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    Monday, November 9, 2020

    Guild Wars 2 here's my version of Doctor Strange. (light armor) with heritage mantle, runic chestpiece and leystone pants.

    Guild Wars 2 here's my version of Doctor Strange. (light armor) with heritage mantle, runic chestpiece and leystone pants.


    here's my version of Doctor Strange. (light armor) with heritage mantle, runic chestpiece and leystone pants.

    Posted: 08 Nov 2020 03:45 PM PST

    [Art] | Somewhere In Kaineng (Cantha) | by Vasburg

    Posted: 09 Nov 2020 06:18 AM PST

    [qT] Ascalonian Catacombs Path 1 Solo | 5:24 | Mesmer

    Posted: 09 Nov 2020 02:35 AM PST

    ('member me ?) I shall now proceed to PoF and tame Mounts

    Posted: 09 Nov 2020 04:47 AM PST

    War Gods Fall- My Art for Huevember 7th

    Posted: 08 Nov 2020 08:11 PM PST

    Have been getting back in after a long, long hiatus. 8 year old copper ore order was in my 'buying' tab in the market.

    Posted: 08 Nov 2020 12:45 PM PST

    New Tattoo with a small tribute to the classes I've mained the past few years.

    Posted: 08 Nov 2020 03:39 PM PST

    [Art commission] Colain Opperland

    Posted: 09 Nov 2020 04:10 AM PST

    [Vs] Virtual Squirrels | 5 man Conjured Amalgamate | 3:36

    Posted: 09 Nov 2020 07:59 AM PST

    Hello guys,

    Here is our restricted 5 man Conjured Amalgamate, beating the old record by 3 minute and 50 seconds. Since the launch of Wing 6, there is only one low man on speedrun of which i was part of. 5 man Conjured Amalgamate is such a pleasure and i'd love to see others to try it. Our objective was to go for a less than 4 min kill but we did even better! We Could have aimed for a better timer but didn't bother grinding after watching all the bugs on this boss.

    — OUR COMPOSITION —

    We decided to change the composition in comparaison to the previous 5 man. Reaper was the secret weapon of the previous kill to be able to control and cleave the Shields whatever the case. We just took 3 Dragonhunters because it is the best in slot dps class and even more in scenarios where there are no Spirits and no Banners. Since Chrono is quite bursty even with the Trait Seize The Moment, we combined it with a Healgade to let him use his full potential. Might was the main issue to get the best out of this team. It was mostly covered by the renegade's F2, DH's righteous Instincts and Chrono's phantasmal swordsman. However, we still had trouble maintaining 25 stacks of Might during important phases so the Renegade had to blast into the fire field with a mace to cover some more stacks.

    Group 1
    Chrono (Titan)
    Dragonhunter (Nico)
    Dragonhunter (White)
    Dragonhunter (Beta)
    Healgage (Nekloth)

    Log : https://dps.report/d2zf-20201108-153147_ca

    — GENERAL STRATEGY —

    We originaly planned to have the Chrono CS the special action skill to be able to use 10 Swords twice thus leading to a significant damage burst. But this interaction has recently been ruled as an abuse and using it would have made our run unrestricted. Because of this, reaching the 50% threshold turned out to be harder than expected and we had to rethink our gameplan.

    The Chrono and one DH were responsible for the Sword collection. The Sword collection and usage was optimized to reduce the number of Slams as much as possible and also to be able to achieve the dps needed to phase the boss each time in one burst. The Shields were collected by the Healgade except for the last burst because there was enough Swords to finish the boss. Since the Healgade was giving Might, there was more value to let the Chrono collect those last Shields. Unfornatunately, our Healgade went down on that part...

    At the start, we decided to get the Swords from two arms before bursting one. The Chrono was in charge to collect 5 Swords and keep them for the burn phase in order to get 2 burst of 10 Swords. On the third arm, we used 4 Swords to burst him down and kept 2 on the Chrono. 10 Swords were used for the second burst phase to be able to phase him while staying middle before the laser. On the fourth arm, 7 Swords were used to make an instant burst. For the last, we pulled the Swords from the 4th arm and used them on the last arm and boss.

