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    Monday, May 17, 2021

    Guild Wars 2 Drew my soulbeast norn :)

    Guild Wars 2 Drew my soulbeast norn :)


    Drew my soulbeast norn :)

    Posted: 16 May 2021 08:46 PM PDT

    Finally Finished - Main Asura Character model/rig/render

    Posted: 17 May 2021 07:58 AM PDT

    Finally Finished - Main Asura Character model/rig/render submitted by /u/PewpewKaplow
    [link] [comments]

    Old commission for my main! (Skinny Norn Reaper)

    Posted: 16 May 2021 11:41 PM PDT

    Everytime Jormag talks about Primordus

    Posted: 16 May 2021 10:23 AM PDT

    Mesmer's Phantasm Mistargeting Bug : A Comprehensive Guide

    Posted: 16 May 2021 10:02 PM PDT

    What can EoD do to compete with the mounts from PoF?

    Posted: 17 May 2021 06:55 AM PDT

    As I'm fully expecting the new Elite specs to be just as absurdly powerful as they have been the last 2 expacs....that's pretty much a given selling point. But we all know the defining feature of PoF is the mounts. What can EoD do to compete with that as a selling point? What are your guys' predictions on what EoD will introduce?

    submitted by /u/cptspacebomb
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    After the firebrand meme, this is the meta no one expected

    Posted: 16 May 2021 08:33 AM PDT

    The Weekly Map Recap, Week 38 - Siren's Landing

    Posted: 16 May 2021 03:34 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!

    38 of 52 - Siren's Landing - Level 80

    Siren's Landing is a bit of an odd duck. Living World Season 3 was originally going to be only five episodes, until the team was given additional time to add another. Within the story of the season, that means that this map and its associated instances have always seemed disconnected and unnecessary. But the map itself is separate from that, and actually benefits in some ways from being disconnected from the main thrust of the plot. It gives the map a chance to breathe and just gives us an 'update' on how the world is progressing outside of the main plot, and throws a lot of neat lore at us to boot. Is the map necessary? No. But it's kind of more fun as a result.

    Theme/Concept - 7/10

    At a fundamental level, Siren's Landing is all about growth. Everything from the sylvari presence on the map, the boat full of saplings, and subplots about relationships (both between characters and between the sylvari and Mordremoth/Zhaitan) all points to a map that's interested in showing time passing, and wounds healing.

    Orr is cleansed. What does that mean? This map deserves bonus points for doing what few open world areas ever do in Guild Wars 2 - giving us a real update on the world and what's happening in it outside of the Commander's journey. Conceptually, the map ties together several different thematic threads: the Risen have lost Zhaitan, the Sylvari have lost Mordremoth (and to a certain extent the guidance of the Pale Tree), and the humans have lost their gods. Each of these groups have to tackle how they live/adapt to a world that is changed and where they do not have a greater power to turn to (although the Unchained don't do that super consciously). This is an idea that is played with further in the Jahai Bluffs map - one reason that that map is another one of my favorites, from a thematic perspective.

    The main way we see these themes present on the map itself is through the growth of the landscape. Orr is healing - slowly, but surely. I wish that there had been perhaps just a touch more of that, but it's understandable that they didn't want to overhaul that many assets.

    Lore - 10/10

    Siren's Landing is just a treasure trove of lore. This is one of those times where you can tell that the writers sat back and said to themselves: "Okay, we have some extra time. What deep lore plot threads can we play with?" There's fantastic stuff here about the gods, with parables for all six (including the hidden Parable of Abaddon), dialogue referencing Kerrsh and the Cipher quests from the first game (which was a series of teases for the Elder Dragons and a number of other long held lore mysteries), and even a Priest of Abaddon who gives the alternate perspective that Abaddon was just very pro-human and felt the humans could handle things if the gods simply empowered them.

    Beyond that, we've got great sylvari stuff throughout. There's a lot of small-scale but great story beats here, from relationships and settlement founding all the way to how sylvari feel about Mordremoth and the Unchained. Given that the sylvari are in many ways the 'central race' of the GW2 story from vanilla through the end of HoT, it's great to get an update on them and their place in the world.

    Design - 6/10

    Siren's Landing is another LWS3 map that feels like it's an attempt at combining HoT sensibilities within a vanilla map framework. There's even some GW1 thrown in for good measure, though mostly this is just a fun easter-egg mechanic than anything that is really attempting to implement new practice in GW2 map design.

    Looking at the map from above, we've got a southeastern edge which is essentially 'safe', and doesn't contain many events or dangers. It's connected to the jumping puzzle Abaddon's Ascent by shallow water. To the west, we have five renown heart areas which double as meta areas. That's right: here we have a map meta which is essentially composed of five smaller meta events, each of which has a 'power up' and 'defend' state. There is no central world boss or equivalent. When all the shrines are powered up, the map is in a 'win' state for the players, and the rewards in Abaddon's Reliquary can be accessed.

