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    Friday, September 24, 2021

    Guild Wars 2 Instant kick for leaving area in story missions needs to go.

    Guild Wars 2 Instant kick for leaving area in story missions needs to go.


    Instant kick for leaving area in story missions needs to go.

    Posted: 24 Sep 2021 06:08 AM PDT

    Put in invisible barriers, anything would be better than being kicked for doing the awful thing of exploring in a story mission..

    submitted by /u/wendysnatch
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    OSRS mode looking great (DX 11 bug)

    Posted: 23 Sep 2021 04:23 PM PDT

    Second Glance at Elite Spec Damage

    Posted: 24 Sep 2021 03:59 AM PDT

    With the weekend closing in, I wanted to give a brief overview about the builds that have emerged in PvE in case some people have been out of the loop, but want to mess around a bit or debate.

    Catalyst: 'Successful' Power and Condi dps builds have been proposed by Roul and Fennec respectively. A key issue is that a very large percentage of the damage comes from hammer 3 which is very hitbox dependent. The spec needs a hitbox size of at least 300 for full potential, which only includes a handful of bosses. The sphere being stationary is also a big concern to many people. An uncoordinated quickness build is gatekept by the energy system. It is important to obtain quickness without delay at the start of fights, which seems impossible atm unless you adjust your comp to fit the catalyst. Hybrid damage or celestial quickness builds don't seem to be out of reach though.
    It will never really be a good spec without fixing the hitbox issue though.

    Power Catalyst: 46k
    Build: Berserker and Assassine's Pieces, Scholar Runes, Hammer, Force and Impact
    Benchmark: https://www.youtube.com/watch?v=gu07DWeK5pY
    Condi Catalyst: 44k
    Build: Viper Pieces, Nightmare Runes, Hammer, Bursting and Earth.
    Benchmark: https://www.youtube.com/watch?v=5xR3PDKm6os

    Bladesworn: An 'insanely broken according to youtube and some others' single hit power spec emerged. Ever since the trailer had been released, people have been speculating about how to get the biggest Dragon Slash. It turns out, this spec is even more a 'one hit wonder' that catalyst. Approximately 90% of your damage comes from one skill - Dragon Slash. This damage is amplified by buffs such as the signet on Deimos or sword debuffs on CA leading to on boss hits that are higher than 1 million damage. The drawback, you are constantly channeling a skill for 5 seconds. Watching netflix or getting coffee has never been that easy. Yes, you can port while channeling. Being so reliant on single hits, makes the spec very RNGjesus. The benchmarks don't even crit cap to get the extra boost of luck. In raids you probably want 100% crit for good average performance, but weapon strength and phase lengths will always keep the rng rolling. Of course, it can also bring banners.

    Power Bladesword: 54k
    Build: Berserker, Scholar Runes, Force, Accuracy, Axe and Warhorn, but really only Gunsaber.
    Benchmark: https://www.youtube.com/watch?v=vf_JWsZP7t0
    Power Banner Bladesword: 48k
    Build: Berserker and Assassine's pieces, Force, Accuracy, Axe and Warhorn, but really only Gunsaber.
    Benchmark: https://www.youtube.com/watch?v=XDX1OI0-RaY

    Gameplay Recordings:
    Roul Catalyst 98cm MAMA Solo: https://www.youtube.com/watch?v=NnyFISmVU1Y
    Baldesworn Dungeons 101 with Left: https://www.youtube.com/watch?v=XBwzGNxOVOk
    Bladesworn Conjured Amalgamate featuring CnD: https://www.youtube.com/watch?v=Vp2jxqQRGCE
    Bladesworn Strike Missions with Misterred: https://www.youtube.com/watch?v=zpxblMup8es

    Oh, Vindicator. We don't talk about vindicator in pve. Hopefully, you have fun with it in pvp.
    (Srsly, make dodge great again. People have been messing around in the 30k range. You can debate if every spec really needs to be useful in every game mode, but so far vidicator has not turned out to be the pve power dps spec that many rev players have been hoping for. It might be able to heal, but it doesn't have any good buffs to make it a competitive healer either. Apparently, the dodge is not only not really impactful, but also has a long aftercast during which you do not evade).

