• Breaking News

    Tuesday, June 8, 2021

    Guild Wars 2 Patch bug thread | 8th of June, 2021

    Guild Wars 2 Patch bug thread | 8th of June, 2021


    Patch bug thread | 8th of June, 2021

    Posted: 08 Jun 2021 09:00 AM PDT

    What's with all this sand everywhere...


    [Bug tracker] -- [How to report]

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

    Roman-inspired Elementalist showcase

    Posted: 08 Jun 2021 06:10 AM PDT

    [Spoiler] Leaked updated EoD logo

    Posted: 08 Jun 2021 03:09 AM PDT

    Game Update Notes: June 8, 2021

    Posted: 08 Jun 2021 08:54 AM PDT

    [Data-Mining] Upcoming features from the June 8 patch

    Posted: 08 Jun 2021 09:41 AM PDT

    Hello everybody,

    Mostly gemstore items today, next update will be the return of season 3 in two weeks.

    Enjoy

    Images

    Links

    Item Description
    Particles
    [&AgE5cwEAAA==] Elemental Fury Backpack
    [&AgE2cwEAAA==] Elemental Fury Glider
    [no code] Elemental Fury Backpack and Glider Combo
    Walk like an Elonian
    [no code] Pharaoh's Package
    [&AgE3cwEAAA==] Pharaoh's Regalia Outfit
    [&AgE4cwEAAA==] Royal Anubis Jackal Skin
    submitted by /u/that_shaman
    [link] [comments]

    Playing through Crystal Desert for the first time, couldn't resist

    Posted: 08 Jun 2021 02:59 AM PDT

    I just want to remind people of this wonderful bug in the game as a necro main...

    Posted: 08 Jun 2021 05:28 AM PDT

    I just want to remind people of this wonderful bug in the game as a necro main...

    This has been a problem for soon 3 weeks i believe, maybe a couple of days short.
    Original forum post with GIF

    EDIT POST PATCH: Aaaaaaand nothing was fixed let alone a mention of the issue.

    https://i.redd.it/80w0h5cnc1471.gif

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

    Rule Your World with the Pharaoh’s Package

    Posted: 08 Jun 2021 09:06 AM PDT

    An End of Dragons Preface: Support, DPS & Control; Dispelling the chronic, haphazard misunderstanding surrounding Teamwork, the soft trinity in GW2 and Un/Intuitive Gameplay.

    Posted: 08 Jun 2021 10:53 AM PDT

    Frankly, I'm getting tired of posts from ignorant, inexperienced GW2 players that think GW2 is "broken," because it doesn't conform to their beliefs about the "Standard Trinity," -- GW2 isn't always easy to understand, but we all embody Support, DPS & Control. We all have the power to solve our gameplay problems and help other people solve their struggles on their journeys throughout Tyria.

    Preface: I'd like to tout MightyTeapot's excellent and comprehensive Beginner Guides to GW2 series, as well as thank Nike for his original Editorial on GW2's soft trinity 6 years ago as it fundamentally changed my understanding of the game.

    My post here will touch upon how GW2 differs from other MMO's and hopefully empower players with the logical framework, deductive reasoning and problem-solving skills that are necessary to really thrive in understanding Guild Wars 2 by introducing them to questions that they should be asking themselves and common problems they may face in their journey.

    [MightyTeapot's Comprehensive Guide to GW2's Combat System]

    First things first - Boons & Conditions - Understanding GW2's basic fundamentals: - GW2 101

    Boons Courtesy of the GW2 Wiki.

    Conditions Courtesy of the GW2 Wiki

    • Understanding boons and conditions is the lynch-pin to combat in GW2. Is a robust understanding "necessary,": No. However, empowering yourself is key to understanding problems and working together to find solutions.
    • Understanding the specific, often contextual, time-sensitive, real-time application of boons is an endgame essential. If you're able to apply aegis, stability or protection to your party when they need it - that is SUPPORT. That is something that everyone from level 1-80 can do to be a friendly, helpful team-player.
    • If you ever plan on getting into content like Explorable Dungeons, T3/T4 Fractals, Challenge Motes, Strike Missions & Raids then this is information that you really should be aware of so that you can have positive interactions with other players.

    Player Interaction in GW2 is OPTIONAL: Do not assume that your class or elite specialization isn't predisposed toward solving specific types of problems or doing specific types of damage (eg; Direct Power Damage vs. Indirect Condition Damage).