    — BUGS —

    One of the most common and annoying bug is when the boss is doing the arm phases. While the Swords or Shields goes down, there is a chance they drop into the boss hitbox right under him that make them impossible to collect. The main consequence of this bug is that we couldn't collect the correct number of Swords that we needed for our strategy. Whenever this bug happens to the Shields, they could be sometimes stuck in the hitbox without being cc-able. Using GS2 as DH over this retaliation gave us some memorable deaths (XD). Moreover, if you gg at a certain timing right before the boss phases to let you collect Swords and Shields, he simply continues his phase while you respawn. It seems to be possible to grab some Swords before the boss actually restart. Maybe an exploit for an unrestricted run ?

    TL;DR : CA 5 man record, plenty of bugs, Nico swords eater

    submitted by /u/Titan2971
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    The Weekly Map Recap Special - Heart of Thorns Primer

    Posted: 08 Nov 2020 12:42 PM PST

    Heart of Thorns Primer

    Hi, folks! Thanks for your patience the last couple weeks. Welcome back to the Weekly Map Recap! Today we'll be talking about the release of Heart of Thorns: we'll dive into some history and design of the expansion as a whole before moving into the individual maps in the weeks to come. Grab a cup of coffee, sit back, and let's dig in!

    Heart of Thorns Release History

    Let's catch up with our story a bit. If we're putting ourselves back on October 23rd 2015, Heart of Thorns released after the worst year of the game's life to this day. A lack of content save one release in June lead to widespread discontent. This compounded with leftover worries from 2014 about the pace of support for the game (two maps in one year, with a total of three new maps since the game's initial release - and generally slow support for WvW/PvP) built up a volatile environment before HoT's release.

    This also led to an incredibly powerful hype train that year: from the PAX South announcement in January of that year, players expected Heart of Thorns to be all things for all people. It was supposed to drastically expand PvP, WvW, and PvE. There was no way that the release could ever live up to expectations.

    In fact, with the release it quickly became clear that the expansion was 'Feature Rich' but 'Content Light' - especially when we found out that raids and new legendaries weren't actually going to be in the expansion at launch.

    Though today Heart of Thorns is viewed by some as the greatest open-world content the game delivered to date, on release it was viewed as lacking in content, stability, and rewards. A significant number of events and meta structures were overhauled in this six-month second pass. Production actually halted on the next unannounced expansion while the expac team scrambled to make widespread overhauls to Heart of Thorns maps that really made them what they are today. The maps you know are the improved ones, and not those found on release.

    Major complaints persisted that the maps were too demanding on players' time - the popular opinion of the day was that they were too long, too complex, and lacking the laid-back exploration charm of the vanilla maps. This directly led to the design structures of LWS3 and PoF maps as a reaction to that criticism.

    Now, from April of 2016, with the release of the Heart of Thorns map remake and the associated features in that update, we entered what I personally think of as the 'PvE Golden Age' of Guild Wars 2. From there until late 2018 we received relatively regular PvE updates with maps, fractals, raids, and other content. These updates released three months apart like clockwork with two exceptions - that's not counting festivals. After precipitous drops in population from 2013-2015, we saw some gains during this era. The team pulled the crazy feat of keeping this pace up while releasing an expansion, as well: PoF released less than three months from the end of LWS3 and less than three months from the start of LWS4. It felt like the sky was the limit.

    I want to note that I do not in any way speak for the PvP or WvW community here. It is my understanding that those communities view Heart of Thorns as essentially the 'end' of substantial support for their game types. For them, in many ways, the game has been in long slow decline since 2015. Pour one out for them - because the game is poorer without a substantial population in those game modes.

    But enough history - let's take a look at what seemed to be driving the Heart of Thorns map designs and structures. Please note that we're going to be taking into account both the initial release and the 2.0 versions of these maps - I'll try to make the distinction when it comes up.

