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    Tuesday, December 8, 2020

    Guild Wars 2 [WP] *** And ******

    Guild Wars 2 [WP] *** And ******


    [WP] *** And ******

    Posted: 08 Dec 2020 07:02 AM PST

    I drew my & my bf's Sylvari characters (background screenshot from Dragonfall)

    Posted: 07 Dec 2020 08:21 PM PST

    [Theory] Almost Every Dragon Has The Same Plan!

    Posted: 07 Dec 2020 05:31 PM PST

    Hi, I'm Moxie and I like the core personal story. I'm about to give Arenanet a whole lot of credit for things they may not have actually planned, because I've been paying very close attention and making connections between moments in the narrative whether they want to be connected or not.

    Recently I went through the Personal Story on an Asura, and early on into the Asura personal story you meet Professor Gorr, a scientist from the College of Synergetics whose theory on the dragons and their consumption of magic is absolutely integral to the entire story of Guild Wars 2 from the inception of his theory on launch in 2012, all the way up to the story beats being written today.

    The Arcane Eye alleges that they already know about the validity of Gorr's theory when they first try to kill, and later imprison him. The Council in Rata Sum was, at the time, more comfortable exploiting that information to their individual advantage. The formation of the Pact would later change their mind (I assume) because the Pact airships are a joint effort between Human, Charr, and Asura engineers working together in equal measure.

    When you join the Durmand Priory, you follow Sieran into a Dwarven ruin that is currently occupied by dredge who have excavated the Sanguinary Blade- a sword made out of Jormag's blood that has since been stolen by the Sons of Svanir. Steag Frostbeard has been using it to convert Sons into Icebrood-

    But we need to press pause and look at what Steag's intentions are.

    He's going to build an army of Icebrood, and march them into Lion's Arch.

    Why? What's in Lion's Arch that Jormag wants?

    Why don't we ask Zhaitan, who only a short while later is going to be sending an undead navy to Lion's Arch? Zhaitan who we understand, with the help of Gorr and the VOED and research gathered from a captive eyeball minion, is clearly pursuing magic to eat?

    Or we could ask Mordremoth, whose plan nearly succeeded with the help of Scarlet Briar and the Breachmaker. Dig a little deeper, crack the intersection open, and the dragon whose body and influence stretch all throughout Tyria suddenly has an open nozzle to the flow of ley magic.

    It's at this point that I take what we actually know and form my theory.

    Dragons pursue magic, to consume it. They hoard it for themselves and grow their own aspect with it. They are themselves beings of magic, and each a massive font of aspected power in their own right. They have also been described repeatedly by Arenanet as more alike to a force of nature than a typical fantasy dragon, in terms of their attitudes and destructive potential.

    It's for this reason that I think of dragons as engines of the apocalypse, and that it isn't the hoarding of all the magic in one that causes the end of the world- it's the reaction of the other five. Let's talk geography for a minute.

    We have Jormag in the north, Zhaitan in the south, Kralkatorrik in the east, and either Steve, Primordus, or Mordremoth in the west, depending on how west you want to go, and how verified you like the position of your dragon.

    Let's talk about those last three first- Steve's position is unknown, but the scope of an ocean is typically very large, and if the "Deep Sea Dragon" is raising hell with the Tethyos houses and being its own kind of nuisance on the far side of the world closer to Cantha, then we could call it the Westernmost.

    Then there's Primordus, who is a little more central. Locally Western. West relative to the other three, but also pretty close to Lion's Arch, as the crow flies.

    And Mordremoth? The scope of Mordremoth is hard to understand. Physically, he's kind of "already there," anywhere you go in Central Tyria, but his consciousness and the great Mouth of Mordremoth manifestation at Dragon's Stand places him a little further West than Primordus.

    So why does that matter? Well, suppose any of the more Easterly dragons got their way. Jormag or Zhaitan or Kralkatorrik captures Lion's Arch and siphons off an absolutely incalculable volume of ley magic- and the others will sense it. After all, that's their supply too. A being of magic like a dragon is going to notice when the flow stops, or recedes, or changes.