    • Players assume GW2 doesn't have a trinity because they don't try to coordinate or interact as a team.
    • Players introduced to GW2 first hear, "Everyone is a DPS (by default)" - "Everyone has a heal skill (by default)"
    • Then they make assumptions that the game is balanced around zero player interaction. (Classic example is going into Ascalonian Catacombs Explorable Paths with zero offensive buffs, zero stability, stealth, zero stunbreaks / swiftness and insufficient experience to dodge the knockdowns from gravelings).
    • GW2 doesn't enforce a RIGID role system; players are intended to experiment and discover class utility.
    • They're intended to discover the tools to solve problems in specific contexts and powerful group utility.
    • Players value comfort above context; GW2 is still about "Build Wars,"/GW1 - Do I need a fork or a sp0rk?

    "The Berserker Meta," and the common misunderstanding. Yes, DPS is/was King and enables many advanced strategies. However, proper offensive/defensive support and the situational application of specific boons, debuffs/conditions and utility skills is Queen in context. (Pre-dating Heart of Thorns + Path of Fire)

    • Yes, damage was important. Yes, Class Balance was not as good as it was today. Yes, conditions were awful.
    • Please understand the usage of TEAM WORK and the coordination of OFFENSE & DEFENSE.
    • Offensive Boons: 25x Might, Fury, Quickness ---- Defensive Boons: Aegis, Stability, Vigor, Regen, Protection.
    • Please understand the importance of boon-strip/boon-corruption (eg; Protection = ally/enemy 33% reduce dmg)
    • Common Utilities: Stand Your Ground, Wall of Reflection, Feedback, Nullfield, Portal, Shadow Refuge.
    • Common Combo Fields: Fire, Water, Air, Smoke (Might, Heals, Swiftness, Stealth).

    Modern MMO players are averse to problem-solving. They panic, down/die, get frustrated and rage rather than think about whether their handling as an individual or group was lacking and what to do about it.

    • They don't consider their down as a mistake. They think the game is broken, "If I had a tank, this wouldn't have happened." Take responsibility and empower yourself to make better decisions in the heat of the moment
    • What they should be thinking is: "Did I not dodge something that I could have," "Would BOONS have been helpful?" (Are we taking care to organize the proper offensive/defensive boons?) Did I use my stun-break?
    • What they should be thinking is: "Could I have used any utilities (self or ally) solve a problem or mitigate incoming damage? Could I have used any of my utilities to help my friends or team?
    • Players don't communicate or see communication as a way to organize, play more care-free and lazily; simply put, players don't plan ahead or anticipate possible problems; as a DPS why would I think about support?!
    • Players fail to see that all classes in GW2 embody the trinity in specific contexts. All classes have viable DPS builds. All classes have viable support skills. All classes have viable crowd-control (CC) skills.
    • Players value comfort-skills over staying alive (and assume someone will accommodate them).

    GW2 is balanced around BOONS, CONDITIONS and the specific, situational, real-time application of short-duration utility skills, profession buffs & capabilities.

    • GW2 is an MMO, and similar to other MMO's - GW2 has roles - Support, DPS and Control.
    • Since Heart of Thorns introduced 2 new stats Concentration (Boon Duration) and Expertise (Condition Duration) the game underwent a gradual change that introduced (2) new build classifications: (1) Significantly Enhanced "Boon Support" Builds and (2) Condition-Duration focused DPS Builds.
    • "Core" GW2 is/was based around the idea that players should work together, use combo-fields/finishers and apply boons when they're needed using a combination of their profession utility skills and traits to accomplish this task and solve an incoming "problem."
    • "Core" GW2 was based on understanding and using powerful boons like Aegis, Stability, Vigor, Protection, Might, Fury, Quickness for both offensive support and utility.
    • "Core" GW2 is precipitated upon taking advantage of combo fields like Fire (Might), Water (AoE healing), Lightning (Swiftness), Smoke (stealth) and Dark (weakness).
    • "Core" GW2 was dependent upon the usage of traits and utilities like Ranger: (Spotter, Frost Spirit), Warrior (Banner of Strength/Discipline), Engineer/Ele - Blast Finisher/Fields, Thief: Shadow Refuge/Smoke Fields, Guardian (Aegis, Stand Your Ground, Consecrated Ground, Purging Flames), Necromancer (sad) - Corruption/Blinds/Epidemic (extremely niche and dependent of understanding of multiple stack condi-skills).