    Key Elements of Heart of Thorns Map Design

    1. Movement and Verticality - We're starting off with the same principle that guided Living World Season 2, and this is a natural evolution of those elements. From gliding to mushroom jumping, the primary movement through these maps is all about freedom of movement. It builds on experiments from throughout the game's lifecycle up until this point - heck, jumping mushrooms were literally in Super Adventure Box. Given the initial hopes about movement in early articles on Guild Wars 2 (from 2007), this really seems like the first time where a number of those hopes came true. You can scale huge trees and fly down into ravines, or slide into enormous cavern systems. The maps here seem to be about challenging you to movement as gameplay: the entire map is your jumping puzzle for the first time. Everything is vertical, with enormous amounts of space above and below you at any time. This is going to be a point of contention for a significant portion of the community, and one of the key elements that separates those that like a map like Tangled Depths (which is the map as jumping puzzle idea par excellence) from those that do not.
    2. Zeldavania progression - How do you create significant progression without raising the level cap? Heart of Thorns attempted to provide that answer and wield it to the map design. While there continue to be large design questions about the viability of the mastery system in the long term (account bound vs character bound etc.), this was a key element in making these maps feel more engaging than previous ones - at least on the first character. To see the kind of single player progression from a Zelda game in your mmo map was something of a transcendent moment. Sadly, you can only have that experience once - and then it becomes something that's easy to forget.
    3. Pushing Metas to their Limits - Heart of Thorns is all about the pure expression of meta events as the map, rather than maps containing metas. These maps are essentially one large event, which is on an enormous hour-or-more timer. These metas were tough stuff - especially if we're talking about when the expac first released - and built directly upon the design lessons from the Tequatl revamp and Triple Trouble. This is something that was really smoothed over in the 2.0 update - for better or worse. Metas like the Chak Gerent were nerfed, but they became more accessible - and with better rewards - than ever before. In fact, on release these maps were almost too focused on their metas: there was little other content to speak of. This is something else that was worked on in 2.0, adding lots of smaller events that were not as strictly tried to meta progression.
    4. What Lore? - One of the key design principles for each of these maps was conveying a sense of urgency. We have from multiple interviews this idea that the designers really wanted to help you feel like you were in the middle of this disaster and each moment standing around was a moment wasted. Sadly, one of the consequences of that is that there is very little to speak of in the way of real juicy lore. Do you want interactable lore objects or books? Too bad - you have a couple pedestals in Tarir that basically say what you already know. Do you want deep conversations with creatures that we've never met before? Or that are deeply tied to the history of the world - i.e; the Exalted? Too bad. The Exalted Matriarch isn't even present in the open world for you to interact with. Any creature that you interact with will tend to have a very short conversation with you that is focused on the task at hand or the current status of the meta event. This reality was very likely impacted by the decision to do voice recordings of nearly all dialogue.
    5. Getting Lost - One of the other really controversial elements of Heart of Thorns map design is the clear intention to really make you feel like you're in a jungle. To not simply convey that with art assets but with real environmental design elements. Every one of these maps - including some small parts of Dragon's Stand - has a labyrinthian feel. None of these more so than Tangled Depths. This map is the poster child for trying to make you feel lost. It is an incredibly bold and risky design choice that hasn't really been replicated by any other rpg I've ever played - mmo or not. Your mileage here will vary.
    6. Map Identities and Replayability - Each of these maps is also radically different from the others. This includes not only the meta designs, but also the environmental art and design - right down to the color palettes. This is definitely built upon the success with the separate visual identities of Southsun, Dry Top, and Silverwastes, and will be carried on into future maps as well. The days of Gendarran Fields kind of looking like parts of Kessex/Brisban/Timberline Falls are over. We also have a clear movement towards ensuring that each map has an identity for what purpose it serves in the increasingly long list of maps. This ties into rewards, but goes deeper than that. The gameplay experience on Auric Basin is fundamentally different from Verdant Brink. If you are trying to decide what content you want to play each day as a regular player, that choice becomes more meaningful from here on out - building again on the distinction between Dry Top gameplay and Silverwastes.
    7. Rewards - This is something that really comes down to the 2.0 updates. As a reaction to what most players felt were lackluster rewards in the initial release, these maps were absolutely flooded with rewards in the update. You see this especially in Auric Basin, but no map was unaffected - this drastically changed the balance of rewards moving forward in the game's design philosophy. You see an enormous change in the team's approach to balancing their economy from this moment. For the Heart of Thorns 2.0 update, more is more. Additionally, you do see really admirable work to separate the rewards on each map. Building on the success of Dry Top with a weapon set and Silverwastes with an armor set, we see real and meaningful rewards tied to gameplay on the map - and not simply something that you can purchase in the trading post.