    So say it all flows toward Jormag, and the icy north becomes icier, and Jormag's territory spreads, and all the other dragons suddenly round their attention on it.

    The ground explodes with tendrils and vines as Mordremoth rages in a northerly direction. Likewise Kralkatorrik pivots upward, and Zhaitan surges across the sea. Primordus explodes from its slumber, starved and angry, and Steve finally rears his ugly head to see what became of his magic, bringing crushing tidal waves with him.

    Tyria is annihilated not at the moment of Jormag's total consumption, but in the destructive wake of five elder dragons thundering across the world to kill the sixth.

    There would be clues, like the sea pulling out before the impact of a tsunami. Spells would cease to function. The Durmand Priory vaults would likely explode as otherworldly magics, no longer shackled by Tyrian sorcery, run rampant out of containment. The waypoint network would fail entirely as Jormag draws in all of the ley magic from Lion's Arch.

    But none of that would be warning enough to escape the coming cataclysm of shocking crystal, seeping pestilence, immolating lava, strangling vine, and crushing water. It's hard to imagine survivors on the continent- refugees would flood into the Mists, and the nature of the Mist War would have to change entirely- now people have to live there. It's the only space left. Tyria is too much gone.

    Any dragon in this theoretical position I've put Jormag in would cause the exact same kind of apocalypse. One cracks Lion's Arch open, draws the magic toward itself, and the rest come running, completely totaling Tyria in the process.

    But we keep stopping them, so good for us! Zhaitan's down, Mordremoth's down, Kralkatorrik's down. Jormag's... getting strangely personable, which I don't trust one bit, but it means that even if Jormag were to crack open Lion's Arch at this point, it'd be up to just Primordus and Steve to come running- and will they? Primordus is dormant and Steve is... busy.

    But this isn't about them, not really. The theory is strictly that all the dragons know, and half of them have tried to act on that knowledge. What the rest will do is anyone's guess, but as I progressed through the personal story yet again, this realization of their apocalyptic potential stuck with me- and the fact that Gorr himself bookends the Core personal story with appearances made me all the more curious about the ramifications of dragons eating magic.

    Maybe this theory will ring true for some of you, and maybe it won't. If it's wrong and I'm stupid, then my sincerest hope is that it at least provokes some fresh conversation about the writing in the story and the dragons themselves. Thanks for reading!

    submitted by /u/robotmoxie
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    Do you guys also invest most of the resources obtained on a single character?

    Posted: 08 Dec 2020 07:47 AM PST

    My Guild Hall (2000/2000 Decorations) Final version

    Posted: 07 Dec 2020 09:46 AM PST

    GW2 Achievement Hunting Recap -- An Introduction

    Posted: 08 Dec 2020 07:28 AM PST

    My passion as a GW2 player is achievement hunting, and I've received this week's bout of random inspiration for a project I'll probably abandon, so it's time to establish a series of Reddit posts (See u/Jonah_Marriner's Weekly Map Recap for my primary inspiration) about achievements!

    For each of these posts, I'll be looking at and discussing my opinions on a section of the game's achievements. I'll also try to apply a score to each section as well, summarizing how well I think ANet handled that particular batch of achievements. These posts will be divided into a few regular segments, and I may additionally give certain achievements or batches of achievements that are of particular interest their own section. Finally, each post will be capstoned by an overall score. (Yeah, I'm a bit shameless with how much I'm copying Marriner. A lot of achievement categories are map-specific, too...)

    Let's go over some of the things I'll highlight for each category!

    Quantity (X/X)

    This is exactly what you expect: how many achievements are there to earn in this category? Is that too much or too little for the content it's based on? Additionally, how spread-out are these achievements? If it's a map-specific category and over half of the achievements are earned from one small part, that probably isn't a good thing.