    Utility Skills and capabilities are Scattered Amongst the various classes. Players are meant to WORK TOGETHER to solve PROBLEMS. (Hopefully, I've covered enough potential problems here...)

    • Are we taking damage? How can we mitigate this? Which boons could we use in an individual or group context?
    • Are we not dealing enough damage? Is the enemy properly debuffed with conditions? Is it more susceptible to power (direct damage) or (condition damage)? Is it safe to DPS from melee or afar?
    • Does the enemy have a broken-break bar? Do we understand how to take advantage of this?
    • Are enemies using a specific type of damage: Missiles/Projectiles - Do we have reflects / Projectile Blocks?
    • Can we force enemies to "path" to us using "Line of Sight" and make them easier to target, cleave or handle?
    • Are enemies using a lot of control effects? Should we apply stability? Which skills apply multiple stacks?
    • Do I/we have enough sustain (defensive traits) or recovery potential (eg; a "Breaks Stun (stun-break) skill?)
    • Are enemies using attacks that we need to avoid? Could we use Aegis to block this attack?
    • Are enemies using attacks which inflict conditions? Which classes have access to group condition cleanse?
    • Are enemies overwhelming us in a zerg? Could we apply debuffs like Weakness or Blind?
    • Am I using a build with enough damage modifiers, is it overly defensive in an organized group context?
    • Am I using a build that makes an effort to generate and sustain might and fury, quickness & alacrity
    • Am I using a build that has support skills via traits (eg; Master of Consecrations / Guardian) + Wall of Reflection
    • Are there better ways to get around? Swiftness, Stealth - which classes have access to stealth (ie Stealth Gyro).
    • Am I choosing my battles wisely? Do I have any skills that "break stuns" (control effects) on my bar?
    • Am I watching enemies for "charge up" and "wind ups" which precede a large attack? (Am I to blame?! o.O;)
    • Are we struggling to kill a boss? Is killing it strictly necessary to progress objectives? (ie Dungeons).

    Ending, Conclusion, Closing Thoughts...

    Anyway, I've had many of these things on my mind for the past several years. I know this is a lot of information to digest. I know that videos are often a better means of information distribution which is why I've linked to MightyTeapot's Comprehensive Beginner guides which are truly excellent. However, they are ~ 30-40+ minutes on average, and I understand that many people would prefer to play the game :P

    Whether you read this all, whether you skim it, I hope that you find a solution that works for you. That's what games are all about; solving problems and finding the solution that best fits your personality, role and playstyle whether you do so in an individual, group, open-world or guild-setting -- it's all about having fun!

    This framework is meant to introduce you to GW2's trinity in a more intuitive way; understanding that classes in GW2 embody all elements of the trinity and are designed to be both self-sufficient, as well as complimentary. Completing group content is possible with both individual and group-oriented builds. However, completing group content with an "individual," focused build may not always be the most fluid, fun, satisfying, or streamlined experience.

    Personally, one of my favorite things about GW2 is how everyone has different tools to solve problems. Are there some solutions that are better than others? Of course! However, discovering which these are, how to use them in context, when to use them and recognizing, "I might be able to use that here!!" and what you can do to make a difference in GW2 has always been one of my favorite parts of this game.

    This is something that I hope newer players that have only recently joined, or are considering joining GW2 upon the release of End of Dragons keep in mind. GW2 is a game that empowers you to solve your own problems and contribute to group solutions while allowing everyone to play as a DPS-role, if that is what they would like. I think that it's a remarkably innovative, fun and satisfying way to learn and play the game once all the pieces start coming together as a greater whole.

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

    Legendary Mace Concept: Memento

    Posted: 07 Jun 2021 12:10 PM PDT

    I Recreated Taimi's Waypoint Recalibration Device in Cinema4D!

    Posted: 08 Jun 2021 11:40 AM PDT

    Eod leaks for those interested (spoilers)

    Posted: 07 Jun 2021 03:52 PM PDT

    Considering the current lack of hype for Eod, and Anet is once again intent on not wanting to generate any hype, I felt its time someone stepped forward. And that someone, might as well be me.

    I have had the fortune to be one of the few people that had an invitation to a closed early test of some parts of the upcoming EoD expansion. No, we were not able to see or test everything. Yes, it is looking good, albeit some things are buggy. No, I don't care if you don't believe me, all I have to do is wait until the end of July to get proven right.