    Have fun playing around during the remaining beta days!
    PS: Alac mirage is currently bugged to give boons around the target.

    submitted by /u/ahsokavarosan
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    Legendary backpacks should be dyeable

    Posted: 23 Sep 2021 08:07 PM PDT

    Back then, backpacks cannot be dyed because backpacks were coded as weapons, and weapons themselves cannot be dyed.

    Now, there are so many backpacks that can be dyed, but legendary back pieces still cannot be dyed. I understand that these pieces were released before the introduction of dyeable ones, and I also understand that it would take resources to introduce dyeing to older backpacks. However I believe the three legendary backpacks should be an exception because well…they're legendary pieces. I'm all for shinies and fashion wars 2, and it's a downer that some of my fits don't match any of the legendary back pieces.

    Thoughts? Or any recommendations for shiny dyeable back pieces?

    submitted by /u/LanguageWorldly3715
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    New raids and strikes can mean major $$ for a-net.

    Posted: 24 Sep 2021 04:31 AM PDT

    With recent mass player migration from WoW, other games (including GW2) have had a major injection of new players making things look a lot brighter for'em.

    It is no secret however who benefited the most and why. Answers being FFXIV and because it's similarity to WoW. Both sub-based, with more classic combat systems, and heavy focus on end game content and player customization (housing, mounts).

    This is a big, fat chance for GW2.

    Right now GW2 just had "a share of the spoils" but nothing amazing compared to rest and that makes perfect sense given nature of the game. And that's how it's supposed to go ...for now.

    But there is only so much of the same one can take. And by that i mean FFXIV's combat system which is also it's greatest weakness. Other than combat feeling real dull in earlier levels, there is practically no ability to customize your build. As there is no such thing as a build to begin with.A warrior for example (who was a dps tank) has a clear set of skills and there is no way to make him do different things depending on your choices (unlike here, where you can run support shout warr, power rifle, condi banner slave zerker etc etc..).Did you notice that bolded "was" part? Exactly..In order to get the near-perfect balance of job roles too many of them were homogenized beyond reason (read: healers and tanks). Play one tank, you played them all. The dps output and things they bring to the table are nearly identical, killing the fun factor while in the past you knew Warrior offered least protection to teammates that made stupid mistakes, but also had largest personal dps of all the tanks. This further killed the satisfaction of your individual job choice and consequences that followed.

    Guild Wars 2 has great combat system, so-so encounter design.

    Which is polar opposite of FFXIV. But as far as i know, it is much easier to make a good raid or strike mission, than it is to turn a failed core system such as combat mechanics into an engaging one.If a-net pushes pedal to the metal in terms of challenging end-game content and makes some noise about it, there's a grand booty of former WoW and FFXIV players that will be interested in jumping ship. And these guys tend to be paying customers that appreciate when game does not try to fleece them with P2W mechanics (which is a rare condition that GW2 does meet).

    submitted by /u/OffmetaMan
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    After literally 7 months, I've finally fixed my connection problems...

    Posted: 24 Sep 2021 04:30 AM PDT

    TLDR:
    Several months of disconnecting, worsening to the point of happening every 10 - 20 minutes. Tried anything and everything to fix it without understanding what the problem was. One day angrily removed a "pod", a device supposed to increase effective router range. Turned out to be the source of the problem.


    I understand no one is going to care about this, but I want to vent my relief that this crap is finally over.

    About 7ish months ago I started disconnecting on a near hourly basis. Because I haven't the slightest clue how to fix such a thing, never mind figuring out the cause of the problem, I just assumed ANet support might be able to help me. I sent in a ticket, I was asked to do some diagnostics for them, and they told me they weren't sure what the problem was.

    Next I contacted my ISP and they offered to update my router, but it didn't change anything for me.

    Over the next few months I sent in several more tickets, made threads on forums both official and Reddit, before eventually contacting my ISP again. This time they told me my router was defective and they replaced it. But of course, the problem persisted.