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

    In the end, Heart of Thorns stands out as incredibly well designed and repeatable gameplay loops. The maps look gorgeous, and they challenge you to move through them in a way that nothing else has since. They may not focus on the lore of the world, but the story that they tell in the moment is compelling. But seriously, screw chak. They're the worst.

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

    That's all for today! Next time, we'll be parachuting down to Verdant Brink, as the first of our in-depth Heart of Thorns analyses. See you then!

    submitted by /u/Jonah_Marriner
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    Login servers down?

    Posted: 08 Nov 2020 06:50 PM PST

    Can't seem to get in. Anyone else?

    Edit: I'm able to get in now. Good luck! Quadruple digit latency though. O.O

    submitted by /u/TautRopesFirmChokes
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    My Visual Breakdown of the Icebrood Saga: Champions Chapter 1 Trailer *Spoiler Warning*

    Posted: 08 Nov 2020 12:36 PM PST

    I was watching the trailer again this weekend when i noticed a few interesting locations that I recognized but were not mentioned by Arenanet in their blog post. After visiting those locations I decided that I wanted to break down every location in the trailer to find any bits of information that haven't been mentioned, and I'm happy to say I was very successful. The pictures I will link to are a screenshot of the trailer on the top and my screenshots in-game on the bottom. So without further ado, here is the breakdown with timestamps from the trailer. SPOILERS AHEAD.

    0:05-0:11 - The trailer opens with a shot of the Cornucopian Fields in Gendarran Fields, specifically the fields to the Northwest of the windmill which is where the renowned heart is.

    0:12-0:14 - The next area shown is the Sylvari camp in Zinder Slope near the Watchful Source waypoint in Brisban Wildlands. Keep in mind this locations proximity to Skrittsburgh.

    0:15-0:18 - The next location takes us to Metrica Province in the Wildflame Cavern. Kind of poetic how the fairly docile fire elementals are replaced with destroyers.

    0:19-0:28 - Here are the first couple of interesting pictures that allude to the story. This whole section of the trailer takes place in Rata Sum at a seldom used area: the Advanced Metamystics Lab. This location has had an unusable Asura gate for as long as I can remember both on the north point of the top of Rata Sum, and right next to the lab itself north of the city proper. The next bit shows Taimi talking to the commander, Rytlock, and 2 Asura inside the lab. This could be Taimi's new lab, which will probably be cleaned up and have her in it in-game, while the events shown in the trailer is likely a cutscene.

    0:29-0:31 - This chunk is in the Battleground Plaza in Metrica Province. A fairly appropriate name with the upcoming events.

    0:32-0:34 - This is the same Sylvari Camp that was shown earlier.

    0:35-0:37 - This chunk shows the Ascalon Settlement in Gendarran fields. The first bit is on the hill north of the settlement and the second place is inside the walls of the settlement.

    0:39-0:42 - This shows Ryland fighting in and around Skrittsburgh in Brisban Wildlands. Specifically at 41 seconds in it shows Ryland fighting a giant destroyer crab in a cavern inside Skrittsburgh East End. This is a place that currently is infested with destroyers.

    0:44 - A second view in Battleground Plaza.

    0:45 - This is facing the gate into Lion's Arch.

    0:46 - This shows the roof of the small lab in Soren Draa, Metrica Province.

    0:47-0:49 - These show Wildflame Caverns and the Ascalon Settlement again.

    0:50-0:52 - A different view of the Sylvari Camp again.

    0:53-0:55 - An area East of the gate into Lion's Arch.

    0:56-0:58 - This shot is taken at the Rata Sum Port Authority inside the city. Although this area has always been open, it has rarely ever been utilized so it's interesting that it's shown in this trailer.

