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    Guild Wars 2 Weekly /r/GuildWars2 Question Thread - October 30, 2021

    Guild Wars 2 Weekly /r/GuildWars2 Question Thread - October 30, 2021


    Weekly /r/GuildWars2 Question Thread - October 30, 2021

    Posted: 30 Oct 2021 06:00 AM PDT

    This thread is dedicated to questions that you've never really felt the need to start a thread for, but would still like to see answered/discussed.

    Resources:

    Please also consider sorting the comments in this thread by "new" so that the newest comments are at the top, since those are most likely to still need answers.

    submitted by /u/AutoModerator
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    I did an art of my revenant :>

    Posted: 29 Oct 2021 09:08 PM PDT

    I was wondering why they had put so many waypoints in the Straits of Devastation.

    Posted: 30 Oct 2021 12:28 AM PDT

    Specter's Ally Targeting Is A Step Backwards

    Posted: 30 Oct 2021 06:56 AM PDT

    "Typically you'd expect to be able to target a healing spell or buff by clicking on an ally in the world, his health bar in the group section of the HUD. In Guild Wars 2, all friendly abilities must be aimed. Everything must be done using positioning, ground targeting or other unconventional methods.

    Instead of watching red bars, we want you to watch your allies in the world."

    - https://www.pcgamer.com/arenanet-want-guild-wars-2-combat-to-be-more-like-a-first-person-shooter/

    Clicking on the UI to heal allies is a step back to tab targeting games where as a healer you spent significant part of the time watching and clicking the "red bars" on the squad UI. GW2 innovated on this core aspect which made the game feel more action oriented than any mmo before it.

    Also, the game doesn't support ally targeting type of gameplay because it wasn't designed with it in mind. There aren't any keybinds to select specific allies in your party or squad and even if there were, the squad and party comp is random, you can't control who's where. For example, you can't always make the tank party member 1 so you can always easily target the tank. Instead you have to move your cursor over the UI, click on the desired ally and then cast your abilities, very slow and cumbersome gameplay.

    Instead of targeting allies, make the abilities pierce, damaging foes while healing allies in the way. Like many other abilities already do, such as Chrono's Shield 5 and Druid's Staff 1. Keeping the game fluid and focused on the gameplay rather than on the UI.

    submitted by /u/TurinTwitch
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    In-Game Orchestra: Hey Ya! by Outkast

    Posted: 29 Oct 2021 05:16 PM PDT

    Recipe: Bowl of Sweet and Spicy Butternut Squash Soup at PSNA today

    Posted: 30 Oct 2021 02:41 AM PDT

    Recipe for Bowl of Sweet and Spicy Butternut Squash Soup (meta power food) is available at PSNA today. The Fox, near the Gauntlet Waypoint [&BNMCAAA=] in Mount Maelstrom.

    submitted by /u/DJembacz
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    I swear I hope New-Kainerg will be gothic Jade-punk tech city with all those sci-fi feels artworks that were shown

    Posted: 29 Oct 2021 01:13 PM PDT

    The GW2 client loses connection almost always during story instances. There are no checkpoints or saves, so everything has to be repeated. I searched for a solution, and it seems to be a common issue. None of the solutions work. It's worse than grinding to play 20-30 minutes with no progress.

    Posted: 29 Oct 2021 03:04 PM PDT

    Fractal Bounty Event Announcement [by GuildMM & Discretize]

    Posted: 29 Oct 2021 10:03 AM PDT

    A collaboration between Guild MM and Discretize is presenting the next fractal event: Bounties! As a fellow fractal player, this is your call to hunt down the bounties and collect rewards over 2000 gold.

    Bounties are a new type of fractal competition, taking place as occasional standalone events. They require a less rigid time allocation from participants, than a classic (live) tournament format would. At the start of each event, both a T4 Fractal and a Challenge Mode boss will be drawn and teams will compete to get the fastest clear / kill times on both encounters.

    The bounty encounter-reveal which marks the start of the event will take place on the 24th November in Guild MM's twitch.

    All information can be found on the discretize website.
    Join our discord for staying up-to-date.

    Cheers!

    submitted by /u/SpatiumPrinceps
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    My Very First Pumpkin Carving! I Chose Our Favourite Mainiacal King!