    I felt at this point I was pretty much on my own to figure it out, and because I am insanely stubborn, I refused to let it go until I got an answer.

    List of things I tried

    • Contacting in game support
    • -repairing game client
    • Powering off router for ~1minute
    • Factory resetting router
    • Contacting ISP - they "updated" it
    • Having entire router replaced
    • Changing DNS
    • Flushing DNS
    • Opening TCP port
    • Adjusting NVidia settings
    • Clean uninstall and reinstall of NVidia
    • Clean uninstall and reinstall of game (Guild Wars 2)
    • Adjusting Firewall settings
    • Disabling Firewall
    • Trying multiple different VPN's
    • Connecting computer directly via Ethernet
    • Having a store replace my Network Card
    • Manually disabling programs in "Services"
    • Factory resetting entire computer - followed by reinstallation of desired programs

    Almost certain there are things I've missed, I tried an absolute ton of different things just based on information I was getting from various sites and threads I had been making, mostly taking shots in the dark. I tried to educate myself as best I could, but I don't think I learned anything.

    Anyway, one day in a fit of rage over these disconnects persisting as long as they had, still not knowing why, and having the disconnects getting worse to the point it was happening every 10 - 20 minutes...
    I grabbed my nearby "pod" and ripped it out of the wall. This thing came with my router and is supposed to increase the effective range. When I had my router replaced, the technician (is that the word?) told me that sometimes they can interfere with your connection, but I didn't think anything of it.

    Turns out that was the problem all along... Still not entirely sure why it was the problem, but no more disconnects so what ever. I'm just happy this shitty ordeal is over with.
    Can't tell you how much it sucked getting booted from WvW Q's on reset nights when they were 80+ deep meaning I'd just end up getting kicked again before getting through the Q.

    submitted by /u/CoconutRacecar
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    Running bladesworn support for my friends like

    Posted: 23 Sep 2021 08:49 PM PDT

    QOL suggestion: be able to right click whisper LFG seekers

    Posted: 24 Sep 2021 01:49 AM PDT

    Yes, you can join and ask, but some people dont specify what they look for in LFG. I know thats kind of on them, but being able to whisper a member of an LFG team, or a commander as the case may be, would be nice for asking if certain roles are okay. Possibly give an option to disable it for those who dont wish to recieve whispers. Just an idea, thoughts?

    submitted by /u/ThickAsPigShit
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    My elementalist Charr I commissioned in celebration for finishing Nevermore! Made by the lovely Luminita-pham!

    Posted: 23 Sep 2021 09:02 AM PDT

    It's over bros...

    Posted: 23 Sep 2021 07:09 PM PDT

    Art of my chiken <3

    Posted: 24 Sep 2021 07:49 AM PDT

    Vindicator Space Program

    Posted: 23 Sep 2021 01:14 PM PDT

    PSA for Return Achievements

    Posted: 23 Sep 2021 04:31 PM PDT

    I had been looking on google for an answer to this and even getting incorrect answers in game so I just tried it for myself: if you have played through an entire episode of LWS4 and are able to replay them using the purple stars, if the replay mode has more than one step, you can skip to the last step and still get credit for the return achievement. For example, the last step of LWS4E5 you can choose the last step of the Kralkatorrik fight instead of playing through the whole thing. Hopefully this saves some people time if you've already played through it multiple times.

    Edit:

    Sorry if this has been posted before

    submitted by /u/TheMiniMachinist
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    Suggested changes to the Catalist from a wvw and pvp player.

    Posted: 24 Sep 2021 07:01 AM PDT

    Introduction

    I unlike most Elementalist players was pretty hyped during the Livestream. While most were asking for a ranged specialization, I liked the close-range fighter classes way more. I have played Elementalist since launch, starting with the famed dagger/ dagger setup and currently enjoying dagger/ focus lightning rod weaver. I am well aware of the current state of Elementalist in the meta of both pvp and wvw but I won't go into that in this discussion unless it's relevant. I will be talking about the class mechanic, augments, weapon skills, and traits in that order ending off with a conclusion.

