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    Tuesday, November 17, 2020

    Guild Wars 2 Subreddit update log | Fancy things up with flairs

    Guild Wars 2 Subreddit update log | Fancy things up with flairs


    Subreddit update log | Fancy things up with flairs

    Posted: 17 Nov 2020 05:58 AM PST

    A little update log to keep you guys up-to-date with things changing.

    Post flairing

    After over 5 years since /u/attunement announced it, you can now set your own post flairs! Somethings are just in Valve time :)

    User flairs

    I'm currently going thru the user flairs and updating them to the new.reddit format. All the currently available ones will be updated and I'll be going thru and adding the legacy stuff as well.

    The old flairs do not support customization, so any changes from the base flair on new.reddit will not translate to old.reddit changes but any of the new additions will share the look between the styles.

    You will also have to reselect your current flair for it to update to the new.reddit look, even tho I've updated the templates the new flairs are part of the text part of the flairs so they do not get updated with the template changes

    Current status:

    • Racial: done
    • Classes: done
    • Race+class: done
    • Professions: done
    • Commander tags: to be added
    • Catmander tags: to be added
    • General misc: emoji added
    • Festival: emoji added
    • Living story: emoji added
    • special: emoji added
    • Legacy flairs: to be updated
    submitted by /u/RandommUser
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    [Spoiler] The new mastery line

    Posted: 17 Nov 2020 01:21 AM PST

    Hello everybody,

    Looks like most of today's new stuff is already showing on the API so to make sure everything doesn't get posted all over the place without the proper spoiler tags here's the new mastery line:

    Name Mastery Points XP Description
    Dragon's Boon 1 571500 Destroy dragon minions in Dragon Response Missions to seize Dragon Essence and gain a temporary boost to your stats. Defeating a dragon champion in a Dragon Response Mission allows you to seize a Dragon Boon that can carry this boost into another Dragon Response Mission.
    Crystal Forger 2 762000 Defeating a dragon champion in a Dragon Response Mission grants additional materials while under the effect of a Dragon Boon. Seizing Dragon Essence now grants additional might. You can now purchase recipes for Dragon Slayer weapons from vendors in Eye of the North.
    Great Champion 2 952500 When an allied faction aids you in a Dragon Response mission, you gain an enhancement to your stats. While wielding Dragon Essence, your critical hits now inflict a condition based on the essence. The allied faction weekly vendor now carries additional items.
    Blade of Prophecy 3 1143000 Defeating a dragon champion in a Dragon Response Mission grants additional materials while under the effect of an opposed dragon's Dragon Boon. While wielding Dragon Essence, activating your heal skill now grants a boon based on the essence. You can now purchase recipes for improved Dragon Slayer weapons from vendors in Eye of the North.
    Shining Champion 3 1333500 When an allied faction aids you in a Dragon Response Mission, you have improved skill at taking advantage of their assistance. While wielding Dragon Essence, dodging now removes a specific condition based on the essence. The allied faction weekly vendor now carries additional items.
    Reins of Power 4 1524000 Defeating a dragon champion in a Dragon Response Mission grants additional materials while under the effect of the Dragon Boon of two Elder Dragons. While wielding multiple Dragon Essences, activating your elite skill now grants might, fury, and stability. You can now purchase recipes for superior Dragon Slayer weapons from vendors in Eye of the North.
    Dragon Slayer 5 1714500 The duration of boons granted by Dragon Essence is increased. During the climax of the Icebrood Saga, you can seize Dragon Essence from certain sources.

    That's a total of 20 new mastery points and takes 8,001,000 XP to finish

    submitted by /u/that_shaman
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    Finished my take on Guild Wars 2 Huevember ��. I grouped 3 hues together for each image. Gw2’s amazing character customization and Huevember inspired me to create these fantasy backgrounds. To see full images visit me at calisianna_gw2 on Instagram. Hope you enjoy as much I as did creating them!