    Posted: 29 Oct 2021 12:35 PM PDT

    Xiuquatl on Specter

    Posted: 29 Oct 2021 11:06 AM PDT

    So as many of you know, if you are using the legendary scepter, Xiuquatl, you will spawn a small serpent that follows you around when the weapon is wielded. Unfortunately for the new thief spec, Specter, the serpent will not stealth with you, and continues to follow you around.

    This needs to be changed or it really will prohibit the use of the weapon, especially in PvP scenarios, where stealth is a major component of a thief's toolkit and this pings exactly where you are at.

    submitted by /u/Spartan870
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    looking for animated outfit

    Posted: 30 Oct 2021 08:26 AM PDT

    looking for animated outfit like the legendary armor you know when wielding a wepoan it does an animation, is there an outfit like that?

    submitted by /u/successful_conduct
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    I feel ashamed to ask this, but how do I stop feeling so worried about the game?

    Posted: 29 Oct 2021 11:00 AM PDT

    Hey guys,

    I kinda feel stupid for asking this, but regarding the feedback for most of the new specs and also other stuff in the game, I feel really worried.

    I play GW2 on and off since beta, but I didn't really make that much progress, at least it feels like it.

    I definitely had a lot of fun with the game and still have, but I'm extremely worried what might happen if EoD won't be really good.

    And based on what people think about it, it doesn't come close in terms of excitement to the previous expansions.

    I'm finally able to set goals in the game, I was struggling with mental issues for years which made it really difficult for me to enjoy the game and keep playing it (OCD and depression and stuff like that).

    But now that I start to make my path through the game, it seems like it all goes down.

    Maybe I'm just too pessimistic about this, but what happens if EoD flops? What will the future of the game be like?

    Each and every time I log into the game I think "Yes, I'm having fun, but what if they fuck up EoD and the game just goes down? There's so much stuff I've never experienced, why even bother playing it now if the best times are already behind?"

    I just want to enjoy the game but it feels like whenever I do, I read something so devastating or negative that I'm just too anxious to commit to it.

    Can someone please help me how to tackle this mindset?

    It feels like I've wasted years that I could have used to play, but as I described before, I just didn't feel like it or had issues that didn't really make it that possible.

    What can I do to take away the pressure and just enjoy the game to it's fullest?

    Edit: Guys, once again I'm blown away by your responses, this really helped me to put some things in perspective. This is the second time in a matter of days that you guys really helped me to lower my pressure and anxiety with this game and I'm really grateful for it. Seriously, thank you. But it also showed me that the underlying issue is on my side and that my concerns actually represent my mental state quite a lot and I definitely want to work on this.

    Sorry if I won't reply to all comments, this doesn't mean I ignore you or don't care, I absolutely appreciate the feedback but it will take some time to read through all of this. I know this is a gaming subreddit and perhaps it's not the best place to talk about rather unrelated stuff like my mental health, but I felt the need to get this off my chest and you really helped me to see some things from a different perspective.

    Those are the things that make me appreciate this game and the community even more, I always experienced helpful people in Guild Wars 2 but the amount of people giving me hope and comfort me is just...wow.

    I don't wanna get too emotional, but this really means a lot. Makes me feel home, you know? When you love a game so much and have such a deep connection to it (even though I'm just a casual scrub haha), you want it to succeed and live on for countless years. There will always be people that complain and that's absolutely fine, as it gives the game the chance to grow and try out new things.

    Anxiety and OCD can really be a b*tch sometimes, but many of your replies showed me that I can actually enjoy the game even though there will always be some sort of uncertainty. This is actually a damn good life lesson.

    I could write so much more, but for now, I'll just say Thank you, seriously thank you for all the kind words, for reading this post even though it's not entirely connected to the game and more to my general state of mind (username kinda checks out I guess lol) and helping me to calm down a bit and be more positive and appreciating for this game. You guys are awesome <3

    submitted by /u/mindkingdom
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    Please tell me this is a feature, not a bug!

    Posted: 29 Oct 2021 01:32 PM PDT

    Weekly Griffon Events!

    Posted: 29 Oct 2021 09:55 AM PDT

    ~Hardstuck+Wing griffon event~

    Hey hey everyone!

    This weekend it is time for another griffon event! Get yourself ready for some quality stunt flying and fun games! I will try host these type of griffon events weekly , so feel free to join any time you like!

    You dont need to be the most skilled flyer to join, focus is having fun, and practicing while we are at it!