    Jade Sphere

    The idea of a Jade Sphere is good but in its execution flawed. It's nice to have access to a Waterfield on every weapon set. Specifically, Dagger/ focus or dagger/ dagger comes to mind. And it's a good idea to change the composition of the field every time an attunement is swapped. This also allows the cooldown of Elemental Epitome to not be too oppressive.

    However, issues come to play (mostly in wvw) when you are not allowed to move the sphere. It's stuck in place and deactivating it for some reason costs all of your energy. This is all fine with point gameplay in pvp where you can just drop it on the node. But it's completely unplayable in wvw where fights are more dynamic and less static. Elementalist always had the problem that they can't keep up with most classes in wvw and being forced to stay static to use your professional mechanic is a terrible idea.

    Fix:

    Discussion is probably needed but I would make the sphere act similar to engineer wells (gyros) where it simply follows the player. I would as well reduce the cooldown and remove the effect that all energy is drained upon deactivation. Especially since it's hard to gain energy in wvw and pvp while running a slow weapon like a hammer. This change would also allow the Elementalist to move while playing.

    Augments

    They were mentioned to be wells in the trailer but I assumed Arenanet would be afraid of the interaction it would have with Runes of the Chronomancer, allowing quickness on well usage. Especially on hammer quickness would almost be mandatory to use the weapon in a competitive setting so I would revert this change back to wells. The idea of Augments is that they become stronger if you cast them while staying In the Jade sphere, once more forcing static gameplay on a melee weapon. Even worse is that they force you to be in the respective attunement in line with the augment, forcing not just static play but also inflexible play, not allowing any swapping if you would like to get the stronger effect. It also must be mentioned that the Jade sphere has a cooldown of 15 seconds so even with perfect energy management the stronger effects can't be used for that duration of time. Before I talk about each individual skill I will recommend a quick fix to make these skills more flexible.

    General Fix:

    I would make it that the stronger effect of the augment remains for the duration of the augment buff if it's cast in their respective sphere element. This way you can leave the sphere or swap attunements while enjoying the buff. Mostly making it more flexible and less static. I would also consider turning augments into wells to allow the use of rune of the chronomancer but this mostly depends on other buffs the class would get, since we don't want to over tune the class.

    Soothing Water: The catalyst heal skill will heal the Elementalist for 1340(0.2) every pulse for 5 pulses. In addition to this, it would cleanse one condition a second as long as the Elementalist stays in a water jade sphere. The cooldown is 25 seconds. In a competitive setting, you would be happy to cleanse one or two conditions in this way.

    It's competition Glyph of Elemental Harmony heals instantly on completion of the cast time for 6494(1.0) While giving a boon depending on your current attunement. Soothing water over its duration heals for 6700(0.2). So without healing power, it's barely edging out and with healing power, the glyph of elemental harmony would easily output more healing instantly. Elemental harmony also has a lower cooldown of just 20 seconds which can be traited. Burst healing is also way more useful since it applies more of a buffer when you are low. This means that elemental harmony is just straight up a better heal if it wasn't for the cleanse. And the cleanse is a lot less accessible how it's designed now.

    Fix Soothing Water:

    In addition to the general fix I would recommend increasing the healing power coefficient. It's a really low heal and it isn't even a burst heal.

    Relentless Fire: I actually like this skill, Although I would nerf it if, and only if, the general fix is applied. 5 seconds of unblockable attacks can be extremely oppressive mostly in a wvw group setting.

    Fix Relentless Fire: Only if the general fix is applied, I would change the 5 seconds of unblockable attacks to simply the next 5 attacks, the simple ranger treatement.

    Shattering Ice: I wouldn't change this augment if the general fix is applied. I don't see anyone using this in pvp but in wvw it could get some good use. I must admit I have not tested it in a group setting, for instance, combining it with a meteor shower on a zerk but the damage value is pretty low so it shouldn't be oppressive. Combine this with the fact that scrappers exist and the chill wouldn't be too bad either.

    Invigorating Air. I wouldn't change this augment if the general fix is applied. Elementalists are starving for good stun breaks and this is actually a nice addition. Cooldowns on mist form and armor of earth are so insanely high that most players have been using signet of air, which mostly only is used for the stun break and an alternative is always welcome.