    There is a vague sense that this is another attempt at an Invasion of Orr map, but it doesn't have the sense of movement across the landscape or any real sense of impact from the individual event chains. The map state doesn't really change, other than the unlocking of GW1-style resurrection shrines which are essentially reskinned waypoints. While that mechanic is not nothing, it definitely doesn't feel like there is a front of battle moving across the map, or any real 'progress' in the continued taming of the map. Compare that to, say, the original settlement of Southsun Cove event - which is not too dissimilar in theme and idea to this map - and it's clear that this map is held back to a certain extent by its inclusion of renown hearts. With renown hearts, no part of the map can ever really be 'unclaimed' - the players can never be pushed out, because there's always these little npcs that represent settled and tamed areas to the players.

    Gameplay - 6/10

    The gameplay on the map is fine. The added mastery - the echoes - are fairly engaging and enjoyable, though it's bittersweet given that they don't reappear on any other map. And there is a fair amount of variety in enemies, especially in comparison to vanilla Orr - that's absolutely something that the developers tried to address.

    But there's a couple things that don't work, I think. Leading the pack is the Dwayna area - while a really cool idea, being focused on gameplay in the air (like Bloodstone Fen in many ways), the actual area ends up being frustrating to navigate. The final boss of the area, a wyvern, is also particularly awkward to fight.

    While the overall map has a much higher enemy variety than the original Orr maps, many of the most annoying mobs return (such as the armors/swords/bows and gorillas). In general, each of the major metas is straightforward attack/defend, and not particularly engaging. This is definitely a map where the small details and side stories are the highlight of the show, rather than the core gameplay loop.

    One huge highlight of this map is the jumping puzzle. Those who were scared away from jumping puzzles by the style that dominated leading up to the Chalice of Tears can rejoice for this puzzle. It is definitely an older style, more in line with the Southsun Cove puzzle or the new Lion's Arch one.

    Art - 6/10

    Like most Orr maps, your mileage may vary for the artwork. The problems of Orr environmental art aren't removed here - much of the architecture and landscape doesn't feel like it could ever have been a habitable or civilized environment. It's just too alien, too monumental. While there definitely needs to be a good amount of that in Orr, there's just no assets that seem like down-to-earth places for humans to live. The problem is made worse in some ways by how tightly packed the different god areas are, and how completely separate they are visually. It feels like everything was plopped down by a designer. Now, given that these are the private reliquaries of the gods on Tyria, maybe that's all appropriate. Again, your mileage may vary.

    That said, one of the core complaints about the Orrian maps - their color palette - is improved on here. These maps are bright and have a crazy amount of color, really bringing out the inherently vibrant Orrian architectural assets. Many of those already have lots of color to them (focused on shifting oil-slick hues), but the lighting previously didn't do them justice. The Abaddon reliquary and enemies have some cool visual style, and the jumping puzzle brings back some great shipwreck architecture that we hadn't seen since vanilla.

    Long Term/Retention - 6/10

    This is definitely one of the least popular of the Season 3 maps. There's just not a lot of reason to hang out here if you aren't actively pursuing the relic backpieces or the season-wide legendaries. Part of the problem is exacerbated by the fact that the pearl currency you can get from the Abaddon reliquary is randomized lottery style. You can luck out and make loads of pearls much faster than any other of the LWS3 currencies, but you also might not. Give me a slower but stable currency gain any day of the week. I believe this map is still pretty good for Unbound Magic, maybe someone can correct me. There might be some crafting route I don't know about.

    Overall - 7/10

    Siren's Landing is another example of a LWS3 map that wants to be a meta map but struggles in the implementation. It represents another attempt at the 'invasion of Orr' concept first expressed at launch - conquering shrines to open up access through the map. But again it's resistant to actual change on the map because of the presence of renown hearts - and the rewards from the Abaddon chests seem undertuned - they're highly variable. The meta events are all separate and don't have a sense of flow. The jumping puzzle on the map is an odd return to a vanilla style - but writ large. Finally, the map gets lots of bonus points for really giving a sense that the world is living - that in a return to Orr we get a sense that our adventures do matter. In that alone, the map should be given kudos.

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

    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 taking a look at the Path of Fire era with a PoF Primer.

    submitted by /u/Jonah_Marriner
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    The Commander That Night

    Posted: 16 May 2021 09:40 PM PDT

    The truly entire 5-hours long Soundtrack of the Icebrood Saga [Every track and rendition] :))

    Posted: 16 May 2021 11:43 AM PDT

    The Icebrood Saga's music has been the most complex soundtrack of Guild Wars 2 ever. There are not only epic tracks, but also equally epic renditions that show each track in a different way.