    Challenge (X/X)

    Everyone loves being rewarded for completing a difficult challenge. This section will focus on some of the most difficult achievements to get (ones that require long grinds not included, they have their own section below). We'll look at how hard these achievements are, strategies for obtaining them, and analyze if there are any that are too hard, or just plain unfair.

    The Grind (X/X)

    Referring to something as requiring a lot of grinding typically has a bad connotation, but handling it correctly and with enough moderation, grinding can be used to craft an enjoyable experience and promote hours of playtime. In this section we'll look at the achievements that will require a lot of consistent grinding to achieve, and whether or not it's enjoyable grinding them. These can be mostly split into two categories:

    • Achievements that require you to complete a specific task a large number of times. This can be a simple task (the Slayer achievements) or a more complex one (West Bjora's event achievements)
    • Achievements that you can only make a certain amount of progress on each day, and will require you to log in to a certain area repeatedly. Some of these are directly related to dailies (Grothmar Tribune) while others are normal tasks that need to be repeated (West Bjora's light puzzles, Zinn's Prize Student, The Collection of Tribute*)

    Rewards + Completion (X/X)

    This section will take a look at what, if any, additional rewards are offered for completing the achievements. A large focus will also be placed on the meta-achievement: its rewards, how easy it is to obtain, etc.

    Overall (X/X)

    Here I'll give my overall opinion on the section of achievements and an overall score for how well they were handled and how fun they are to achieve.

    ~~~

    So, there's my template. I'll most likely make my first actual post later today, and it'll probably be about Bound by Blood (Grothmar Valley). Shoot any suggestions at me!

    submitted by /u/SirSuperCaide
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    Two players made my night

    Posted: 07 Dec 2020 12:01 PM PST

    Since Covid I've been even more isolated and alone than usual. It's only gone down hill with time because friends seemed to just.. disappear. Well, today was kinda rough, so I just started playing to get away and try to think of other things.. Suddenly, two players started following me. It confused me, so I stopped and they said hi. We had a little conversation about stuff, they even complimented my look! They also randomly gifted me 10 potato fries, hehe. I've never experienced players striking up casual conversations.

    Well, after some time, I ended the conversation because it was time to move on, and they were just so nice.. Saying that it was lovely talking and to have a nice evening.

    It warmed my heart. The interaction was small, the goodbye was simpel, but it just really struck something in me that just made me so happy.

    So thank you, whoever you were! You really really made my night a little better. <3

    And I would also like to mention how amazing this community is. Both in game, Reddit, Discord etc. The people are so incredibly nice and helpful. I have not encountered anything remotely toxic about this community at all, like in other game communities. So thank you for making this place amazing.

    submitted by /u/Imliterallyabanana
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    Too much cape/wing we lost creativity on back piece...

    Posted: 07 Dec 2020 06:38 PM PST

    Now i will admit that I am one of the persons who did want capes and love them... But now all I can see are capes capes capes, and seeing the volcanic back pack was somewhat refreshing and WoW that's pretty good, realizing that Holy sht we've been getting capes capes capes capes or wing wing wing, non stop that made me see how good non cape/wing back pieces are and pretty unique..

    Just a rant and hoping that artist gets to make better back pieces that are unique...well I'm sure they do make lots but the final judgment of it seeing the light and day ingame isn't on their hand im sure...

    @edit - we all know we have other back piece and been getting other back piece, other than cape/wing... But if you literally look at the skin release since the first cape, it's just been... CAPE CAPE WING CAPE WING CAPE Cape.. For the last back pieces I've seen since the first cape was made, volcanic was the first non wing/cape after some time

    submitted by /u/SheepPoop
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    The Weekly Map Recap, Week 31 - Tangled Depths

    Posted: 07 Dec 2020 03:25 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!