    Fortified Earth. I wouldn't change this augment if the general fix is applied. Mostly for pvp, I like a defensive skill on Elementalist that doesn't stop point capturing or defending. The cooldown is also completely reasonable.

    Elemental Celerity: I like the idea of this skill, I really do but it's just terrible. The cooldown is completely insane especially considering the terrible interval. In a perfect world, which won't happen, You would need to hit an enemy every second at the exact interval to get 8 seconds less cooldown on only your current equipped kit. The cooldown also doesn't impact anything other than your current shown weapon skills.

    Fix: In my fixes, I attempt to propose realistic fixes that can be done for release, and with this skill, the only thing I can think of is reducing the cooldown to 30 seconds in pvp and wvw. Especially with the attunement swapping the cooldown will barely be noticeable.

    Hammer

    This will be a challenge since 20 skills are mentioned. So I won't go into too much dept with each skill. What I will say is some general pointers on the hammer weapon. The damage is absolutely terrible for how little the weapon can actually do outside of doing damage. For a weapon that should be focused on blasting fields, it doesn't create any! And with the massive cooldown of jade sphere and the trouble hammer has in getting the energy it will just not have a great time in blasting anything. Aside from that, the weapons cleansing option is very sad. Cleansing is mostly gotten out of the fire trait line which is mostly condition-focused and this weapon has terrible condition damage. Easy access to auras is only for a little bit during the jade sphere with a 15-second cooldown where aura cleansing is not done. Even more so you can't transmute any of the auras. For a class that is supposed to be a bruiser, it has no good cleansing options to deal with condi classes especially since some can effortlessly put up 4 or more cover conditions.

    Fire:

    Singeing Strike: I would make it pierce, it's an auto-attack so I would not change much more.

    Surging Flames: The damage coefficient is extremely low and it only applies a single stack of burning making it also a terrible skill for any condi build. I would perhaps think about increasing the coefficient and doubling the burning stacks.

    Flame Wheel: Honestly a great skill! But one issue with it is that if the flip-over - Grand Finale is interrupted, the wait is long enough that you can't ever cast it realistically within the same cycle. My biggest fix would be increasing the duration of this skill to 7 seconds. This also allows for more freedom in the playstyle instead of being forced to swap often. Considering the orbs only hit the enemy in a particular range I don't believe it's too oppressive and can be easily countered.

    Triple Sear: Make it a combo field probably, this way you don't have to completely rely on your Jade sphere. I would also recommend 50 to 100% more damage. It now barely affects downstate corpses and that is what the skill should ideally be able to deal with.

    Molten End: A very slow skill for how low the damage coefficient is so I would think about a 30-50% Increase. Aside from that, it's very unlikely to hit multiple people in a pvp/ wvw setting so the might per target should probably be increased.

    Water:

    Stream Strike: Considering how slow the chain of the auto-attack is I would at least double the chill duration at the end, else it would just not be used. Perhaps a slight damage increase would also be welcome.

    Rain of Blows: Hitting all strikes is not realistic in a competitive game mode. Random aegis, dodges, and movement skills can easily take care of that. So a 3 second chill on the final attack and only if everything has hit, is not enough. Combine that with the low damage and it's a non-skill. So to fix this I would double the range, which is now just 130. And I would add half a second of chill on each hit to make it easier to hit all of them. Perhaps even add weakness if all attacks are hit since it is an accomplishment really.

    Icy Coil: Same as Flame Wheel.

    Crashing Font: This is the only mobility skill on the hammer so I would consider reducing the cooldown to perhaps 15 seconds, making it available almost every cycle if used correctly. Perhaps add a single condition cleansed per target hit to allow Catalyst the condition cleanse it desperately needs.

    Cleansing Typhoon: Currently the only cleanse on the hammer and it can't even reliably cleanse. I would make it cleanse 3 conditions regardless of enemies hit. Perhaps 2 conditions + 1 if an enemy is hit.