    EU Saturday 30 Okt, 20:00 CET on EU servers! to join the squad, type: /sqjoin Thy Weeping Willow

    Start location: Queensdale

    NA Sunday 31 Okt, 22:00 CET on NA servers! to join the squad, type: /sqjoin Thy Weéping Willów

    Start location: Queensdale

    What we will do:

    - Practising bridge flying and caves

    -Capture the flag and infection games

    -Griffon Jousting! With a chance to win 100 gold!

    -End walk through Lions Arch

    Would love to see you there :D For any questions feel free to pm me!

    *having all masteries of the griffon is required*

    Are you a new flyer? Here is a guide with tips and tricks on how to fly: Griffon Tutorial

    Example of what a griffon event looks like:

    Griffon Event (credits to Yuzik for making a great video)

    Gif Lions arch flying

    Hardstuck Discord - Wing Discord

    submitted by /u/-ThyWeepingWillow
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    [Mechanist][PvE] My feedback, perceived issues and some proposals.

    Posted: 29 Oct 2021 09:20 AM PDT

    Introduction

    I hereby present my feedback on the Mechanist elite spec for the Engineer class. I will divide my feedback into several sections and will try to look at things from mainly a PvE perspective.

    The Mechanist pleasantly surprised me. It is a lot better and a lot more fun than I thought it would be, especially when you consider that the spec is centered around an AI companion. The support role only needs a few tiny adjustments for it to become an absolute monster of a top-tier build. Condition damage is also fine, it is mainly the way of reaching the numbers that could use some shaking up. The biggest problem for the Mechanist are the extremely underpowered Power DPS role, the Mech AI and the almost complete lack of traits that boost the Mechanist (and not just the mech). This spec is probably going to get there in the end, and it will probably be glorious once it does, but there is still some work to be done before that is going to happen!

    Possible issue with the theme:

    I was a bit skeptical after seeing the reveal. Engineer getting another AI spec? Haven't they learned from the Scrapper gyro fiasco? But fair is fair: The mech looks beautiful, and it is something that thematically fits the engineer beautifully. No complaints, a surprisingly appropriate theme, and after seeing a bit too many mecha anime I cannot wait to see a bunch of Gundams, EVA's, Strelizia's or Tsugumori's hit the field.

    Possible issue with the mechanic(s):

    Jade Mech:

    I actually like it. The traits really enhance the mech its roles (but not the Mechanist unfortunately, I will talk more about that later), and the customisable F skills are an interesting take on toolbelt skills while the mech is out. I would even like to see the mech get a bit more support from core engineer traitlines and kits however. You already have a grandmaster that gives the Mech bonuses from Explosions and the traitline of the same name, would it be possible to allow the mech to also enerit some of the trait bonuses for maybe turrets or toolkit (with the toolkit auto attack being able to repair the mech)?

    Something that could potentially be very hurtful to the mech is the long cooldown on if the mech dies or gets recalled while badly damaged. Such a vital part of the spec should not be something you could potentially be locked out of for 100 seconds ( that is not a fair trade-off at all, not even if you run the elite signet to get around it the first time it happens). I understood that this part is not set in stone, but I felt that it should be addressed all the same. 100 possible seconds is way too long, as is 60 or 45. I feel like the maximum penalty should be 25 seconds or even less considering how 99% of your spec is the Mech, so without you are pretty much nothing. I also noticed that as you call the mech down you cannot do anything else. If we could activate the mech while on the move/doing other things/not be rooted that would be awesome.

    The AI itself is another thing. It has to be perfect and specifically written for the mech. If the AI is bad, the spec will be bad. Right now the mech AI is...erratic. There are times where it does the job, and there are also times where it wanders off to the next continent. Shorten the leash range outside of combat, and perhaps give it some more movement speed or a movement skill while in combat.

    Enemy targeting could use similar improvements. It would be great if we could somehow tell the mech to 'lock on' to a single target and having the mech only attack that target ( this would make its positioning a lot more predictable as well for buff purposes.

    Something that I could not really figure out how it happened were 'random deaths'. In higher end PvE I sometimes found my mech almost instantly dying. I believe it has something to do with special mechanics ( green circles from the Vale Guardian, Sabetha Flamethrower, things like that). It would be great if the mech becomes either immune or take drastically decreased damage from mechanics like these.

    Some Proposals:

    1. The mech looks like a solid concept, adding even more interaction with core engineer design like turret traits or the toolkit would be the cherry on top for me personally.