    So why step forward then?
    This game needs hype. Leaks generate hype. Anet hates leaks. Anet also fails to generate hype. If anything I hope this is doing the game a favour so we see a bigger interest in the game and in EoD, so there is a bigger chance of it getting the attention it deserves.

    What content was available for testing?
    We had access to some of the first story arc and areas, a few isolated parts of later maps, some early masteries, and were able to playtest the upcoming specialisations and one of two new raid wings. There was a limited amount of time so it was hard to test everything, so I am sorry if my info is at times less detailed, it means I was unable to try it out for myself and have to go with the impressions of others ( coffee breaks on a safe distance still allow for a surprising amount of interaction).

    Story:
    Naturally we haven't got a single clue about the entire storyline, only the beginning was available to try. Anet also did not want to answer a lot of questions about it, and if they did the answers were very evasive. However they seemed to think that the story for EoD is the best they have written so far, if their secrecy is anything to go by.

    Still, from what was available it started out pretty standard. We arrive in Cantha by airship, only to be shot out of the sky by the defensive batteries at Shing Jea Bastion. Interestingly enough, it is just the commander and her buddies ( the new commander 'mascot' is a lady, Devs just referred to her as 'Mei'). Still, it did feel a bit like they rehashed the HoT opening. The next few story instances take place on the Fortress Island of Shing Jea, with the Bastion essentially towering over one half of the island, and a big mountain range over the other. You mostly try to understand why you got shot out of the sky, what the current situation is ( there is a lot of unrest and apparently Luxons and Kurzicks feel confident enough to try and secede from the empire again), trying to find your friends ( Marjory is missing, after crashing you get a cutscene of her being dragged away by an unknown faction with some sort of waves-like dragon symbol on their uniforms), and making new allies.

    To be honest it was more of a tutorial than actual story, mostly serving to eventually get us to the Luxon enclave at Haiju Lagoon ( we learn that the Emperor has displaced many Luxon and Kurzick people from their homes to forcibly integrate them into the empire), where we learn how to operate and sail a ship in order to eventually be able to escape to the mainland from Seitung Harbor. Yes, Sailing was the first mastery we unlocked. We were only able to use the first few tiers ( sail faster, against the wind and sudden turn), but it was a pretty big mastery tree, it was something like 8 or 9 tiers just for sailing ( mastery points weren't all placed yet so Anet just had it unlocked for us). Apparently there will be different ship models with different stats and abilities, with different skins available from the gemstore. You could upgrade your ship through crafting, customising its stats and abilities even further. To be honest it was a lot more interesting than I imagined, and it was pretty fun navigating my little ship through the lagoon and down dangerous streams or past whirlpools with treasure.

    The movement however felt very slow, mainly because we were unable to use mounts. Apparently the use of mounts unlocks after playing through the main story, but I really hope Anet reverts this decision ( after being used to mounts since PoF it feels like a step back, even while I get why they did it, especially with bigger sailing ships being able to transport multiple people and there being a lot of water). Anet made sure that we knew this was not the only masteryline, but I haven't seen any others, and nobody else of the people I talked to did either.

    Haven't seen much water dragon things, but I did see some weird things called the Pelagic, whatever that might be. But not all of them were hostile, some were neutral, weirdly enough. There was however one piece of artwork that showed a massive Kraken-like creature fighting what seemed like jets of water with claws. Not sure if it was related to the story or just artwork.

    Other fun fact: devs said the Jade statue of Shiro will be ingame and that revenant will have some special dialogue and an achievement if they visit it while channeling Shiro.

    Maps:
    From what I have seen, there is Shing Jea Island, Kaineng Metropolis, Pong Mei Wilderness, Boreas Shore, Sunken Archipelago , Vasburg Frontier and another Kurzick map that I have forgotten the name off. Honestly we only got to see Shing Jea Island and a part of Sunken Archipelago where they situated a raid instance.