    This is where the part of the trailer specifically for Chapter 1 seems to end. It fits into exactly the 3 maps that Arenanet mentioned in their post, with the inclusion of Taimi's new location in Rata Sum. It will be exciting to see if anything changes in these areas after the patch drops. After this, the trailer switches to things from future chapters, so again SPOILER WARNING.

    1:06-1:08 - This shot is the Deldrimor Cellars in Thunderhead Peaks. The camp and barrels are on fire and there are destroyers hanging around.

    1:09 - This is the Heart of the Forge in Thunderhead Peaks. Notice the mastery point attached to the forge that is not there currently.

    1:10-1:11 - Ebonhawke in the Fields of Ruin.

    1:11-1:12 - This is a shot from a tunnel on the south side of the Barracks in Thunderhead Peaks. This tunnel and the open area it leads to are spider infested and seems to be either an old mine or an old storage area.

    1:12-1:13 - This is a shot of the Grand Lyceum in Thunderhead Peaks. Notice the people in the background of the trailer shot look like they're crying.

    1:14-1:16 - Ebonhawke again. Very cool to see multiple Deldrimor Dwarves fighting here though.

    1:16-1:18 - Tengu! This area is the Stormbluff Beacon on Stormbluff Isle in Bloodtide Coast. Interesting to note that both the plain looking Dominion of Winds Tengu and the colorful Quetzal Tengu (with the more ornate head plumage) are present, which is interesting because the Quetzal Tengu are not part of the Dominion. Also interesting is that it is snowing, which is unusual for the area.

    1:19-1:20 - This part shows 3 areas very quickly. The first part is in the Arcane Council in Rata Sum and appears to be a cutscene. From left to right it shows Taimi, Gorrik, Phlunt, and Councilor Zudo. The second part shows the archway that connects the Cellars and the Lyceum in Thunderhead Peaks. The final part shows 2 Kodan keeping watch at a point East of the Song of Final Exile Kodan camp in Snowden Drifts.

    1:21 - Ebonhawke again.

    1:22-1:23 - Heart of the Forge again. Looks to be the final boss in the repeatable mission.

    This part of the trailer shows four maps that haven't been mentioned by Arenanet yet. My best guess is that Chapter 2: Power is going to focus fully around Thunderhead Peaks and Ebonhawke due to the similarity of Dwarves being present and their fairly close proximity to each other on the map. While I believe Ebonhawke will be another invasion event like we're getting in Chapter 1, my guess for Thunderhead Peaks is that we will get an instanced version that spans from the Forge to the Lyceum, and acts similarly to the Steel and Fire instance we got in Visions of the Past. This is because the map will change visually quite a bit, and they won't stick an Icebrood Saga mastery point in a LW season 4 map. Bloodtide Coast and Snowden Drifts will probably be covered in Chapter 3: Balance and Chapter 4: Judgement, and will be part of a story covering Jormag's expanding reach into known territory. It will probably also establish Stormbluff Isle as a de-facto fort for the Tengu faction and Song of the Final Exile as a fort for the Kodan faction.

    I know this was a long post, but I don't think I can condense this into a tl;dr. If you got through it, thanks for reading!

    submitted by /u/Wherix
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    Advice for a latecomer

    Posted: 09 Nov 2020 03:01 AM PST

    Hi all, I am brand new to the game and am currently playing f2p. I have just reached level 80 on my first character, a necromancer, and would like to learn more about end game content. I'm mainly interested in the pve side of things rather than pvp, but I'm mainly looking for recommendations on things to move into now I've finished my personal story.

    submitted by /u/DomnulAlb
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    Magik from X-men, complete with her soul sword

    Posted: 09 Nov 2020 03:16 AM PST

    The Commander And Forgotten Things

    Posted: 08 Nov 2020 09:34 PM PST

    Commission I did for Bristlebound on Twitter of his charr! (Twitter is @strayedtiger)

    Posted: 08 Nov 2020 03:25 PM PST

    What HoT masteries are useful (besides gliding) outside HoT maps?

    Posted: 09 Nov 2020 12:17 AM PST

    I notice that icebrood saga has a few bouncing mushrooms, but aside from that and gliding, I can't think of any masteries that have any use outside HoT maps.

