Guild Wars 2 - Thank you, Guild Wars 2, for letting me be true to myself while interacting with your world.


Thank you, Guild Wars 2, for letting me be true to myself while interacting with your world.

Posted: 15 May 2017 02:06 PM PDT

Official Audio: Behind The Sound

Posted: 15 May 2017 01:00 PM PDT

I made a Build Configuration save/load tool that is TOS-compliant.

Posted: 15 May 2017 06:15 AM PDT

A few weeks ago I saw someone post a tool here that could save and load Build Configurations, but it was not TOS-compliant; It could get you banned for using it. That's because it did some auto-clicking for you.

I decided to make my own tool that won't get you banned, it doesn't do any auto clicking for you. Instead, it uses image recognition and full screen overlays to highlight and indicate which specializations and traits you need to fix.

Video demonstration: https://youtu.be/aywMvyEADxU

Download Link: https://github.com/pumalooma/Gw2BuildHelper/blob/master/Download/Gw2BuildHelper.zip

A few things to note:

  • It doesn't work unless you have your Hero Panel open in the game, and nothing on top of it or obstructing it.

  • It currently doesn't support large/larger Gw2 User Interface. I could update this in the future.

  • If you use Small User Interface in Gw2, you have to go to the Settings in my tool to tell it which UI mode to use.

  • I'd like to have more built-in Build Layouts made for you, maybe people from the community want to help out.

  • Won't work with reshade; probably only works in >=1080p

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

[Art] The Golemancer :D by Jyl

Posted: 15 May 2017 12:47 PM PDT

Basic Revenant PvE Guide

Posted: 15 May 2017 08:41 AM PDT

Although English isn't my primary language, I decided to make a somewhat awkwardly written guide covering basic PvE elements for new players playing Revenant. There aren't a lot of written ones floating around and the class has gotten some really bad press recently, so I guess it is a good time to have one. Feel free to point out wrong stuffs, I suspect there are some.

 

So What is a Revenant?

 

Revenant is a hybrid jack-of-all-trades master-of-none brawler/utility class. It is not a class that can do almost everything (Engineer), or do many somewhat-related things at the same time (Elementalist), or even do something particularly well (Warrior), but it can do some important things to a degree.

What you can expect from the class are: respectable sustained DPS, good armor and health, multiple strong CCs with short cooldowns, simple and reactive gameplay and easy provision of boons and various utilities for you and your party.

Although multiple nerfs have made the class fallen out of favor in Raids, and the class has downsides with low peak DPS, fixed stance skills, lack of build varieties, weakness to condition damages, mediocre heals and slow skill activations, a Revenant can still be quite fun if you like its unique style, and can shine in less-than-optimally organized parties.

 

Stances and Energy

 

Revenant has two unique class mechanics: stances and energy. The class gets versatility due to having several interchangeable stances that provide different utilities and playstyles. Energy management is a very important aspect since all Revenant skills require energy to use in addition to cooldowns. These two mechanics makes the class quite different to play from others. You may think this can make it difficult to play, however, in practice Revenant is fairly easy to run in general PvE with simple skill rotations, good survivality, and generally forgiving gameplay.

Base Revenant gets four stances or legends: Shiro, Ventari, Jalis and Mallyx. Becoming Herald gives you one more, Glint. You can select two stances from out of all four or five, but you are limited to only Shiro and Mallyx in underwater. You can have only one stance activated at a time. Press F1 to swap stances between chosen two, and there will be a 10 second cooldown afterwards. Each stance skills have their own separate cooldowns, so for example you can use two heals in two stances in a quick succession.

Each stance is dedicated to a certain role as it comes with a fixed set of healing, utility and elite skills. Unlike other classes, there isn't any different set of skills you can choose from. One stance has exactly five skills you can use and you can't even put race skills in your elite skill slot, therefore it is very important to pick up appropriate stances before the fight and switch to proper ones as the situation demands.