    2. I would keep an eye on the cooldown on the mech summon when it dies or is recalled with heavy damage, a massive recharge time on something so vital to the spec would severely hamper or potentially even kill its viability ( that includes the option of using the elite signet to circumvent the cooldown).

    3. Pleasure update the Mech summon skill to no longer root you in place.

    4. I would also continue to refine the mech AI. A start would be to shorten the leash range, so it teleports towards the players location more often. Code this to be a true teleport and not movement/shadowstepping, because if there is elevation in the terrain the mech will often NOT teleport towards you, but opt for taking the long walk around.

    5. Consider giving the mech a movement skill or simply increased movement in combat, at times it has a hard time to keep up or reposition itself, meaning all of that is time lost where your spec mechanic is derping out.

    Mech Commands:

    I like their customizability. I will take a closer look at them in the trait section, but overall its a solid idea, with one big but: As the mech does its thing I found it sometimes hard to get it to use a mech command as it was doing something else. This caused mech commands to fire with a noticable delay or even not fire at all.

    Proposal:
    It would do wonders for the responsiveness of the mech if the mech commands force the mech to cancel any current action (including any AI activated skills it automatically gets from some traits) and directly start using the mech command skill instead. This way we might get rid of awkward delayed skill usage or skills even not firing/being cancelled. If that is not possible, consider to massively decrease the cast-times on mech skills and commands instead. Another thing I would like to see is a better way to see the cooldowns on my mech commands. Right now I have a hard time seeing when things are still on CD or not ( some mech commands showed me a cooldown, others didnt. Please make all of them show a cooldown timer).

    Trade-off: No more ordinary toolbelt skills:

    While I think this is fair when the Mech is present, I feel it is overly punishing when the Mech is not around for whatever reason, weakening the Machinist and also severely reducing the usefulness of core engineer utility skills, considering the toolbelt skills give engineer so much value. It also means that the support side of the Mechanist hampers itself if it tries a healing role, because of how reliant that role is on the Medkit and several of the on-heal effects activating on Medkit's toolbelt skill, which you now no longer have.

    Proposal:
    Consider giving the Mechanist access to its usual (even if they are nerfed a bit as a trade-off) toolbelt skills when the mech is not present.

    Possible issue with the Mace skills:

    Mace Strike/Smash/Barrier Blast:

    It looks okay, but the mace unfortunately only works in full-on healing/support builds currently. For power and condi you are better off spamming bomb kit or grenade kit as it currently stands. For power the Mace needs more damage on its skills so it can outDPS bombs and grenades, for condi the same story, meaning buffing the amounts of confusion or adding other conditions on top.

    Energizing Slam:

    Some mobility and Vigor on a low cooldown is always appreciated. But outside of support builds you are unlikely to see this.

    Rocket Fist Prototype:

    A low cooldown AoE stun with range? I like it (and has cc synergies with offhand shield).

    Proposals:

    1. Buff the power damage from the Mace so it can be used in a power Mechanist build. This requires the Mace auto-attack to do better damage than skill 1 from the Bomb kit, and ideally the damage on mace 2+3 should be made worth it as well. Don't force us into full kit-plays for another 5 years.

    2. Buff the condition damage from the mace as well. The theme of the conditions on mace is confusion, so give it more confusion, some of it on each attack at the very least, with possibly some burning on the final attack. Remove the burning from Rocket fist if that would overdo the total amount of burning.

    3. Considering one of the grandmasters already plays around with inheriting trait bonuses from the Explosives traitline, give the mace attacks synergy with explosives as well. Make the 3rd auto attack and mace 2+3 count as explosions might go a long way, buffing both Power AND condition damage options.

    Possible issues with the roles this spec can fill in PvE:

    Power DPS Mechanist

    Benchmarks put the power DPS of the Mechanist around 30-31k. If Anet wants power Mechanist to be a serious option, the power side of pretty much everything will have to be buffed. Mech attacks, mech commands, and also mace attacks if they want power to use it (unless they want for power Mechanist to be stuck using bombkit for auto attacks). The problem here will be that you cannot Overbuff the Mech or you risk that an overpowered AI starts playing the game for you. Power Mech buffs should probably be added by buffing the Mech Commands mostly, with the main chunk coming from Mace and trait buffs. You could also consider to scrap power entirely and only focus on Condi+Support options (which would free up some trait slots), but I would actually be against that solution in this case (for the simple reason it would not make sense that a mech could smack a bazillion-pound mech arm in your face and you shrugging it off like it was a gentle touch). So buffing it is.