    31 of 52 - Tangled Depths - Level 80

    For me, if Auric Basin is the highlight of what a Guild Wars 2 map can be, then Tangled Depths pushes the boundaries of what a MMORPG environment can be. For some of you, that alone might be enough to turn you off - and that's totally fair. If Auric Basin is a popular blockbuster, Tangled Depths is the indie film with 50% on Rotten Tomatoes and a persistent cult following that insists it's a masterpiece. I guess that puts me in the cult.

    Theme/Concept - 10/10

    Tangled Depths is about getting lost. If you're the kind of player who turns their map and UI off as much as they can in Skyrim, or who likes to go blindly into Bioware game narratives with no conversation guide, then you will probably like this. If on the other hand you like knowing where on earth you should be going, you're going to struggle. It is an overwhelming map, with enough tunnels that you could play since the expansion launched in every Chak Gerent meta and still sometimes forget how to get from A to B.

    This is one of those points where we have to step back and talk about the purpose of critical analysis. If the goal of this review is to gauge whether Tangled Depths is a fun map is very different from examining whether the map accomplishes the goals it sets for itself. It wants to befuddle you, and make you scared of the dark places in the earth. It wants to give you the sensation of being the Fellowship in Moria, making your way blindly forward and only later reaching a moment of understanding - of fitting the puzzle pieces together.

    In that sense, the map accomplishes its thematic goals with flying colors. The real trick is ensuring that it does this without causing the majority of its players to want to avoid it entirely. That, I'm not positive it quite manages.

    Lore - 6/10

    Interestingly, this map might actually have the most going for it in terms of lore. We get a surprising amount on Rata Novus through in-game dialogue and text that is connected to Zinn - and we also get a fair amount on Chak in general and what's going on with them. I'm really pleased with this latter bit, actually. It's neat that we have such a complete picture of this almost alien species, including their social structure and why they act the way they do.

    Rata Novus pieces are fun as well. We get a lot of great horror flavor to do with their progressive societal collapse - again like exploring Moria in Fellowship. We also receive some fun pieces that show how the asura might have been in their original home, deep in the Depths of Tyria. The only thing missing is the appearance of Destroyers - which I was positive would show up in some hard to reach bowel of the map, but no dice.

    Design - 10/10

    The third of four main Heart of Thorns maps, Tangled Depths features four 'centers' of action, roughly organized east to west, with different outposts on the surface or just underground that need to be helped over the course of the meta. From there, action shifts to a lane-based boss fight finale. Each of these lanes connects to a central chamber in the center of the map - which also has nuhoch portals nearby to every one of the outposts/to the nuhoch city itself. However, this is one of the few maps where the meta description doesn't really capture what the map is about.

    Instead, this map is really about jumping puzzles written large. In a number of ways, I would argue that it is the ultimate expression of the jumping puzzle idea - we can draw a line straight from Scavenger's Chasm in Malchor's Leap to this design. You have an incredibly number of little passages that snake through the map on five or six main vertical levels. The lowest level is underwater, the second is the 'depths' of the map, the third is the level of the main lanes, the second is the surface, and then the first level is up above ground in the canopy. This is not necessarily reflective of how interconnected those different levels are. You have a number of areas which connect to several of these levels - essentially big messy staircases - as well as tunnels which are dead drops either down between levels or up. Well-hidden caves and passages spider web between the major arteries, creating more confusion. I'm not positive that it is possible to have this level of complexity without leaving some players behind, but I respect the hell out of the designers and the rest of the team for going for it.

    This is the kind of balance that a game like Dark Souls struggles with - and ultimately succeeds with - in its environmental design. When you first boot up the game the map is mysterious and it's totally unclear how to get from one area to another. Over time though, you open up different pathways and come to a deeper understanding of how everything fits together. Here, I would say the map goes even further in its willingness to let you fail. If the developers had been more cautious, perhaps they would have closed off more areas based on masteries - ensuring that you were gated in your progress and your understanding could have a chance to catch up with your exploration.