    Raids:
    EoD will ship with at least one raid, with a second one being worked on that is supposedly going to be accessable from a place called Zu Heltzer Ruins. We were only able to try the first raid wing ( it was in a place called Cavalon Diggings), but it kicked our asses pretty hard ( sorry, we aren't season raiders). It had five bosses in total, and two events. One event was that your party gets stalked by some weird demon-like beings that pop out of stealth, heavily damage people, and disappear again. Apparently there is a tell for this attack, but we never found out what it was, and simply got OHKO'D whenever it popped out of hiding. Eventually a dev felt pity and just teleported us past that particular event.
    The first boss was some sort of mad cultist, called the Reaver. It rotated being between resisting physical damage and condition damage and constantly summoned small raiding parties of sorts.
    Sorry to say but I never got past it, if only because nobody understood how its aggro worked, it switched so many times it was hard to keep track off. Never got past 90%.

    I heard from others that there is also something called a Leviathan and something called a Swarm, but anet ported us past it to show the last boss.

    Last boss is called Kanaxai of the Deep, and is a massive horned demon with some weird watery corruption around him ( hard to explain). This boss also constantly popped adds that converted boons on the party into healing for the boss, and as the fight progressed there were all sorts of environmental effects ( it felt a bit like how fractal instabilities worked) that got placed on the party, like losing health, stability not working anymore, when you dodge you deplete the endurance bar of people near you, etc. If you did not break the boss its breakbar ( that appeared every 10-15%) in time ( we didnt, despite everyone throwing every cc we had on it. I am still not sure if it was bugged or if the breakbar was simply that big), it would not simply add 1 new environmental effect, but it added all possible effects at once ( there are like 8 or 9 different effects, and every previous boss/event/area had one of these effects to make your squad familiar with them), which at that point was pretty much gg. As I said, we never got past that first breakbar, but it did seem like a very cool bossfight. One disappointment: It did not seem like there were any Challenge Motes.

    Fractals:
    I haven't seen any hints of new fractals, so I cannot tell you a thing other than that it is probably on the table.

    Specialisations:
    Simply put: I thought most were pretty good, and some of them are possibly the best specs Anet has created. Elite specs being underwhelming was a big fear of mine, but after playtesting some things and talking to others that fear is pretty much gone. I cannot wait to play them on release ( the intended releasedate is closer than most people expect!) Considering how a part of the storyline had to do with unrest in the Empire and the Kurzicks and Luxons trying to secede, the elite specs are themed around these factions, with 3 being Imperial, 3 Luxon, and 3 Kurzick from what I have played/seen/heard. A lot of support and control specs this time, with control often being in the form of what they called 'wave'. It's a new type of control effect that cannot be dodged or evaded through but requires you to jump at the right time to avoid it.

    Warrior:

    Enforcer. Imperial inspired. It got a 2h staff and focused on healing and control. It got a third weaponset and weaponswapping got a 3 second cooldown overall ( 2 seconds with fast hands). It had 4 bars of adrenaline, but every burst skill only used a single bar, allowing you to quickly cycle between different weapons and bursts. Certain actions changed your bursts between supportive and control, but I never really understood how it worked. I mainly used the trait that allowed you to use all adrenaline like a normal warrior if you spent 4 full bars for additional effects. It looked cool, but overly complicated to me.

    Guardian:

    Redemptor. Apparently it is a Kurzick inspired spec. It focused on a crowd control and boon removal using offhand sword. It also got a unique effect that changed aegis to something known as 'reversal of damage' which returned 100% of the damage from the next hit you took instead of blocking. It got something called 'Vows' as utility skills and the virtues appeared to become ground targetable effects that made me think off scourge pillars. They disabled this spec pretty early because the reversal of damage effect was bugged, causing people to one-shot the boss from the Shing Jea meta event with it.

    Revenant:

    This spec was very weird. It was a Naga legend ( I guess Luxon inspired), but I never heard of it ( and was unable to find anything about on the wiki afterwards either). The legend showed up as 'Legendary Raider'. It used dual daggers, but I am not sure ( Nobody really wanted to try it out and by the time I got to it we only had 10 minutes left, so it was mostly some quick running around). It was however a power dps based legend that got access to so much stealth that I was surprised this wasn't a thief spec. Numbers seemed good, but the gameplay felt a bit off still ( plenty of evading and float if I remember it right).

