart - and their EU rivals. Will they be able to perform today though? Will the ego match between the two NA teams drive them to success, or hold them back from victory?

    EU VERSUS NA

    Not only do we see rivalry between teams, but we see rivalry in playstyles too, in particularly EU's Tempest focused teamfight, and NA's Firebrand. NA argues that EU just simply doesn't understand Firebrand - whilst EU argues that NA is behind the times. We will have to see what comes out on top here as whoever is able to dominate the teamfights will no doubt dominate the games!

    THE GLOBAL FINALS TO THE MASTERS OF THE ARENA BEGINS TODAY AT 5PM BST

    LIVE AT https://twitch.tv/mightyteapot

    We will be giving away a number of goodies - gem codes and legendary items in particular!

    You can find the brackets here (make sure to select Global Finals): https://mightyteapot.tv/pvptournament/bracket

    You can checkout the total prizepool here: https://mightyteapot.tv/pvptournament/prizepool

    LIVE AT https://twitch.tv/mightyteapot

    submitted by /u/Angeels
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    [Question] Where is Rox?

    Posted: 08 Jun 2020 04:59 AM PDT

    We're already in the midst of Charr civil war and she's nowhere to be found. In fact, she had no any presence since the Saga beginning and Braham literally stole all the spotlight. Where is she?

    submitted by /u/sonysidez
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    It took me years to give gw2 a chance!

    Posted: 08 Jun 2020 05:50 AM PDT

    I am honestly having a blast! Currently a f2p account due to being very very tight on cash that I cannot spare the money for even the base $30 dollar expansion bundle xD but I have been playing a warrior and a necromancer and damn... I really should have given this game a chance years ago, its extremely addictive and I keep finding myself logging back in every time I am awake. I am excited to try what the expansions have to offer whenever I can, but for the time being leveling up has been a joy during these uncertain times, currently not in a guild... So I am looking forward to that, does this game have a dungeon system? Or is it all open world? Anyways, can't wait to play more 👍

    submitted by /u/trojan805
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    Parallels with the Wizard of Oz

    Posted: 07 Jun 2020 02:01 PM PDT

    I've ended up replaying the Battle of Claw island twice this week on different characters, and it occurred to me that the order mentors are based on Dorothy's three companions in the Wizard of Oz:

    Tybalt is the Cowardly Lion. In his final speech, he says "nobody believed I had courage, not even me." In addition, they are both cats. This is the most direct parallel.

    Sieran is the Scarecrow, not just because they're both plant creatures, but because they are both naive. In the Land of Oz books, the Scarecrow comes to be regarded as one of the wisest people in Oz, despite the fact that he spends most of his time adventuring... just like Sieran.

    Forgal is the Tin Woodsman, because after the death of his family, he becomes a hard and unyielding man. In his final speech he talks about reclaiming his legend, which I would argue his synonymous with his heart.

    I've been playing this game for years and never noticed until now!

    submitted by /u/Kjolter
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    The Weekly Map Recap, Week 13 - Harathi Hinterlands

    Posted: 07 Jun 2020 12:20 PM PDT

    Welcome to the Weekly Map Recap, a series where we 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!

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

    13 of 51 - Harathi Hinterlands - Level 35-45

    Harathi Hinterlands is an early mid-game map, representing the climax of the 'centaur war' storyline in the vanilla game world. Unlike other 'enemy faction' maps (Fireheart Rise, Mount Maelstrom) there is no dungeon associated with the centaurs, which has always seemed odd to me. The map is the first one we've encountered in the 'large scale warfare/conquest' design philosophy. We will see that this will be a recurring design motif in Guild Wars 2, especially after vanilla.

    Theme/Concept - 9/10

    Before the release of Guild Wars 2, there were a number of interviews where Arenanet painted some exciting pictures of what they wanted to accomplish with the Dynamic Event system.

    They talked about a world contrasted to traditional MMOs represented by World of Warcraft. In traditional MMOs of the time, if you completed a quest the world did not change for the next person to walk by. If you were sent to destroy a bridge, the bridge would never be really destroyed. Arenanet explicitly used this 'bridge' example a number of times. If you destroy the bridge, it should be destroyed in the world until it's rebuilt.

    They even forecast that events would affect each other across the map - if you kicked bandits out of a mine, they wouldn't be as strong elsewhere on the map because they didn't have the metal they needed.

    They raised the stakes close to release when they discussed their vision for the Orrian maps. They talked about how the maps would be one large dynamic system of conquest, with players assaulting on airships, submarines, and on foot and slowly pushing deeper into the continent.

    In the end, we all know that those interviews were a bit overly optimistic about the dynamic nature of vanilla Guild Wars 2 map design. While dynamic events were certainly more 'present' in the game world than early World of Warcraft quests, they were still on timers and 'reset' fairly regularly without player involvement. The interconnectedness of different events, as well, was never really present on the level that early dev interviews projected.

    But these dev comments are extremely useful for us as we analyze these maps. They represent where Arenanet's head was at during the construction of the vanilla game. Some of the maps in the game are closer to this philosophy than others, and Harathi Hinterlands is one of them.

    The map's theme, then, is 'Dynamic Conquest/Warzone'. It is designed to feel like a back-and-forth battle in a PvE context. That makes this map part of a family that includes the Orrian maps, Silverwastes, Dragon's Stand, Dragonfall, and others.

    Lore - 5/10

    Harathi Hinterlands' focus is definitely not on the lore. It has a couple points of interest - namely the tomb of Saul D'Alessio and one of the few Giant lairs in the game. Additionally, it has the most info in the game on the relationship between the different centaur groups - the Harathi vs. the Modniir vs. the Tamini. I've always wished that we had more about the Centaur Alliance. There used to be an NPC in old Lion's Arch - a centaur defector - who had some great dialogue about it, but they've been lost since the Battle of Lion's Arch.