    On a design level, the metas are more closely related to Silverwastes keeps or major Verdant Brink camps than Auric Basin metas. In fact, we might look at this map as combining the meta structures of Verdant Brink with a 'night time' meta of Dragon's Stand lanes. The different 'day time' metas are generally fun - with some incorporating tower defense or pet raising elements. But the Chak Gerent boss fight is where it's at: finally a meta that, on release, was right up there with Triple Trouble. Since its initial launch, the meta has been nerfed both on purpose and by power creep, but it remains one of the most propulsive and high-pressure events in tone and gameplay regardless of actual difficulty.

    Gameplay - 9/10

    This one's tough. I really enjoy the gameplay on this map in its entirety. I love being challenged by a map like this - if I end up not having actually done any events at the end of my session because I got lost I still consider it a fun time. I prize it because I can't get lost in another map like this one. But that's definitely not the majority stance, and I respect that.

    Back in our survey, folks have said they "...enjoy the beauty of Tangled Depths but like almost everyone else [they] got lost for months before [they] could navigate the map correctly (and there are some places [they] probably haven't found yet after all those years)." And that's totally fair - I've said as much for myself, though it's something that I find joy in. "The main problem I've got with Heart of Maguuma maps," someone else adds, "is that they're annoying as hell to play alone, because you will spend your time getting killed by anything and everything around you, and doing any event or HP alone… is hell." All of this is about the fundamental movement through the map itself - and if that doesn't work for you you're likely not going to enjoy any of the actual content itself.

    I'm not sure I actually have any conclusions to reach here about the frustration some players feel on this map, but there's no question that the outpost events and the Chak Gerent meta itself are a blast. The Gerent event used to require much more, but it still needs a competent group and involves a lot of enjoyable changing phases etc. The outpost events are varied and generally fun.

    In terms of other content, this map has some of the most challenging Hero Challenges - shoutout to the mushroom queen in the mushroom forest beneath Rata Novus. I've seen that hero challenge wipe more of a zerg than I've ever seen vanilla world bosses do. Then you have a bunch of great adventures, including the ley line run which is one of my personal favorites. Other than that, there are a huge number of exploration challenges, given that the entire map is one big jumping puzzle. But it is tough to find those things by yourself if you don't spend a lot of time or have a guide. Though again I find that to be kind of neat, reinforcing a community of commanders and others helping players find hidden secrets.

    Art - 10/10

    Boy, does this map show what the Arenanet environmental artists can do. It's almost as if they took the already gorgeous ley line cavern in Dry Top and said "Okay, but what if the whole map was that?" The entire thing is a kaleidoscope of different environments, colors, and alien landscapes. If you've ever wanted to see what visual opportunities there are for the Depths of Tyria, or the Underdark and other fantasy underground environments - look no further than here. This absolutely blows the top off what a 'cave' might look like in any other game I've ever played. There's even a subtle color coding for different underground regions (Rata Novus Lane vs Nuhoch Lane and the surrounding areas) - which perhaps the designers should have made more explicit.

    Long Term/Retention - 9/10

    While not doing as well as Auric Basin or Dragon's Stand, Tangled Depths is doing fine. Like all of the Heart of Thorns maps it is buoyed by a solid reward structure and items that require either currency or achievements from this map. One of the key highlights is the Chak Egg Sac, which remains one of the most sought after rewards in the game. This map's population isn't going anywhere any time soon. In fact, the relative difficulty of this map has led to it having the most consistent and popular guided tour community for hero challenges and general exploration: you will rarely have a day go by where someone isn't running those things on-map.

    Overall - 9/10

    Tangled Depths is another one for the GW2 map hall of fame. Whether that spot is one of brilliance or infamy depends on you.

    For me, Tangled Depths is not only an example of great GW2 map design, but an example of the team at Arenanet pushing the boundaries on what can be done in MMO environmental design.

    The map is a puzzle, a maze, and is the fullest expression of a map as a jumping puzzle. Its meta is truly challenging, and brings out some of the best cooperation I've seen in the open world. It has strong reward structure, and some of the most striking environmental art in the game.