    Ranger:

    Warden. A kurzick inspired spec with a hammer that focused on power damage and control while coming with a lot of personal barrier and stability. I loved this spec ( it played like a non-shitty scrapper with functional pets and more hammer time), I just loved it. It felt like a loveletter to the GW1 bunnythumper build, and now you actually had three active pets instead of just one! It was focused around making attack combinations with your pet, and stuff like applying succesful crowd control, weaponswapping or dodging gave access to different type of combo attacks. Each pet was balanced so it did only 75% damage from the damage of a core ranger pet, but with 3 pets out that still meant a 225% damage petforce. They actually had to rework both the pet UI and its AI for this spec to work, but it was 100% worth it. I especially loved using hammer 5 to create a knockback inducing shockwave that gave myself stability and barrier, and comboíng that with the elite skill ( it was an ammo skill that was a thrown smokefield. It would then flip-over in a skill, where a Siege Turtle shot a massive cannonball at the target for heavy damage and even more knockdown, it was insane). Easily the most fun I had out of all the specs.

    Engineer:

    Constructor. I didn't play this one so I can only tell you about what I heard from others during smoke/coffee breaks. It was a condition damage based spec with offhand mace ( apparently lots of confusion) and it got a lifeforce-like mechanic that allowed it to build minion-like artificial things that were called Constructs. Apparently these Constructs and the Constructor had a lot of synergy with each other, differing from giving it orders with something that looked like the Wardens pet interface, to switching places with one of the constructs or combining them into new constructs all together. I have some reservations concerning how a minion spec could be fun, but the people I talked to seemed very enthusiastic about it with one girl saying it would be her main spec when EoD comes out.

    Thief:

    Bonemender, Imperial inspired, came with offhand mace. It was a healing spec that was able to heal allies by attacking them. It had a trait that made it so conditions on your weapons would provide boons if the attack hit an ally, it was actually very fun! I didn't really understand the new steal mechanic, it seemed to also have a dual purpose where it could either take conditions from allies and put them to foes, or give/take boons to allies/from foes. I do remember it getting alacrity, which is pretty big! It could make great use of the new Gaki gear stats which was + healing power, + precision, + ferocity.

    Elementalist:

    Celestial-Envoy, Imperial Inspired with a longbow and a mechanic called Celestial Storm. Every attack you made added a charge to your Celestial Affinity, to a maximum of 15 base charges. At any point you could press the F5 skill for some sort of shadowy clones to appear that would shoot nearby targets with the amount of shots tied to your charges, and the effects based on the attunement the charge came from. So if I used 8 fire attacks and 3 earth, I would get 8 fire shots and 3 earth ones. There were ways to change what these charged did, but I didn't get around to testing that, but it was able to provide a lot of control and offensive boons.

    Necromancer:

    Afflictor, luxon inspired condi damage spec with mainhand sword. It seemed to borrow from how early revenant Mallyx felt during HoT, where it juggles conditions from others to itself and spreading them around. They got the old resistance back baked in a new effect called 'tainted flesh'. The spec also naturally spread conditions on foes to foes near them on death or when above certain thresholds, and had an elite skill that transferred conditions from nearby foes to a single foe. It was fun but needed a lot of balance, people were hitting 80k dps + with it in some of the big meta events.

    Mesmer:

    Songstress, Kurzick inspired, used a Warhorn. Borrows from GW1 early chronomancer designs, where F1 to F4 become big channeled songs, and weapon swaps/dodges/utility skills add new effects to the channeled songs as they channel. Your own dodges or swaps did not break the channel, but enemy crowd control did like usual. It used shouts, but more in a way of lyrics, where every shout was an ammo based short tale, and every ammo charge a sentence with certain effects. It was a very neat system. Clones/Phantasms seemed to trigger at set intervals in the F skill songs.

    WvW:
    Didn't test this. There was talk of some sort of seashore map with one half being an inland sea with islands, and the other half being land with both kurzick and imperial parts. Mostly rumour.

    PvP:
    Didn't test. They did talk about how they wanted to find a middle ground between 5v5 and the big WvW battles, supposedly a 20v20 map with 4 teams of 5 on each side. Looking back to what they talked about and showed us I don't think it will be ready when EoD releases. PvP as a whole seemed to cause them troubles. There was some early design work done for a map with one party attacking a fort from the sea and another party defending it, but it got scrapped apparently, no idea why.

    That's all I can tell you guys. I cannot say who I am, where I am from, when we tested or where ( only that it wasn't at Anet's main office). If you don't believe me that's fine, I wouldn't either if I saw a random reddit post. All I can say is: Wait until the end of July, you will see.


    [link] [comments]

    [OC] Here's one of my characters, my thief! Also Open for Comissions by in-game gold!