    Air:

    Wind Slam: Make it pierce, it's just an auto-attack so I won't ask for much more. Except for maybe a single stack of vuln added.

    Hurricane of pain: I would at least double the radius since in a setting where enemies constantly move and on a weapon with no long-term lockdown it won't hit. Another fix would be to add the same circle of damage around the Elementalist in addition to the location they targeted. Of course similar to shades it shouldn't be possible to hit with both on the same target.

    Crescent Wind: Same as Flame Wheel.

    Wind Storm: All I would do with this one is add an evade frame. Hammer desperately needs more sustain and this would be a welcome addition.

    Schock Blast: Add a passthrough CC, it's extremely hard to hit with enemies that are paying attention to the circle. This would also be a nice damage addition for lightning rod players who can get 2 cc's like this.

    Earth:

    Stonestrike: Add bleeding, fire is the only weapon with some condi damage and even that is a pretty disappointing amount.

    Whirling Stones: A bit of an odd one but with a cast time of over 3 seconds I would add damage reduction while spinning. Perhaps 33%-50% Less damage during the animation, else it would just be a suicide button with how little damage it currently does.

    Rocky Loop: Same as Flame Wheel.

    Immutable Stone: I would perhaps add a condition cleanse or 2 on the block. Hammer does really need it if it would want to survive into condition matchups.

    Ground pound: This one is fine in my opinion

    Traits

    minors:

    Elemental empowerment: Perhaps to make it a bit more interactive I would add a single stack for each attunement swap, and remove the while in combat application.

    Elemental Epitome: Remove the internal cooldown, blasts are already pretty forced into the Jade Sphere this removes even more fluidity the build could have. Also, it makes it less rewarding to cast hammer 5 in earth, switch to fire for a fire field, and follow it up with fire 5. While the entire idea of the skills mentioned is to swap while casting.

    Majors:

    Adapt:

    Hardened Aura's: Without outside help, it's incredibly hard to keep this up for the 10% reduced damage. Considering that thief has Marauder's resilience which reduces inc dmg by 10% most of the time (only melee range) + adding a ton of vitality to the thief (I don't like this trait btw). It seems almost troublesome how hard it is for the Elementalist to reach this 10%. I would probably buff it to 3% per stack or increase the time you have to get an aura to refresh the buff to 7 or 8 seconds.

    Vicious Empowerment: Love the trait, especially for lightning rod kind of builds so I wouldn't mind this one staying unchanged.

    Energized Elements: It's fine I suppose, but I would perhaps add an increase to the maximum energy in this trait. Would be fun to see longer jade spheres if you trait towards it.

    Master:

    Empowering Auras: Same comment as Hardened Aura's

    Evasive Empowerment: I like this one, especially since vigor can be troublesome to get in some builds. And since the hammer is pretty static it probably needs this as a defensive supply.

    Spectacular Sphere: If the Jade Sphere is updated in line with what I suggested I believe this trait would be completely fine and fun.

    Grandmaster:

    Staunch Auras: Elementalist really needed a trait with good access to stability, especially since the hammer is static and unmoving.

    Empowered Empowerment: Fun, wouldn't change anything about this!

    Sphere Specialist: If the Jade Sphere is updated in line with what I suggested I believe this trait would be completely fine and fun.

    Conclusion

    Most changes I suggested primarily have fluid and flexible gameplay in mind. I must say I didn't much comment about the interaction with alternative Elementalist weapons but they for sure have been taken into consideration, it's just that this is already a huge amount of text and it would be even bigger if I mentioned it every possible interaction. I believe that catalyst with a hammer would be playable and even good in certain situations with the changes I mentioned. It would still lose pretty much every matchup in wvw but unfortunately, there are no easy number changes to fix that. Mobility is way more important in wvw(roaming) than in pvp, and it won't be easy to change anything to adjust to that.

    submitted by /u/aijix
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    Engy, Rangers, Thieves...are you looking forward or are you a little nervous now?

    Posted: 23 Sep 2021 02:05 PM PDT

    Watching the chum-froth of comments after the first two elite spec reveals has left me at least slightly concerned. I mean I HOPE ours are last because they're the most finished and least in need of comment? But that seems pretty...optimistic?