The other important class mechanic is energy, which is similar to a Thief's initiative. All Revenant skills except basic attacks use up different amount of energy. Some skills consume fixed amounts energy as soon as they are used, and other skills are toggles: they are turned on when first activated (which may or may not have activation energy costs), continuously draining energy as upkeep costs. You can turn them off manually, but else they'll be automatically turned off with 4 second cooldowns when your energy runs out. Swapping stances will also toggle off all currently activated skills.

Energy is always filled back to 50% when out of combat. During the combat it'll fill up to 100% at the rate of +5% energy per second (+5e/s), if there is no upkeep cost. The current energy consumption rate is displayed next to your stance swap button, and will be shown as graphically like <<< (-3e/s) or >>>> (+4e/s). Maximum drain is capped at -5e/s, which means you can't have more than -10e/s upkeep cost with +5e/s default recharge rate.

Swapping stances resets the energy to 50%. This gives you two choices when you do not have enough energy for a skill: either wait for a few seconds for it to recharge, or change stances. The latter is usually recommended as you get some free energy. This also means that if you want to be highly efficient, you should quickly burn off all your energy with skills, swap legends, burn off energy, and repeat. Swapping stance will also activate runes that activate with weapon swaps, and there are several traits that give additional benefits like stun break, condi cleanse or AoE damage / heal to stance swaps: more reasons for frequent stance swaps. However, do note that swapping stances as quickly as possible can be very inflexible in reality, if not boringly repetitive.

 

Stance Skills

 

Shiro (Assassin)

Shiro gives the class some nice burst damages and dodges, but you get less effective heals.

Enchanted Dagger heals you by a small amount initially, and your next few attacks will heal you by stealing some health from the target. The effect lasts for a rather long 15 seconds, but initial healing amount is low and the skill is difficult to use since you need to hit enemies several times for noticeable healing. Consider this skill not as a regular heal, but as more of a sustain that you preemptively activate in order to maintain your health level and to increase DPS. The skill can still be used to increase your damage when your health is full.

Phase Traversal and Riposting Shadows are Shiro's two rather expensive movement skills. Phase Traversal works well as a general purpose gap closer with 1200 range, but requires a target, needs a half second activation time and has an annoying 5 second cooldown. On the other hand, Riposting Shadows costs slightly less, does not have a cooldown or need a target. It makes you evade backwards, gain stamina, and removes several movement-imposing conditions as well as stuns. Try to use this skill well: you lack a good heal in this stance and have to avoid taking damage. Use About Face key (look at your keybinds) with Riposting Shadow to quickly dodge forward.

Impossible Odds gives superspeed and quickness for a 40% DPS increase. As a toggle skill it can be freely turned on and off, but don't do that often since it has 10 energy startup cost and -10e/s upkeep cost. Use it when you have enough energy to burn for a while or otherwise the startup cost becomes a waste. On the flip side, the high cost makes it easier to quickly burn off all remaining energy before swapping stances.

If your goal is maximizing DPS, you should not use any other skills during Impossible Odds since you'll want to dedicate all energy to its quickness. You'll want to use Vengeful Hammers (Jalis) for DPS instead if you have a mesmer in your party, as he or she can give a good amount of quickness to you. Outside of combat, the skill is still useful for speeding up other activities, like opening chests or gathering resources.

Finally, the elite skill is Jade Wind. While briefly freezing five enemies around you can be a lifesaver, this comes with a significant activation time and a hefty 50 energy cost that you could've use elsewhere. One interesting use I can think of is underwater boss fights in Underwater fractal and Honor of Waves P2 and P3, where two successive use of Jade Wind can remove most of the bosses' breakbar and freeze trash mobs around it, but you'll have to stay in Shiro to keep doing that.

 

Jalis (Dwarf)

Jalis is the stark opposite of Shiro as it focuses on reducing incoming damages, and with some damage reduction skills you can take quite some abuse.

Soothing Stone is the only plain normal self-healing skill of Revenant, which also removes three conditions as well. You may want to slot and use Jalis if you want to have a plain normal heal. Use other stance's heal for more peculiar situations.