    Posted: 16 Nov 2020 09:53 PM PST

    Strong Q3 results for GW2

    Posted: 17 Nov 2020 05:46 AM PST

    https://m.kr.ncsoft.com/en/ir/irArchive/earningsRelease.do

    The KRW 18.8 is more than ArenaNet has made in at least the past 4 quarters. They specifically call this out as being due to the excitement related to a new expansion.

    submitted by /u/TheGreatAl
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    Ganymede Sicard, My commander (sketch) :)

    Posted: 17 Nov 2020 05:01 AM PST

    Branded Wastes- Huevember 12

    Posted: 16 Nov 2020 05:46 PM PST

    [Spoiler] New "Champions" achievements.

    Posted: 17 Nov 2020 04:51 AM PST

    Drawing in halloween style

    Posted: 16 Nov 2020 05:16 PM PST

    Ryzen 5000 (Zen 3) performance

    Posted: 17 Nov 2020 06:21 AM PST

    I wonder if anyone here already could get hands on a new Ryzen 5xxx CPU and could share the experience. The new Zen3 CPUs have a significantly higher single core performance and as known Guild Wars 2 is highly CPU limited, so I'm curious how much improvement can be expected.

    I'm still waiting for the Ryzen 9 5900X to become available at not insanely overpriced costs, so especially that CPU performance would be of great interest.

    submitted by /u/das_Keks
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    Matthew Medina: "..in case you're wondering, yes there'll be a way to replay content for a certain achievement with a certain prisoner."

    Posted: 16 Nov 2020 09:22 AM PST

    [Necromancer] Any way to look at my Death Shroud (and Downed) skills ingame?

    Posted: 17 Nov 2020 05:15 AM PST

    I am a new player (Necromancer) and I have realized that enabling Death Shroud gives me a new set of abilities.

    Now it would be great if I could have a look at those abilities ingame to learn more about them, but the only way I have found so far is enabling Death Shroud which gives me an actual time limit and no chance to read the skills I currently have without time pressure.

    Same goes about the skills I can use when I am downed.

    I have looked in hero - builds but I can only find my terrestial and aquatic skills. Is there any way to look it up?

    Many thanks in advance.

    submitted by /u/DreizehnX
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    The Weekly Map Recap, Week 29 - Verdant Brink

    Posted: 16 Nov 2020 05:19 PM PST

    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!

    29 of 52 - Verdant Brink - Level 80

    Back when this series started, we talked about Queensdale and the extent to which we could see the layers of systems on that map, and the length of time that it spent in development. Through its relative complexity, density of events, and depth of content, Queensdale stands out as the starter map that had the most development effort put into it.

    The same is true, in many ways, for Verdant Brink. This is a map that exemplifies everything that the devs talked about in interviews about the expansion from the moment it was announced. It is focused around the aftermath of the Pact crash, and being lost in a dangerous and labyrinth environment. It has the clearest example of the three 'biomes' the devs talked about early on - the roots, jungle floor, and canopy. It has the most adventures, and some of the toughest mobs and metas. It has the most opportunities for 'zeldavania' progression as you progress your masteries. In short, it's clear that this map was the one which had the longest development cycle. Other Heart of Thorns maps may do individual design elements better, but none have it all like Verdant Brink.

    Theme/Concept - 9/10

    This map is all about survival and the idea that this jungle wants to kill you. It is the purest form of the core idea of the expansion as a whole. There is no safe haven, and you will have to fight tooth and nail for every inch of ground.

    That is all conveyed beautifully. The meta structure here was built from the ground up to communicate this idea. The dialogue and interactions with NPCs - while too sparse in later maps for my tastes - are appropriately short and panicked here, right after the crash.

    There's a bit of a minor theme at play as well, which has to do with the Itzel. These frogfolk are all about living with the jungle. Before release this was presented as an alternative to the hylek sun worshippers who want to dominate and control the jungle. While this is an interesting idea - presenting the power of working with the jungle rather than fighting it - I don't think it hits home. Our own quest is all about literally killing the jungle, or at least the creature that has taken over it, and each map is about dominating and using Pact/Exalted technology to fight the jungle.