    As an engineer, believe me, I don't NEED our class to be OP. Honestly, I don't want us to be FotM. I *like* that we're the least-played core class by a fair margin. I like that we have some challenges. I like that I don't see a lot of engineers in the world.

    But it would be NICE if the new elite spec didn't suck, at least. I'm hopeful we'll remain at least average.

    submitted by /u/styopa
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    Please Let Us Stow/Draw Our Gunsaber

    Posted: 23 Sep 2021 04:24 PM PDT

    It feels super clunky as of right now.

    submitted by /u/Heisen-Reddit
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    I think i have a problem

    Posted: 23 Sep 2021 09:43 AM PDT

    Am I missing a lot by skipping Living World?

    Posted: 24 Sep 2021 03:41 AM PDT

    I'm a new player and just finished the main core story. Now I'm just trying to 100% all core maps. I already bought the expansions and want to continue the story but Living World 2 and 3 are locked. I wish I could have played the first one since it's pretty interesting based on the recap.

    Am I missing a lot story-wise and gameplay-wise by skipping the living world that I don't own and just play HoT?

    I'm in a tight budget currently and just was able buy the game because of the Twitch Prime Sale.

    submitted by /u/ugniteous
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    Turns out the DX11 beta adds a new fractal instability!

    Posted: 23 Sep 2021 12:40 PM PDT

    So, Desert Borderlands is REALLY creepy with DX11 turned on...

    Posted: 23 Sep 2021 08:42 AM PDT

    When next elite specializations silhouettes, youtube videos or preview streams? Here's prediction based on previous ones.

    Posted: 24 Sep 2021 04:42 AM PDT

    MMO beginner looking for help gearing first lvl 80 character.

    Posted: 24 Sep 2021 03:45 AM PDT

    After having levelled two other characters to mid 60's, I have used my lvl 80 boost on a Revenant as I enjoy the SB Renegade playstyle. This brings me to gearing my character, which is confusing me a bit. GW2 is my first MMO, so I hope you can bear with me for a few questions, as I would like to go through the gearing process without wasting more time or gold than necessary.

    I am aiming for a condi Renegade build heavily inspired by the Metabattle build with the same name. I have played the the character for a while, and so far I have acquired the Guerrilla Arc bow and I have the Viper gear box from the HoT campaign. For now I am using SB exclusively for damage and a staff as secondary which I never use. So my questions are:

    What to aim for regarding gear? Ascended gear seems a bit excessive, so I assume exotic armor will suffice. When people say "viper gear", is it specfically the Viper's Draconic set, or are there other sets with the same stats, that I have missed? And should I just buy it off the TP or go through the crafting process? I am currently sitting at around 105 gold after having levelled Huntsman to 400, and I can get one piece of armor for free from the HoT gear box.

    For trinkets I am just plain confused. I can't seem to find exotic equivalents for all 6 trinket. Am I missing something, or is Ascended gear needed here?

    It seems I can simply craft the torment sigil for the bow with Huntsman. Can I repace sigil of geomacy with something else, until I get a secondary weapon set, or is it too cost ineffective to remove sigils from weapons?

    I hope this was not to much noobness served at once. Any input, even partial, would be appreciated.

    submitted by /u/KattenSkalDoe
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    With the Bladesworn being another spec that uses a special weapon for the profession mechanic, it's about time we get to customize them a bit.

    Posted: 23 Sep 2021 05:51 PM PDT

    Obviously, it's far too much work to add hundreds of new models for the profession mechanic weapons as if they were normal weapons, however, each of them (Reaper, Holo, Bladesworn, possibly even Catalyst's Jade Sphere) should get some added customization, most likely with a few skins to choose from for each one, at the very least, some kind of dye option that could go in the wardrobe bar. The gunsaber is cool, but hardly fits every one of the diverse character aesthetics in the game, and it's a missed opportunity to give uncustomizable weapons to many characters in a game with GW2's degree of customization.

    submitted by /u/SeventhArchon
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