    Proposal:
    Consider buffs to the power value from things like the Mace, power-based Mech Commands and some of the utilities.

    Condi DPS Mechanist

    Benchmarks put the condi DPS of the Mechanist at 39-44k which is an extremely respectable number. Unfortunately we use the same 4 kits that we have been using since before HoT, ignoring pretty much all the new stuff that the Mechanist brings. Condi signet? Not used, DPS loss. Confusion on mace? DPS loss, better off with bombs or grenades. Elite signet? DPS loss, better to use the Mortar. The number is there, but you pretty much do the exact same piano thing engineer has been doing since forever.

    If anet wants to make condi Mechanist play drastically different than core condi engineer, Mace needs to be buffed so mace attacks are better than grenade auto attacks, the condi+elite signet need to be better than Mortar and either bomb kit or flamethrower. The numbers are fine, it's just about the way to reach it. I feel it would be a letdown if the best way to play condi Mechanist would be to play the same core 4-kit condi engineer build we have been playing since before HoT with the only change being we press 3 new toolbelt skills in the form of condi Mech commands.

    Proposal:
    The benchmark number is great,keep it around there! But it would be even better if we could reach that number without having to resort to the exact 4-kit gameplay that condi engineer has been playing since the dawn of time. Buffs to the condition damage of the Mace and some of the utility skills and mech commands could go a long way.

    Support Mechanist

    Support Mechanist is in an interesting and strong spot currently. With high boon duration and the right build it gives out 100% uptime on 5 man alacrity, fury, vigor, regeneration, 25 might, pretty strong protection uptime and an absolutely massive amount of barrier.

    So...what's the catch?

    The first catch is that your mech needs to be present for boon support Mechanist to function well. No mech (or a dead mech) means your support potential is hampered. You can partially circumvent this with the signet elite that forcibly summons the Mech even if its down/dead, but do keep this in mind as one of your limiting factors.

    The second catch is that if people want to get the most out of their Mechanist support buddies, they need to position near both Mechanist AND the mech (the range on the boons are 240-360). If you are only near one of them you will lose out on either a lot of alacrity, a lot of fury and might, or even both. While this is less of a problem when everyone stacks, the fact that you sometimes need to spread out ( and the mech being an AI lacking a way to instantly force its movement unless you sacrifice another utility slot for the shadowstep signet) might become another limiting factor. Not to mention you will be guarantueed to get into situations where boon coverage suffers because "lol AI doing its own thing".

    Still, these are things we can learn to adapt to, unlike the third and imo biggest catch: Every boon you or your mech put out is 5 man only. That means that a supportive Mechanist may fare well in fractals (potentially being able to compete with Alacrigade for a spot) and dungeons, 5 man content, but it will be severely limited in raids, where your alacrigade for example can hit 10 targets. While it may be possible that the Mechanist overcaps Alacrity by such a massive amount that it might be able to give it out to 10 man with clever positioning of both itself and the mech (I mean who knows, someone might find a way, way to early to exclude this possibility!), it is still an extremely limiting factor for this type of build that also harshly punishes you if you mess it up. Meanwhile your Renegade selects the 10 man grandmaster and proceeds to press F4 on recharge.

    If the Mechanist could get a trait option to extend its boons (or at least its alacrity) from 5 to 10 targets it will become a very strong support. If not, it will most likely be confined to dungeons and fractals UNLESS it severely overcaps on at least the Alacrity boon. The same goes for the barrier application, 10 man barrier (so it can compete with scourge carry potential) would make it into a top-tier support. I would even take a nerf to our barrier-value generation to compensate (more but lower barriers, just so the barriers are weaker but you still apply them all the same. This way this would not mess around with alacrity generation).

    Proposal:
    Consider giving the Mechanist an option to extend its boons or at least alacrity and barrier from 5 to 10 man. Doing so would give it a way better chance of being able to fill a support role in a landscape dominated by Chronomancers, Druids, Scourges and especially Renegades and Firebrands.

    Possible issues with the Signet utility skills:

    Rectifier Signet:

    Healing Signet for engineer and mech, but with an active heal that doesnt suck. If there aren't many conditions present this is a very good heal. But I do think this should make the mech do something upon activation as well.