    Lore - 2/10

    Before release there was a lot of excitement about all the lore secrets that would finally be revealed. A lot of that had to do with the sylvari. Since the Malyk storyline in the personal story and hints regarding the Nightmare Court and the true nature of the Nightmare (being Mordremoth's influence) within the Dream, there was a lot of built up interest in that. Combine that with suspicion that the Exalted had something to do with the Mursaat (given their very similar body plans and the fact that Saul D'Alessio found the Mursaat in a golden city in the jungle), and lore interest was sky high.

    Well, we don't get any of that here. What we're going to find out is that the team is not really interested in revealing lore in this expansion. They're much more interested in telling small moments of character interaction and small-scale stories of perseverance in the face of overwhelming odds. Thematically and stylistically, it works great. If you are a lore buff, however, this expansion isn't for you.

    We do get some surface-level nods to those mysteries on this map - we get a Blighted Tree, which seems potentially to have been a Grove of another Pale Tree in the past? But no confirmation or anything that really addresses that in depth. No discussion about the implication of that or the existence of other Pale Trees elsewhere. No Malyk followup.

    Perhaps the biggest lore pieces we get are on the Itzel here, but even that is fairly light on the ground. Most of the real lore revolving around them was revealed in pre-release blog posts and interviews. Their dialogue on the map itself is focused around what is immediately threatening to them.

    Design - 9/10

    This map also strikes me as having been in development the longest based on its design. It feels like a meta structure that was developed directly following the release of Silverwastes. The meta welds together Dry Top's map-wide phase shifts (sandstorm vs. day night cycle) with Silverwastes capture-the-point (camps and upgrades). Throw on top of that some more emphasis on engaging open world boss design following the success of Vinewrath, and you've got a stew cooking.

    On a physical structure level, this map is astonishing. It creates a really strong divide between environmental design philosophy before and after Heart of Thorns. This map feels like it was built from the ground up based on the systems that the team wanted to pursue, rather than systems added on top of an existing environmental design. Everything is based around gliding, mushrooms, and the meta structure. This is more vertical than any map we'd had before, and almost more vertical than any map we've had since. It is divided into a labyrinthine collection of bridges and little spits of land separated by sky-high cliffs. It is an environment that was designed from early meetings to challenge your movement.

    The meta itself is designed around two phases: a day during which you push events to claim outposts and build up their resources, and a night where you defend them against waves of enemies before pursuing bosses based on how well you did. While the other metas in HoT have their own brilliant structures, this is the only one that for me feels like it engages each and every participant. There are so many little camps you need to defend that if you want to get the best rewards, everyone has to participate. And if you want a boss you have to really pursue them and watch to make sure you don't fall to your death. Nobody can coast like in Octovine. I love that about it. The camp upgrades also feel meaningful, though not as necessary after power creep, sadly - taking away one of the core elements here.

    Gameplay - 9/10

    The meta itself is a blast. It really takes all of your skill to hold a camp by yourself or with one or two other folks. On top of that, some of these bosses - like the wyverns - that first showed up on this map are brilliant. There's a reason they've become the blueprint for a number of bosses since - they were just good fun.

    The adventures on this map, too, are some of the best. Each one is really distinct - with some fun gameplay types that we don't see as much. Shoutout to the gliding races that are the prelude to the griffin adventures.

    One of the pieces that I love about this map is the sense of progression. Given the environmental structure and its design, this map showcases your growth through masteries best out of any Heart of Thorns map. When you first start out in Heart of Thorns, you can barely move around. You have to take the long way everywhere, and mobs will punish you for it. You can glide for short distances, but not enough to get you most places in the canopy.

    But over time, this map becomes a symbol of freedom you earned through gameplay. You can teleport around through wallows, catch more updrafts than you can shake a stick at, and use mushrooms to get just about anywhere. It really feels like the level of interaction that masteries should have on every map - but the only one where the team could really afford to get every little idea in there.