    Design - 7/10

    Here's where we get into the meat of the thing.

    The map flow is odd around Harathi Hinterlands, and I think it's one of the reasons the map is less well recognized than it might otherwise be. It's a bit of a dead end, with the only entrance being from lower level maps until Living World Season 3 when Lake Doric is unlocked. Incidentally, this is one of the only connections a Living World map has had to a vanilla map.

    Overall, the map is designed as a gradual push from Southwest to Northeast - into the heartland of the Harathi and the showdown with Ulgoth. The landscape is varied, with a fair amount of vertical variation and a high frequency of caverns and secret passages.

    As one of the earliest implementations of the 'PvE Conquest' map designs, the overall structure is fairly straightforward. There is no 'map reset', and so different outposts can be taken even if 'earlier' ones in the push have been taken by the centaurs. It's only in the meta events themselves that the camp conquests 'matter'.

    The wiki points out that the design is reminiscent of World of Warcraft vanilla PvP maps, but I'm afraid I'm unable to comment on that.

    Gameplay - 7/10

    The gameplay on Harathi Hinterlands is, I feel, some of the most underrated in the vanilla game. The designers managed to cram a lot of variety within the larger structure, in the midst of one of the largest meta event chains that they had implemented up to that point. There is even a satisfying world boss at the end of the chain, who at the beginning of the game's life actually presented a challenge given a timer that was pretty punishing for the time.

    Overall, the actual 'conquest' events are fairly primitive - they are all the same type of event, either 'take the camp' or 'defend the camp'. We won't see varied objectives until we get to Orr and Straits of Devastation. But they still represent more dynamism than most anything in the vanilla game.

    My favorite event chain on the map is Shining Blade Kimber event, where you hunt a giant and then discover a secret centaur war meeting. It's got great writing and is really well-paced for a dynamic event story.

    The jumping puzzle on the map is good, as well - representing a fun reference to 'The Goonies'.

    Art - 6/10

    The art on Harathi Hinterlands is fine, if a little boring in terms of use of color. The secret garden cave is a particular highlight. I've always liked the centaur architecture, but there's just a lot of it here and it doesn't vary much. I quite like the variance in the different valley and hill terrains - they twist and turn and provide some good visual interest. I also like the human town in the Southwest.

    Long Term/Retention - 3/10

    Harathi Hinterlands has very little in the way of retention. Back at release it was run quite a bit, and it provided something of a challenge. These days I'm sure that Ulgoth is still done by world boss trains, but with power-creep you don't need to spend more than a moment on the map.

    Even the players brought here by the story are very rare - you are only brought to this map if you choose to support the skritt during your Order story, which is one of six options.

    Overall - 6/10

    Harathi Hinterlands is a great example of the vanilla GW2 devs really pushing their vision for what map design can be in this game. Even more than some of the Orrian maps (Malchor's Leap), it represents terrain under siege. It's clear from the 2010 showing of the map that it was under design work for a long time, and that shows. For a map that is rarely visited nowadays, I think it represents some of the best of Guild Wars map design - and a great example of design elements that would form the backbone of post-vanilla zones.

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

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

    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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    Anyone know how this player in Lion's Arch was red? Me and other players were able to attack him

    Posted: 07 Jun 2020 01:08 PM PDT

    ANET HAD NO RIGHT!...

    Posted: 08 Jun 2020 07:40 AM PDT

    ...To make the living story this darn good...

    I haven't played this game in about 3 years.. I recently logged back in and did the living story 4... Holy cow thats some good writing!

    I dont want to spoil anything, but everything was so interactive and neat! New mechanics and character progressions blowing my mind.

    Even trying to get the sky scale is pretty fun, better than older collections by far.

    submitted by /u/TheNarWizard
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    Any high tier fractal mentors, for future reference?

    Posted: 07 Jun 2020 05:52 PM PDT

    One day I'd like to get into fractals starting from lower and then up to higher. I'm just working on getting ascended at the moment for the agony resistance.

    I was wondering do you or do you know anybody who are keen to do high tier runs for educational purposes and aren't angry if they fail to complete the fractal because they understand they're mentoring new fractal runners?

    If you are would you mind providing in game name and server? Even though I don't need this information right now there may be other fractal noobs who will be helped by this. As I know someone who did a PUG and the moment they said they were new to tier 3 or 4 fractals, the people left the group. I suggested they write in their advertisement that they're in need of mentorship. So that people who join know what they're joining for. Experienced fractal runners might be looking at a PUG for a successful run. But I was thinking some of them might change their mind and decide to mentor the newb instead if they saw a PUG advertisement asking for their help.

    But I figured it might help to ask Reddit as well.

    submitted by /u/Willow_rpg
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    If you could only have one in your group...which healer would you prefer? HFB or Druid?

    Posted: 07 Jun 2020 07:09 PM PDT

    Trying to decide which one is more beneficial to a group...to gear up first.

    Would you take a druid who has more healing and provides might?

    Or a HFB who can heal while giving perma quickness, regen and fury?

    submitted by /u/dixonjt89
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    Heart of thorns final boss

    Posted: 07 Jun 2020 11:54 AM PDT

    During the mordremoth fight, you 'take to the skies' to avoid damage and I just yeeted out of the instance

    Reeeeeeeeeee

    submitted by /u/yourparentsh8you
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    I've never played an MMO

    Posted: 07 Jun 2020 01:03 PM PDT

    I am just getting started and I need some advice. Based on what I have read, I want to play as either an engineer, ranger, or thief. Can anyone advise me on the pros and cons of these professions? Also what race would be best suited to each? Anything else I should know before I get started?

    submitted by /u/samwise0214
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