    Proposal:
    Consider making the mech do something on top of healing itself when this signet is activated.

    Barrier Signet:

    Good skill, obvious synergy with alacrity and boon support builds, and being projectile defense on top. Don't think this needs any changes, appears to be great!

    Force Signet:

    Stunbreak is always nice, and AoE knockback is strong. But outside of perhaps power Mechanist nobody will use this, and on power you may never activate the skill unless you also have the elite signet so you keep the passive.

    Proposal:
    It would be great if it could be more more interesting to use this skill's active effect. At the very least it could get a very significant buff for its damage.

    Shift Signet:

    May be mandatory depending on how controllable and/or bad the mech and mech AI is. If mech AI is good and this isnt needed to reposition it: This becomes niche. If mech AI is meh and this is a bandaid that can force it to be where it needs to be, this becomes mandatory. If the mech AI is bad...this won't save it.

    Proposal:
    I am honestly not sure what to think off this skill, for the simple reason that it is only great if the mech positioning is consistently awful, and it sucks if the mech happens to be great at positioning, meaning it probably won't see use. Depending on which of these two scenario's happens to come true on release-day, either refine the mech AI or give this signet additional functionality.

    Super Conducting Signet:

    This could be a very strong skill for Condi Mechanists in theory...if only it was better than any of the core engineer kits. Please buff this!

    Proposal:
    Consider to give the confusion this signet gives to have a significantly longer duration, perhaps even double. Consider to change the functionality to when the mech is present both mech and mechanist create the confusion field (so effectively 2 fields). That could create either some AoE condi application or a tactical confusion burst if player and mech are near the same target. If that does not make it a better pick over bomb/grenade/flamethrower consider to give this some burning applications with each pulse as well. If that makes it an OP skill, consider lowering the power damage pulse and vulnerability application to compensate for it.

    Overclock Signet:

    The passive effect helps all build variants that use signets (and it is not like you have a lot of choice when it comes to great engineer elite skills). The forced mech summon regardless of its cooldown may be the true gem, allowing your mech to "cheat death" once. Unfortunately that is about all it's good for, considering the active effect ( the 'charging mah lazor' attack) hits like a wet noodle.

    Proposal:
    Make the elite signet its active effect worth using in both power and condition Mechanist builds. For power this means massively upping the power damage, for condi it could mean adding multiple stacks of long lasting burning.

    Possible issues with the Mechanist traits in general:

    The traits really feel like they have been built while keeping Holosmith in mind. Where Holosmith traits came down to "build your own Forge", the Mechanist comes down to "Build your own mech". First of all: That feels awesome. The idea of building a battle mech feels great. However, if your mech is not present, you lose almost everything you have traited for. Without the Mech the Mechanist becomes a weak sitting duck.

    It would go a long way if the mech traits did not just affect the mech, but also gave effects to the Mechanist. Channeling Conduits and J-drive are examples of traits that currently do this, the Mechanist could benefit from more traits with this particular approach. This way the Mechanist will still be weaker when the Mech is not present, but it will no longer be a sitting duck/be locked out of the majority of its trait bonuses (I am also surprised there are no Mace related traits). I would even take some toning down on the mech half of the traits to make this change happen if needed.

    I also cannot help but shake the feeling that a lot of trait effect-spots are 'wasted' because they make the mech inherit player stats. If this is such an important part of making the mech useable, it should be made baseline, or at least partly. That way we can add some more original bonuses.

    Proposal:
    Consider giving more traits bonuses or effects that apply to the Mechanist itself as well, Channeling Conduits and J-drive are good examples. Giving up a lot of trait-room for stat-sharing with the mech feels restrictive. If it is so important, consider making the stat share baseline or through the master traits/a select few traits only, so you free up some options in your trait slots. It may be needed, but "your mech gains X% of your own A B and C stat" does not feel overly exciting.

    Possible issues with Mechanist specific traits:

    Mech Arms: Single Edge Cutters:

    The preferred option for condi builds. 8 bleeding from the toolbelt attack is better than nothing, but I suppose the true value is in the mech auto's applying bleeds, since the mech can attack alongside with the mechanist. The value of this will depend on the attack speed of the mech. Misses an effect for the mechanist.

    Proposal:
    Make this trait do something for the Mechanist as well, perhaps additional ways to inflict confusion (ways that do not include the mech) and/or increase confusion damage?