    One thing that might be a drag to some here is the hero challenges. While it was great fun to tackle them with a group during launch, as time passes it can be difficult to tackle these without a designated hero challenge tour. These are tough mini-bosses - and while I believe they have their place in the PvE ecosystem, it's definitely not to everyone's taste. We'll see that this will be one of the key elements which disappears in the next expansion, PoF.

    Art - 8/10

    Verdant Brink is gorgeous, and chaotic. It conveys everything that it needs to as 'ground zero' of a tragedy in a dangerous and bewildering wilderness. Again, it's really a step up in a lot of ways from the art assets, effects, and design from vanilla and LWS1+2. We saw this firsthand with our computers on launch day: they all crawled as the graphical work that was done was far beyond anything we'd had up to that point.

    That said, I can see why this map has always been in second or third place of the Heart of Thorns set. From a visual standpoint, it's not exactly a 'fun' place to be. Everything about it tells you that this is a dreadful place that you should be looking to escape as quickly as possible. On top of that, it's designed to be confusing - many of the bridges, cliffs, and areas in between different landmarks look much the same. This is a criticism I can see people might have in common with Tangled Depths. This might not be what you want if you're looking for a relaxed fun time farming a meta. Auric Basin is more soothing and easier to grok in its art direction and layout.

    Long Term/Retention - 8/10

    This map is doing fine. Each of the Heart of Thorns maps is going to be way up on this list - they've shown surprising resilience in terms of player retention. Each of them have carved out a unique niche both in terms of gameplay as well as rewards and achievements. This map is the first of those with Heart of Thorns rewards structures, and I believe they're fairly well implemented. Each map has a collection of skins which are available exclusively here and in conjunction with the achievements panel or crafting. The separate map currency for each of the four really helps to give them a sense of identity - something that we'll lose in PoF.

    Overall - 7.5/10

    Verdant Brink is the lovechild of Dry Top and The Silverwastes - and also clearly the HoT map that had the most time in the oven. As a result, it's highly successful at what it sets out to do, regardless of opinions on difficulty. It will have the strongest implementation of verticality and gliding as a gameplay mechanic until the development of Bloodstone Fen and Draconis Mons, and even then we can argue about the effectiveness on those maps.

    Additionally, Verdant Brink delivers well on the idea of a jungle that is wild and difficult to traverse, let alone survive in. It shows some of the best implementation of 'Zelda-esque' mastery unlocks. Although the other maps of HoT overshadow Verdant Brink in their individual respects, Verdant Brink is really successful. It's overall score is simply a reflection of the weight of decisions made in the expansion that sidelined the lore.

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

    That's all, folks! 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? Next week, we'll be diving into Auric Basin.

    submitted by /u/Jonah_Marriner
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    Top 5 mistakes as Scourge in WvW

    Posted: 17 Nov 2020 06:57 AM PST

    A Music Guild Tries the Permadeath Challenge

    Posted: 16 Nov 2020 10:25 AM PST

    Get Gem Cards at 20% Off During the Best Buy Gaming Weekend

    Posted: 16 Nov 2020 03:04 PM PST

    Bowl of Sweet and Spicy Butternut Squash Soup recipe is available through the Pact Supply Network today!

    Posted: 16 Nov 2020 06:16 PM PST

    Mehem the Traveled in Dry Top at Restoration Refuge [&BIcHAAA=] is selling the super expensive recipe power food recipe today! Get it while it's hot!

    submitted by /u/Gulstab
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    [IvT] 4-Man Matthias 2:22 left

    Posted: 16 Nov 2020 03:05 PM PST

    Hey everyone, here's our 4-man Matthias

    Log for those interested

    Recently we've become more active again and wanted to see how far we could push the timer on 4-Man Matthias. The previous record sat at 0:31 by [SC][xCuz], so we managed to beat it by nearly 2 minutes which we are really happy about.