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

    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 have a showdown with Dragon's Stand.

    submitted by /u/Jonah_Marriner
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    Deimos in Greek Mythology

    Posted: 08 Dec 2020 05:08 AM PST

    Today in my Ancient Mythology class we talked about Greek Mythology and the talk brought up Deimos! I never thought that Deimos (the Raid Boss) could be a figure from Greek Mythology but I am pretty sure that the Devs inspired by him when they were making him. Accoring to wiki ( https://en.wikipedia.org/wiki/Deimos_(deity)) ):

    [...] Deimos /ˈdaɪmɒs/ (Ancient Greek: Δεῖμος, pronounced [dêːmos], meaning "dread") is the personification of dread and terror in Greek mythology. He was a son of Ares and Aphrodite, and the twin brother of Phobos (meinng Fear). Deimos served to represent the feelings of dread and apprehension that befell those before a battle, while Phobos personified feelings of fear and panic in the midst of battle.

    He mainly appears in an assistant role to his father who causes disorder in armies and does not appear as an independent figure in mythology. In the Iliad, he accompanied his father, Ares, into battle along with the Goddess of Discord Eris and his twin brother Phobos (fear).

    In Shield of Herakles, Phobos and Deimos accompany Ares into battle and remove him from the field once he is injured by Herakles. In Nonnus' Dionysiaca, Zeus arms Phobos with lightning and Deimos with thunder (Raid Boss mechanic!!!) to frighten Typhon.

    Later in the work, Phobos and Deimos act as Ares' charioteers to battle Dionysus during his war against the Indians.

    On the modern monument to the battle of Thermopylae, as well as the one at the city of Sparta, Leonidas' shield has a representation of Deimos. [...]

    Pretty cool Anet. I'll give you that!

    PS: Sorry if this had been brought up again, the class was quite boring and I was super excited to see Deimos been talked even if it was the deity and not the actual Raid Boss!

    PS2: Can we get a shield with Deimo's face painted on it?

    submitted by /u/Nelict
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    My Sylvari oc and his skimmer :D

    Posted: 07 Dec 2020 11:17 AM PST

    Roy - Basementside Chat (Podcast)

    Posted: 07 Dec 2020 10:11 AM PST

    Fan-made Maestry for EoD

    Posted: 08 Dec 2020 06:47 AM PST

    I was bored, and I thought It would be nice to design a new game-changing maestry for the new expansion, Hope you like it!

    New explorable area: The deep: - Areas of the ocean so deep that you are not able to hold onto breath and pressure, and take continously damage until you faint.

    NEW MAESTRY LINE: DEEP BREATHER

    Tier1 - Grounded stance : Uses the power of Prismatic dragon energy, on the facet of water to enter on a stance able to walk underwater on the same conditions of surface. You become able to enter The deep without taking damage while on this stance.(you can enter and leave this mode on the fly while out of combat). All your surface skills and weapons becomes usable underwater while on this instance, but you are not able to perform swim unless you leave this instance.

    Tier 2 - Fluctuate : By training into the prismatic aspects, you are now able to become into a middle ground of surface and underwater, being able to berform float moves while underwater, at the cost of stamina.

    Tier 3 - Quick Sweep : By fully unlocking the facet of water, you can use it at your favor to bring your underwater mount to the Deep, while also being able to perform swift moves using the water flow.

    Tier 4 - Echolocation : Trough study and adaptation, you and your mount are able to perform communication on the deep, allowing you to communicate with the deep tribes, and being able to find treasures and secrets with your mount.

    I was thinking how to bring full and new underwater exploration to gw2 without the use of the 3d combat, and I thought it would be nice to change a bit how to explore underwater. Tell me what ya think :)

    submitted by /u/-Zackh
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    Could someone take what we know about the Icebrood Saga and ELI5? (Spoilers obviously)

    Posted: 08 Dec 2020 06:27 AM PST

    Spoilers for those who haven't played if this gets answered.