    Posted: 08 Jun 2021 12:59 AM PDT

    Helping new players - introduction to Silverwastes RIBA + CF farm

    Posted: 08 Jun 2021 11:13 AM PDT

    Hi all, last week I was running Helping new players - introduction to Fractals event. It was really well received by community, so I am planning Introduction to Silverwastes for tomorrow (Wednesday 9.6).

    What is it about?

    New player focused meta run, with explanations (link below) pasted to squad chat on each major step of meta. We will not focus on super fast clearing or top efficiency. Main point is to clear out all the "WTF is going on" new players probably have, when they first run this meta. And I expect lot of new players in SW, thanks to new achievements :) For those who prefer voiced explanation, I will be going through the texts on my twitch (link bellow), with additional tips and questions answering :)

    Important info

    • Event start: Wednesday 9.6 19:00 GMT+1
    • How to join:
      • Use /sqjoin CorwinCZ.3146 when the event runs
      • Find us on LFG, name Helping new players - introduction to Silverwastes RIBA + CF farm
      • Join stream and use !squad command to get the text /sqjoin CorwinCZ.3146
    • What do you need: lvl 80 character, waypoint in Silverwastes. Raptor or good movement skills are really useful, but not necessary.
    • Length of event - I will do several laps of meta, each should take up to hour tops. You can join in or leave at any time :)
    • Event explanation for /squad chat
    • twitch.tv/corwincz for voiced explanation + AMA

    Any feedback on event / explanation texts is welcomed :)

    Hope to see u there, happy farming,

    CorwinCZ

    submitted by /u/CorwinCZ42
    [link] [comments]

    Solo-RP tips and tricks

    Posted: 08 Jun 2021 12:35 AM PDT

    A quick introduction: I'm not currently a member of any RP guild, simply because I play irregularly. Therefore, here I will consider the aspects related to solo-RP. It is interesting for me to represent my characters as heroes of the story, to act out some character traits. I would like to share some of the ways that I use to better immerse myself in the atmosphere and history. Of course, fun is at the forefront for me, so if some technique seems uninteresting or feels like a chore, then I can safely skip it, imagining that the character does not have time for this right now.

    So, some techniques that I use:

    1. Food and weapon sharpening. The character should always have buffs from food and sharpening stones - who wants to embark on adventures on an empty stomach and with broken equipment? Accordingly, the inventory must have an adequate supply of both.
    2. Help your neighbor. Since my main is guardian, it is very important for me to come to the aid of the weak at the first call, be it hearts or random events on the map. Membership in Priory imposes on me the obligation to help my companions first of all - to defend camps and expeditions, to collect artifacts, etc.
    3. The Old Ways. As a norn, I honor Spirits of the Wild and use /kneel in front of the spirit shrines scattered around the world.
    4. Rest. At night I occasionally look for a cozy rookery or just a firepit and use /sleep. The heroes also need to rest.
    5. Movement. In big cities and other settlements, I often switch to walking. This allows me to more closely experience the atmosphere of the place.
    6. Craftsman's advice. I usually do disassembly of items and repairs next to a forge or merchants, not in the middle of the wild.

    These are probably the main things I use the most. There are also a couple of quirks that are inherent in my character - for example, she loves to climb mountains and by all means strive to climb any peak in order to observe the surroundings from a great height.

    What techniques do you use or do not use? What helps you immerse yourself in the game world?

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

    I just like the MEGA LIT Cannon

    Posted: 07 Jun 2021 05:58 PM PDT

    Just have to say Guild Wars 2 does arctic/winter zones really well

    Posted: 07 Jun 2021 11:31 AM PDT

    I recently finished Frostgorge Sound because I heavily dislike going through Orr. I'm not even a Norn player (I main a Charr), but wow--the area was masterfully crafted. Everything from ambience, subtle music, and weather effects truly made it an immersive experience.

    I also really enjoyed Wayfarer Foothills for this reason. I don't know, something about the northern regions in this game deserve praise, imo.

    submitted by /u/druchii5
    [link] [comments]

    With the pvp-shoulders my ranger outfit ist finally complete. Any suggestions which piece would fit better?

    Posted: 08 Jun 2021 08:34 AM PDT

    I really want to like my Fractal Alac Ren but getting my templates consistently deleted & gear thrown into my inventory is *killing* my enjoyment; can we please get this fixed?