    We did not want to run a boon thief as you still need to provide at least one more support class with it for alacrity and healing. So instead we used a Heal Firebrand and 2 Revs, which as a trio can tick nearly all the boxes whilst only requiring one support class and having really high dps.

    For the group the 2 Revs provide permanent alacrity whilst running the 'Righteous Rebel' trait, additional might if needed with 'Heroic Command' , lots of CC and really high damage.

    The Scourge used a frailty sigil to upkeep vuln, has great group condi cleanse on its F2, provides a lot of soft CC, decent passive might, some barrier and it clears the icy patches.

    The Healbrand provides quickness, might and swiftness from staff, reflect with wall, protection and regen from mace/shield, traited sanctuary which does a ton of CC (seriously it's 42% of the breakbar) and a lot of utility from tomes when needed. The HFb also used a sigil of purity to cleanse chill to avoid the CD of sanctuary getting delayed for the next sacrifice.

    We hope you enjoy the video.

    And a huge shoutout to Csupidor who participated in nearly every pull except the kill run.

    submitted by /u/Samkinn
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    My favorite piece of GW2 merch - A signed (in 2017) copy of the 2012 collector's edition strategy guide - Story in comments

    Posted: 16 Nov 2020 07:15 PM PST

    Sunqua Peak CM Speedkills by Nightmare Shattered [Ns]

    Posted: 16 Nov 2020 09:07 AM PST

    Light Ai 2:31

    POVs:

    Roul (Firebrand)

    Ryan (Firebrand)

    Lars (Firebrand)

    Fines (Firebrand)

    Kai (Firebrand)

    CFB is the obvious slot for this encounter due to its frontloaded DPS curve which mimics that of a power class, while still being able to tick damage on the boss during her dash. Tome utility provides free cleanse and resistance to maintain DPS uptime during the fire phase and also obviously healing to survive the water phase. Might and quickness are generated passively through the traits Zealous Scepter and Liberator's Vow.

    Stacking five of the same class is unfortunate, yet reflects more on boss design choices rather than the fact that Firebrand is overperforming. Power classes cannot deal any meaningful damage to the boss for substantial intervals of the fight. Gratuitously long timegate phases at 66% and 33% greatly undermine the value of alacrity. One might consider 3500 defiance as already obscene for a party size of five, but more egregious is the breakbar timing. CC windows open immediately upon Ai's arrival at the edge and close within five seconds, which favor skills like Sanctuary that are less rotation-disruptive while you scramble to set up your burst in time for the Exposed window. Even Weaver, the second fastest-peaking condi class after Firebrand cannot properly deploy its damage.

    Our group felt unmotivated to pursue the perfect kill time for this boss and therefore decided on a proof-of-concept run where the goal was to "phase her at side" three times. Daily kills should probably still include power Renegade since the alacrity is certainly welcome in a slightly slower phase length, and skipping the "spreading circle" mechanic on all three phases should still be trivial without the fifth Firebrand (Ashes of the Just caps at 25 stacks anyway). We arbitrarily slotted five copies of Sanctuary to break her faster in Phase 2, but you can definitely swap in Mantra of Potence as needed. Condi Renegades take 80 seconds to hit peak damage on golem, so they are not even close to worthwhile as an alacrity source for Light Ai. White Mantle Portal Device does not provide anything crucial except for convenience and a negligible DPS boost near the fire mechanic.

    Log: https://dps.report/dYUQ-20201113-224051_ai

    Dark Ai 1:17

    POVs:

    Roul (Firebrand)

    Fines (Soulbeast)

    Ryan (Renegade)

    Lars (Firebrand) (different POV)

    Kai (Renegade)

    Dashes are still present, however the lack of invulnerability phases allows a more mixed composition including those classes with a backloaded DPS curve that are precluded on the first encounter. Although Sun Spirit in a condi comp is not as valuable as Frost Spirit in a power comp, Soulbeast maintains high personal dps in addition to group buffs like stance share. On Renegade we were able to get away with two copies of Lasting Legacy due to extra boon duration from Boon Overload and Omnipot. Still, alacrity could only be maintained at 222 AR with totally perfect F4 timings. Slotting in +15 infusions would yield a marginal stat increase, but we did not bother and just opted for Eggs Benedict over Rendang in order to make boons more consistent. Of course, in most cases, it would be better to just take Righteous Rebel on the second Renegade.