    Here is the link: https://youtu.be/olio4mBo3bw

    0:00 Bound by Blood has some of the most memorable tracks of the game, and yes I mean Metal Legion!

    Metal Legion concert will always stay in my memory as the most engaging and fun event ever. Every developer that made it possible deserves so much praise!

    31:30 Whisper in the Dark has the creepiest and most "Lovecraftian" music ever, like Boneskinner and Jormag Speaks.

    Stan LePard and Garry Schyman composed really amazing tracks that capture the constant feel of danger, weird whispers and an atmosphere that makes you want to fall asleep and be encased in frost, because "Ice fortifies and Ice protects".

    48:54 Shadow in the Ice follows the same style with tracks like Drakkar or Whisper of Jormag, but also has foreshadowing tracks for future episodes - Spirits of the Wild and Alpine Marches.

    This soundtrack shows the resistance of kodan and Norn against the whispers, the music like Drakkar is like two crashing forces, there are parts with drums and choir that represent Aurene as our guidance, and there are the creepy percussion instruments that represent violent whispers.

    1:12:18 Steel and Fire introduces music heavily focused on charr, the most memorable are Soulkeeper and Steel Team Six - loads of brass, drums and even hints of electric guitar.

    1:32:12 No Quarter is when both charr music mixes with Jormag's motives from first 2 episodes, like in Fort Assault or The Frost Legion.

    The way Stan LePard combined charr and Jormag music is genius! It continues in Champions as well.

    2:22:34 Jormag Rising music is my favourite of the entire game. Flight of the Eagle Spirit or Ox's Yoke music are the most incredible tracks ever, that are such an epic arrangement of Shadow in the Ice trailer music by Brendon Williams. And also Pantheon of the Wild music (or Spirits of the Wild Redux as Maclaine named it) is just so climatic and makes me feel presence of every Spirit. There is a track that unfortunately seems to be bugged and was supposed to play when we fight the Claw of Jormag, which I named "Jormag's World". But if "Jormag's World aka Claw of Jormag" would play during that meta, this would make this whole event so epic. But unfortunately only United Legion I plays in loop during the meta, which made many people feel like this track doesn't feel epic as Drakkar. And it turns out that it's caused by a bug... :(

    3:03:03 Champions music continues the melodies of the Wild that slowly meld with Primordus music - the chaotic, epic juohikko used in "Primordus Rising" and also in "Alpine Marches" show the connection between two Elder Dragons, which are revealed to be sibilings. Perfect music story.

    4:47:54 And Bonus Music by me - the combinations of my favourite tracks of the Saga. :))

    Arenanet released many important tracks of the Saga few days ago on music platforms, but it is not an entire soundtrack from the game, but a 25% of all the music in Saga. My duty was to honor every track from this Season and I only wanted to appreciate the Composers' work. :)

    Credits:

    Stan LePard (Metal Legion and most of Charr and Jormag music, Cinematic music)

    Maclaine Diemer (Map and Primordus music)

    Brendon Williams (Charr and Trailer music)

    Garry Schyman (Jormag music)

    Bryan Atkinson (Trailer and Cinematic music)

    Music Team led by Chris Burgess (All the renditions)

    Novera King, Joseph Clark, Keenan Sieg, Connor Fallon, Chelsey Shuder (Metal Legion concert)

    Kristin Naigus (Musician for Primordus music)

    See you all in Cantha!

    Music nerd signs off :)

    submitted by /u/MichramGW2
    [link] [comments]

    [OCE] High ping out of nowhere

    Posted: 16 May 2021 11:10 PM PDT

    As title, I live in NZ and get about 200~230 ping on my laptop. I got a better pc but the game will suddenly jump to 1k ping from 10 minutes to forever (even when I'm in the golem room alone) then jump down to normal at random occasions, even when I'm on a very populated map.

    I've tried clearing cache and shutting down background programs but still no improvement. Plus will vpn or addons help improve this?

    My guesses are either my internet is old (but didn't have issue like this before until I run it on my new pc) or the client lags more after the recent update.

    Thx in advance

    submitted by /u/jackson4213
    [link] [comments]

    PvP Condi Spam

    Posted: 16 May 2021 09:11 AM PDT

    So I've recently got back into PvP and generally been having a blast. 2v2 is pretty fun, really wish it was always available rather than only during mini seasons.