    I might be a minority with this, but I stopped playing bc of the no voice acting and now I'm back and I'm trying to piece the story together.

    If anyone feels like explaining what the Icebrood Saga is all about that would be awesome.

    Thanks

    submitted by /u/Oneiric19
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    Can't buy the full version of the game

    Posted: 08 Dec 2020 05:48 AM PST

    Just wanted to buy the full version of the game on my trial account but after I put in the payment method with all the information needed it sais: error ..
    I've tried with Paypal and credit card and they both are not working.

    Can anyone help?

    submitted by /u/KikiLovesCake
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    How to get to Draconis Mons without spending 200 gems

    Posted: 08 Dec 2020 07:27 AM PST

    Is there any way to get there or to unlock the episode "flashlock" without spending any gems? For me the episode is locked. I've already played "A crack in the ice" but it doesnt lead me to the next episode :(

    submitted by /u/BenSolooo
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    First Mate Horrik

    Posted: 08 Dec 2020 03:33 AM PST

    Hey guys!

    I wanted to hear your thoughts about First Mate Horrik from the Sky Pirates.

    What class do you think he resembles with the most (since there is no exact class I think)?
    Due to the Bazooka I thought Engi/Holo, but his armor looks Heavy, so more likely Warrior or Revanent (Kala Citadel Bombardment would be fitting :D)?
    I am not too familiar with the lore, maybe someone can help me out :)

    Cheers

    submitted by /u/Griftnix
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    [RP] Skorvald The Shattered Challenge Mode Solo - Power chrono 6min11

    Posted: 07 Dec 2020 10:02 AM PST

    Dessa: Oh, thank the Alchemy you're alive.
    Scar: Whither am I? What is this lodging? And wherefore am I speaking like a Shakespearean character?
    Dessa: Something changed in the teleportation algorithm—you were lost in a sort of...void.
    Scar: Yeah broth'r I wast like spinning rounds. wast that LSD?
    Dessa: My assistant Yokko pinpointed the error, but it still took us days before we were able to bring you back.
    Scar: Tis what tis!
    Yokko: Glad to have you back!
    Scar: Within this wall of flesh, there is a soul that counts thee its creditor for taking care of me, skritt!
    Scar: Wait, didst thee heareth that?
    A thunderous sound echoed through the arena.
    Dessa: Not again... Yokko, take the controls.
    Yokko: Already on it!
    Dessa: Listen, whatever is trying to break through that rift is too powerful for us to handle alone. We're scientists, not soldiers. I have to ask for your help one more time, friend.
    Scar: And mine holp thee shalt taketh, skritt.
    Skorvald The Shattered jumps into the arena with radiant gemstore gloves.
    Skorvald the Shattered: Finally, a foe who deserves killing. Make peace with your death, "heroes".
    Scar unsheathes The Shining Blade, light reflects off of its hilt.
    Scar, with a subtle smile : Omae wa mou shindeiru!

    ________________________________________________________________________________________________________

    https://www.youtube.com/watch?v=eHSOWmdzvL0

    Log : https://dps.report/MlER-20201207-021555_skor

    Instabilities : Boon Overload + Hamstrung + Frailty

    Thanks to Ollie for making sure my english is not too pepega.
    Thanks to Ciello for not eating pineapple on pizza.
    Thanks to Margy for the PMA.

    ________________________________________________________________________________________________________

    Skorvald the Shattered: So close to... freedom...
    Scar, upon holstering his Shining Blade : gg no re
    Dessa: Yokko, status report!
    Yokko: The rift appears to be stabilizing, but I can't close it. Something on the other side is keeping it open.

    To be continued?

    submitted by /u/Scarweather
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    What settings do I need turned on for the yellow screen border for enemy aoe's?

    Posted: 08 Dec 2020 12:15 AM PST

    For some reason our guildy can't get it to work and none of us are sure which ones need to be turned on. Helps a lot for vale guardian and such

    submitted by /u/CHAZisShit
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