    Posted: 07 Jun 2021 11:01 AM PDT

    I have 2 setups for Renegade for Fractals/Raids. It's my favorite character right now. I've tried to let it go and tell myself it won't happen again only for it to happen 2-3 days later and I just ahhhhhhh.

    • 1 is the standard Diviner's everything ~ 150-170 AR or something.

    • 2 is the Viper/Seraph w/ Leadership Runes & 2 Seraph Trinkets ~ 207 AR + boon-duration food (20% or so) ~ 100 total.

    Multiple times this past week, I've swapped a template, loaded into a Fractal and my template has been deleted outright. When you throw into the mix the fact that you can't keep your skill order persistent (and thus your keybinds) it's infuriating. Have you ever double-checked your traits, equipped your gear, and inserted infusions in the midst of a dungeon, fractal, strike or raid? Started a fight with a botched build? Been stuck in combat?

    On Revenant Russian Roulette is a feature.

    I've been pretty forthright and candid about this, and while I know that it's a known issue, it deserves more publicity. It makes me feel like "Build Templates," are still a beta feature. I'm sorry you don't like someone talking shit about your game. I don't want to talk shit about it, but build templates for Revenant are basically still in beta, if not alpha. I really don't know what to say or make of this. I'm loving the class, but the idea that a revenant player would ever buy any templates for this sort of functionality is an out of season april fools joke.

    For example, I like keeping Inspiring Reinforcement (Jalis Road/Stability) on Mouse Button 3 (Scroll Wheel). However, often times it swaps with either Vengeful Hammers (Hammer Spin Upkeep) or the taunt and I have to divert valuable attention to pressing an under-used key which really throws me off when I'm trying to provide stability for you guys for 98/99cm and instead I throw the magic lasso instead.

    Right now, I was just pugging Sunqua Vale to earn Energy Dispersement. We unlocked it within several tries (Go Team!). When I got to the boss, we did the achievement, I noticed that all my Condi gear had been dumped into my inventory. All my ascended trinkets, all my armor, 2 infusions removed from my legendary backpack and both my weapons. Everything.

    The thing is, I am loving Condi-Renegade. Whether I get to play Invocation Kalla or whether I get to play Condi-Alac Ren in Fractals. There are a number of Fractals where, admittedly, I shouldn't be playing Condition Alacrity, but in slower groups it adds extra Oomph to the initial burst rotations of a boss (eg; 100-66 phases / Skorvald) on normal 100 (I'm lazy and don't always do CM). I did 27k (mostly due to the fact that the 100% increased condition damage on broken break-bar is absolutely bonkers).

    However, having my templates deleted and my skills consistently re-arranged is giving me an aneurism.

    I've been trying to stay relatively positive about the game. I've been doing the achievements for the legendary amulet/precursor, working on learning/practicing Sunqua CM (which I can finally open!) and I'm on an almost ~ 190 day meditation streak, but it's getting a little past the realm of "inconvenient," and more to the point of:

    "Why the hell would anyone play this class & use templates?!?!"

    I wish I could say that this was an isolated incident, but it's happened to me at least 5-8 times over the past week. Having to re-check my traits, gear and setup while I'm on the move in Fractals leaves me at a loss. I had heard that it was bad but what the flippity kitten anet?

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

    [OC] The Renaissance Has Begun!

    Posted: 07 Jun 2021 01:30 PM PDT

    These WvW recruitment videos are getting out of hand

    Posted: 08 Jun 2021 09:04 AM PDT

    Bonus Event: Return to Echoes of the Past and Stanford Paths bugged ?

    Posted: 08 Jun 2021 11:44 AM PDT

    I Played the Story part twice and dident got any credit.

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

    Need help with ele pvp build

    Posted: 08 Jun 2021 10:59 AM PDT

    Hello! So, I want to start pvping and I'm trying to find a ele build for a newbie. I don't really have access to weaver or tempest yet. Any suggestions?

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

    This sums up my fractal rush experience

    Posted: 07 Jun 2021 03:23 PM PDT

    Does combat get harder/more involved?

    Posted: 07 Jun 2021 07:59 PM PDT

    Just started the game with a ranger and I've been enjoying it a lot! I've been 100%ing each zone as I come across it and it's been fun but for the most part I can just spam 1 and let my pet tank..I never feel in danger and I'm level 50 now.

    Not sure if I picked an easy class or what but it feels like I'm not really learning anything and when I hit 80 I'm gonna be screwed lol

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

    No comments:

    Post a Comment