    With that being said ist the condi Spam straight up ridiculous? They massacared cc skills to do no damage so people could counter play that, meanwhile half the classes pumping out a fuck load of Condi with no stop is apparently OK? Even after switching to a class that has plenty of clenses, i still find myself covered in condis in mere seconds even after i straight up removed everything on me. And when i go to check my deathlog its always like: - 32k burning - 27 k poison - 19 k bleed

    Is it just me, or are those numbers ridiculous? Especially with how fast people reapply condis

    submitted by /u/DarkDorko
    [link] [comments]

    AutoHotKey Music Scripts on GW2 Linux/Wine

    Posted: 16 May 2021 10:04 AM PDT

    AutoHotKey Music Scripts on GW2 Linux/Wine

    Hey guys, I want to share my solution for playing AutoHotKey Music scripts on linux from http://gw2mb.com/:

    Use the linux alternative AutoKey (https://github.com/autokey/autokey).

    If you want to have the ability to stop playing a song (stopping a script) you should create a stop script with following content:

    store.set_global_value("PLAY_MUSIC", False) 

    https://preview.redd.it/xaw3ubmxhiz61.png?width=778&format=png&auto=webp&s=3bd43095ea61d0f4ee764919fa69d24ffac959da

    Assign a hotkey to it! ;)

    Now create a template script with following content:

    import re import time store.set_global_value("PLAY_MUSIC", True) commands = """""" for command in commands.split("\n"): if store.GLOBALS.get("PLAY_MUSIC", False): if command.startswith("SendInput"): key = re.search("Numpad", command) if key: map = ["<np_page_up>", "<np_end>", "<np_down>", "<np_page_down>", "<np_left>", "<np_5>", "<np_right>", "<np_home>", "<np_up>", "<np_insert>"] down = re.search("down", command) up = re.search("up", command) if down: #keyboard.press_key(map[int(command[key.end()])]) keyboard.send_key(map[int(command[key.end()])]) elif up: print(1) #keyboard.release_key(map[int(command[key.end()])]) else: keyboard.send_key(map[int(command[key.end()])]) else: time.sleep(int(command.split(" ")[1]) / 1000) 

    So when you want to add a song, right click the template script in the list and clone it, rename it and paste the content of a desired .ahk script from http://gw2mb.com/archive.php like following between the six double quotes:
    """HERE COMES THE SCRIPT"""

    Here is an example:

    Top part of a script

    bottom part of a script

    Than you should assign your numpad keys to the abilities in gw2 like this:

    german

    english

    Now you can start the game, take out your flute/harp/bass and start a script. Assign it to a hotkey or use the Play-Button in the GUI and quickly switch to the game. Maybe you will need to disable the numlock... try it if the scripts dont work right.

    Hope I could help someone. :) Add me on GW2: Ikarus.2659
    Lets play some linux love music together ;)

    submitted by /u/TheIkaRus
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    2v2/3v3 arenas have an easy way to manipulate the game ... just attack the other team before the game starts and if you're lucky they have to fight with the wrong weapons. pls fix this Anet!

    Posted: 16 May 2021 12:37 PM PDT

    this happened to me a few times now. normally i change my weapons before the game starts (you have this 50-second timer). but in the 2v2/3v3 arenas, the enemies are able to attack you in the "safe" area. and if you're infight you cannot change your weapons before the match starts. Anet should fix this asap.

    submitted by /u/Henryk_Spark
    [link] [comments]

    Looking for a versatile and complex profession

    Posted: 17 May 2021 04:06 AM PDT

    so I have a severe case of altoholism and decided to make another alt I tried warrior and reaper but spamming a single rotation gets kind of boring

    So I'm looking for something more versatile and complex I'm leaning elementalist given that I enjoyed revenant and engineer(I like too press lots of buttons and combinations probably still ingrained into me from my wow wotlk days) so should I go ele or should I choose something else?

    submitted by /u/jacktheripper1991
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    Necro as a main?

    Posted: 16 May 2021 07:48 PM PDT

    Is going necro a bad pick if I want to do endgame content and actually be accepted into groups? I love the reaper gameplay

    submitted by /u/GRAHDENS5859
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    Question about class

    Posted: 16 May 2021 11:12 PM PDT

    Hey guys, Im back after few years break and I need your advice. Im looking for class that will suit me, I like condi builds more than power builds and also I like to play as support. I preffer melee. I plan to do every content except pvp arena. can u recommend something?

    submitted by /u/Inreth
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    question about mighty weapons

    Posted: 16 May 2021 03:16 PM PDT

    when I leveled up 10, I had to choose a weapon, I accidentally chose the wrong weapon for my profession, so should I make a new character or it's not that important?

    submitted by /u/Xaklq
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    Bubble Timing

    Posted: 16 May 2021 07:56 PM PDT

    Hi could i ask for your expert opinion on what is the perfect bubble timing in wvw setting...

    submitted by /u/Existing-Nature-671
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