    Mech Arms: High Impact Drivers:

    Probably the preferred support option. Might generation in a 600 radius is great. But it sucks that this once again has no effect on the Mechanist, and that the might is only for 5 targets. Explosive knuckle seems a bit dull, I am not sure if weakness and counting as an explosion is enough.

    Proposal:
    Make this trait do something for the Mechanist as well, and keep an eye on if Explosive Knuckle is good enough in its current state. Perhaps this could make Mech commands and toolbelt skills( in case the mech isn't around) give some short duration AoE stability ( 'you got used to high impact events, things don't shake you that much anymore')?

    Mech Arms: Jade Cannons:

    This is the power DPS option. Vulnerability helps, attacks becoming ranged helps with wonky AI pathing, but the Spark revolver mech command might do with better damage. This also misses a bonus for the mechanist, so once again:

    Proposal:
    Make this trait do something for the Mechanist as well and make Spark Revolver hit harder, the power Mechanist could use it.

    Mech Fighter:

    Rocket punch is okay, but it sucks that we have no control over when the mech is going to use it. The fact that it counts as an explosion is nice however, I like the interaction with other traitlines. The stat inheritance from the mechanist feels a bit dull. This and Energy Siphoning give the same type of bonus, and both are minor traits so you get them anyway.

    Proposal:
    If the mech needs 50% toughness and vit from this and another 100% from Energy Siphoning, then just roll it into a single 150% trait and give either this or Siphoning another bonus. And also, give that poor Mechanist something as well.

    Mech Frame:Conductive Alloys:

    The condi option. Getting condi stats from the Mechanist is huge albeit mechanically boring, and the Discharge array seems good as well. But this trait also misses a little bit of extra for the Mechanist. At times the array also seems to miss the target because of the mech its hitbox. I do wonder if we cannot roll all of the stat share into a single trait and free up some space for more original bonuses.

    Proposal:
    Make this trait do something for the Mechanist as well. As for the mech, consider to increase the range on the mech command a little bit to make it hit its target more reliably. Also consider to just roll all the stat conversions into just a select few traits, freeing up room for something more interesting in those slots.

    Mech Frame: Channeling Conduits:

    This is an example of what I mean. This has a good supportive effect, a good mech command, AND it also gives a bonus to something the Mechanist does, on top of giving it good access to Alacrity. More of this please.

    Proposal:
    The only thing I would add is to consider making the alacrity 10 man, if needed through another trait in the grandmasters. or maybe add some stability here if it doesnt fit in the High Impact Drivers trait.

    Mech Frame: Variable Mass Distributor:

    The power option. I do wonder, is there a reason the mech can get 100% from the condi stats, but only 50% from the power stats? Is it because this trait converts 3 stats and the condi one just 2? The mech command is whatever. Damage and CC. Could probably do with a bit more. But once again all bonuses for the mech, none for the Mechanist.

    Proposal:
    Make this trait do something for the Mechanist as well. On top of that, consider both the power stats that the Mechanist shares with the mech and see if that is enough. Take a look at the damage from the mech command and ask the same question. Damage for power Mechanist has to come from somewhere, and we cannot load all of it on Mace attacks.

    Energy Siphoning:

    The attack seems okay. Mostly power focused however, so a condi Mechanist gets less of a deal out of this minor. The stat inheritance from the mechanist feels a bit dull. This and Mech Fighter give the same type of bonus, and both are minor traits so you get them anyway. This could maybe deal with some condition clearing/transfer for the mech?

    Proposal:
    If the mech needs 100% toughness and vit from this and another 50% from Mech Fighter, then just roll it into a single 150% trait and give either this or Mech Fighter another bonus. Perhaps this attack could make the mech transfer a few conditions to its target. And also, give that poor Mechanist something as well.

    Mech Core: Jade Dynamo:

    Seems to be the condi option, with the Jade Mortar's burning feeling as a way to compensate for losing Incendiary Ammo from the flamethrower kit. Inheriting stuff from the explosions traitline is cool, I wish the other traits did something similar! Shame that the Mechanist is once again left with nothing and the fact that only mech attack skills count for explosion bonuses.

    Proposal:
    Make the mech auto-attacks also able to trigger explosions and make this trait do something for the Mechanist as well.

    Mech Core: Barrier Engine:

    Very strong support trait. Perhaps this could be the place to make certain boons hit 10 man, so you need to invest your grandmaster into it? Seems fair, considering the Renegade has a similar deal. But...Mechanist bonus...where?