    Our run relies on sufficient DPS to skip the second Sorrow explosion, but a common daily strategy that has emerged in high-end static groups is just to CC one of the two Sorrows and to tank the second one with Mistlock Singularity (instead of tanking the "spreading circle" mechanic at side like we did). Two Darkrazors and scepter immob will do the trick without sacrificing Sanctuary for boss CC.

    The excessive RNG on this boss is rivaled only by Soulless Horror. Ai's first dash loses up to two seconds if she goes in a direction opposite of the Mistlock Singularity, and the second dash forces a reset 50% of the time. Some mechanics result in worse writ uptime than others. Adds spawn in inconsistent locations. We did not put in the effort to grind out a perfect kill because contrary to ANet's public statement about "endgame replayability," the fight is pretty unplayable.

    Log: https://dps.report/tukC-20201114-175647_ai

    submitted by /u/Open_world_is_lit
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    Anyone with the new Macbook M1 that could test GW2 performance?

    Posted: 17 Nov 2020 07:21 AM PST

    As in the title, if anyone has the new macbook (air or pro), how does it run? If at all... Thanks

    submitted by /u/Mr_Octo
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    Path of Fire question

    Posted: 17 Nov 2020 07:20 AM PST

    I've been away from the game for a while but I'm thinking about jumping back in. I've been looking at the expansions and considering whether I should purchase them. Since I've been away for some time, I expect I'll be starting from scratch with a brand new character (or two or three). My question is: Does PoF (and/or HoT) contain any new content for low-level characters, or is it all functionally endgame content?

    submitted by /u/CowboyOfScience
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    It's 2020 and I still can't track daily activities ingame. Did I do Karka Queen? Forged with Fire? Dungeon path XY? Who knows! Certainly not me.

    Posted: 17 Nov 2020 06:55 AM PST

    Sitting at home doing home office, spending half the day in the game chipping away on slow-burner stuff that I can leech with a quarter of an eye on the screen and just keeps annoying me to no end.

    PS: We need a "bitching" flair.

    submitted by /u/hinawerdan
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    Underwater Alacrigade Advice?

    Posted: 17 Nov 2020 06:50 AM PST

    I'm making an Alacrigade for Fractals with my friend. I can't find any guides online anywhere (20+ minutes of googling) that even mention what to do as an underwater alacrigade in, for example, Aquatic Ruins.

    What weapon to use? What should I be aiming to do? Etc

    Should I just be swapping over to my tempest and hitting F3 instead, or is there a decent option for the Alacrigade?

    submitted by /u/--orb
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    Beginner feeling weak

    Posted: 17 Nov 2020 05:40 AM PST

    Hello everyone, like the title says I'm a total beginner. Im level 14 ranger.

    I like the way to progress in this game, I have been really enjoying. Im missing 1 hero challange to complete my first map and that makes me feel really excited and im playing really at a slow pace to just enjoy what this game has to offer.

    But my problem is, i kinda feel weak. I struggled in a few events or even quests, even tho i crafted a greatsword as weaponsmith and i have the whole leather armor set possible for my level. At least all I can craft, besides the mask that requires level15 I think.

    Is the crafted gear the best I can get early game ?

    I just thought I would be stronger as soon as I completed my crafted gear and etc. Since it gave a little unecessary work to get it, because I could have just leveled up a little more and get gear for higher level. I thought i would be overwhelming in the level 13-14 quests since i have the best equip i can get for my level (i think it is) but it's the opposite, im feeling underwhelmed, and I find myself having to kite and sometimes struggling to kill. It's this normal ? I had the idea that kite and other mechanics would start to make the difference in an end-game phase, am i wrong ?

    Thank you

    submitted by /u/WozIV
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