    Am I just not understanding them? Or do they not have applications outside the expansion like the PoF and IBS ones do?

    submitted by /u/Kenji_03
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    What do you guys want to be changed or added to pvp/WvW

    Posted: 09 Nov 2020 03:41 AM PST

    So i am not that new to the game but i still need some time to catch up whit some stuff like (raids,skyscale,Legendarys,pvp and wvw) Because lets be real this game is massiv. But i am pretty curious what the long time pvp player want to see changed or added in pvp and WvW because i am pretty clueless what more they should add.

    Stuff i heard from players that should be added.

    PVP Permanent arena que (3vs3,2vs2).

    Better end of game result screen and clearer deathlog.

    More pvp gear sets,weapons usw.

    Balance changes too shake up the meta.

    I also heard that some players want the old map mechanics back that i didnt get to experience like capricorns underwater combat and skyhammers moveing plattforms.

    WvW Mounts and gliders changes because roaming is kinda hard as it is now.

    Again balance changes and pvp rewards.

    Alliance system is also a big one.

    Map fixes ( i think its the desert map thats needs fixing because of lags and stuff ?).

    I would also like to see some allround stats for WvW maybe on alltime basis or map reset.

    I think i touched some of the stuff thats a problem or could get added but i am sure that you guys now way more stuff that could change so just post your opinions and ideas :)

    submitted by /u/NeeGee
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    Bugged Ranger Pet Attack Animations - Disjointing Attacks and Unaffected by Quickness

    Posted: 08 Nov 2020 11:03 AM PST

    Just spreading more awareness about this bug because Anet is avoiding fixing it like the plague...

    Out of all 55 Ranger pets, 39 of them are actually bugged.

    These pets include:

    -Arctodus -Black Bear -Brown Bear -Murellow -Polar Bear -Eagle -Hawk -Owl -Raven -White Raven -Alpine Wolf -Fern Hound -Krytan Drakehound -Wolf -Hyena -Ice Drake -Marsh Drake -Reef Drake -River Drake -Salamander Drake -Jaguar -Jungle Stalker -Snow Leopard -Tiger -Cheetah -Lynx -Sand Lion -Blue Jellyfish -Rainbow Jellyfish -Red Jellyfish -Black Moa -Blue Moa -Pink Moa -Red Moa -White Moa -Boar -Pig -Siamoth -Warthog

    Put simply, if your using any one of these pets (Soulbeast merging aside) EXPECIALLY in PvP or WvW your damage and overall effectiveness is greatly reduced.

    The reason being, that all these pets suffer from bugged attack animations that make attacks on moving targets very easy to disjoint and fail to hit the target. This is a pretty major flaw, considering pets are a Ranger's profession mechanic, our characters damage is reduced to make up from the damage our pet is supposed to provide. This also reacts with a lot of our traits and skills that literally rely on our pet hitting targets, such as :

    Trait - Potent Ally : You and your pet each grant might to the other when critically striking a foe.

    You'll be gaining much less synergy with any pet traits (and there's a lot of them, which is to be expected with a pet profession) when using over 70% of the pets in the game.

    Another side effect to this annoying bug is none of these pets gain any attack increase from Quickness. This puts these pets at an ENORMOUS disadvantage.

    PVE/Fractals and Raids require top DPS, and quickness is thrown out a lot in parties and Open World. Using any one of these pets will reduce your DPS.

    PvP and WvW requires precise timing of skills like CC's and attacks on very mobile targets, without Quickness to execute those skills on time or missing attacks from attacks disjointing these leave you at another disadvantage.

    We really need this bugged fixed. Having out profession mechanic only working less then 30% of the time is pretty game breaking if you ask me.

    submitted by /u/mcjohna12
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    Is the PVP any good in GW2?

    Posted: 08 Nov 2020 07:59 PM PST

    Just asking because i'm tired of MMO's because of how they basically are just doing the same thing over and over but if I can find one where the PVP is really good and worth it i'd be down to go through the leveling process just for that. So with that being said is GW2 PVP worth it?

    submitted by /u/brandonpackard101
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