    Proposal:
    Make this trait do something for the Mechanist as well. Consider allowing this trait to make the alacrity and barrier target cap to increase to 10 man (if it doesnt fit anywhere else), or possibly all boons if you want to go completely overboard (this would likely put it over the top). The Mechanist has the potential to be brokenly strong support, but some target caps hinder it by a lot ( renegade alacrity = 10 man, big chunk of scourge barrier = 10 man).

    Mech Core: J-Drive:

    This one has an effect that supports the Mechanist itself, which is a good thing! But the active command (Sky Circus) currently doesn't do enough. As for the bombardment: fun, but if the mech is dead, the Mechanist will follow shortly after.

    Proposal:
    Heavily buff both the damage and CC from Sky Circus and consider some changes for the bombardment skill to make it more enticing. Perhaps it could also bombard periodically while the mech is active, but bombard a lot more frequently when the mech is down (carpet bomb feeling)?

    Closing statement

    I feel like the Mechanist is in a good spot for support, adding 1 or 2 changes and that baby is ready for release as a top-tier build, no questions asked. But Condi and especially Power Mechanist have some issues to work through.

    While condi Mechanist is strong, aside from the mech commands it does the exact same thing core condi engi has been doing for years, being cycling through grenade kit, bomb kit, flamethrower and mortar. It would be great if both mace and the signets could be made into stronger options, just so the engineer is not forced to play with the same 4 kit-lay-out it has been forced to use since forever if it wanted to run a condi-focused build.

    Meanwhile Power Mechanist is pretty weak and in need of big buffs. The challenge will be to do this in a way that does not overload the damage from the mech. This actually goes for both power AND condi. The balancing will have to be done very delicately, considering you want the mech to be useful and not useless, but also not end up completely overpowered ( and at times the mech can sometimes feel a bit like this in the open world).

    The support side could really use that allied target cap extension to 10 man, at least for the alacrity and barrier. No 10 man target caps and the fact that almost none of your traits give any bonuses to the Mechanist itself are what I see as potential two flaws in the spec design as it currently is. Luckily I think both can be fixed without much trouble, considering the Mechanist bonuses from traits can be modest in nature (to compensate for the fact your Mech gets the big goodies), but every trait should at least give SOMETHING.

    That leaves the AI. This spec will always hinge on how well the AI is going to perform. And it is erratic. It can be decent when it works, but often does it do nothing, the wrong thing, or fly off to nowhere land. Numbers can be fixed, but a significant effort should go into further refining the mech AI.

    Does the Mechanist have some rough edges? Yes it does. Is it fixable? Also yes, I think this spec is close to being ready for release for the most part, it just needs those final changes/adjustments. If anything this is a spec with massive potential, even with an AI that sometimes has a mind of its own.

    Thanks for reading!

    submitted by /u/Geralt_Romalion
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    Digging into PVE, level 80 and geared with exotics. Ascended are looking slightly unobtainable. What would be the next step in my end game?

    Posted: 29 Oct 2021 02:28 PM PDT

    If there is another thread for this let me know and I will gladly wander in that direction.

    submitted by /u/SaneFuze
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    Official forums down?

    Posted: 30 Oct 2021 04:45 AM PDT

    I keep getting this when I try to go to the forums: https://en-forum.guildwars2.com/admin/install/

    Anyone else unable to access the forums?

    UPDATE: After deleting the browser cookie and logging back in, it works fine again. ^

    submitted by /u/DocCovington
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    What’s new..?

    Posted: 29 Oct 2021 10:02 PM PDT

    Hey all!

    I haven't played GW2 since the Heart of Thorns expansion. I remember at the time I quit playing because the new maps were really difficult for me to navigate. Was thinking of picking it back up again because I miss the engaging combat when playing Mesmer and Engineer.

    What is new since the HoT expansion? I know there's probably a lot… but what are your new favorite things since then? Looking for personal opinions about how the game has evolved since I played last.

    Any opinions welcome!

    submitted by /u/Anonymous-Superhero
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    We need a long hair dreadlock hairstyle for humans pleaaaaase Anet!!

    Posted: 30 Oct 2021 05:51 AM PDT

    I loveeeee it so much atleast give humans the dread hairstyle of the norn I WOULD PAY FOR IT

    submitted by /u/Melbourne_Australia
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