Inspiring ReinforcementB is Revenant's only active skill that provides stability. It has its obvious uses for not getting knocked back, especially if you are running to somewhere, but it is not a very good one. The skill is quite slow to activate and you'll have to stay on the narrow brick road to keep receiving stability. Furthermore, it has a very annoying problem that exists in many other Revenant skills: the skill can fail when you are standing on a steep incline. This has been noted by many players before the class was released, but sadly the bug has not been completely fixed. From now on I'll use B to denote skills with the bug as there are many.

Forced Engagement slows and taunts the targeted enemy. It has a short cooldown, but expensive in terms of energy, and taunt in PvE is a niche skill with limited applications. If you want to pull something you can usually use your ranged weapons. The skill can be used if you don't have one, or the target is too squishy (pulling holograms for Clockheart in Twilight Arbor Aetherpath). Otherwise it is more useful as a last ditch CC.

Vengeful HammersB is another toggle skill, which reduces all physical and condition damages applied to you by 20% and generates two hammers that spins around you to hit enemies for some damage and healing. This gets more effective when you are inside a large group of mobs as hammers can easily hit multiple enemies nearby, giving you more damage and heals. While the damages aren't that spectacular, you can run it for fairly long so you may want to keep this skill on when you are in Jalis and taking hits.

Again, this skill is bugged like Inspiring Reinforcement and often bugs out or automatically gets turned off when used on an uneven terrain. Hammers will disappear when they hit the ground, and the skill will drain energy but will stop working when the hammers are gone. The skill has additional problem as it fails in the same way when used near a wall or invulnerable enemies, and moving toward one of these can also break it. Narrow corridors can make the skill practically useless, so keep an eye on your hammers.

The elite skill, Rite of the Great Dwarf reduces all physical damage for you and 4 nearby players by half for 5 seconds and breaks stun. Expensive for a stun break, but if you can afford it, the skill is a good way to brace your party for hard-to-dodge big attacks (something like what Icebrood Troll does in Honor of the Waves P1). Note that it does not reduce condition damages unlike Vengeful Hammers, but you may use Versed in Stone (Retribution) trait for condi defense. You can use Vengeful Hammers and/or Facet of Chaos (Herald), One with Nature (Herald) or Envoy of Exuberance (Shield) with this skill for even more damage reduction, but their effect is multiplicative and not additive when used together. (e.g. using both VH and RotGD is not 20% + 50% = 70% reduction, but 1 - (1 - 20%) * (1 - 50%) = 60% reduction)

 

Ventari (Centaur)

Ventari is a party-wide healing stance, where you can summon a tablet and heal people around it. Swapping to Ventari automatically summons the tablet at your feet which can be moved with Ventari's Will skill. It will heal allies in its path while moving. If you move too far away from the tablet, it will be unsummoned and you will have to get it back manually with Project Tranquility, which once again puts the tablet at your feet.

Once summoned, the tablet will pulse small heals for those near the tablet and will allow you to use other Ventari skills. These skills are fairly straightforward: use Natural Harmony for more healing, Purifying Essence for condition cleanse, and Protective Solace for generating a dome-shaped shield (you can blast it for condi cleanse as it is a light field) around the tablet to block incoming projectiles. Energy Expulsion destroys the tablet for some knockback effects.

The problem of Ventari healer is that, while the healing amount is decent, the tablet's radius is limited and it isn't just agile enough. You can move it with Ventari's Will, but that will cost you 5 energy in addition to a 3 second cooldown. Eventually you'll get to know that a lot of things can happen in 3 seconds, which makes a not very mobile source of healing not very useful.

Then there's the fundamental problem of a healer being not that useful in this game. You first and foremost dodge, block, or mitigate damage in this game, therefore healers are less needed unless in a more difficult contents. High tier fractals and Raids are the exception as enemies can hit you very hard and quick, but fractals don't really need one if you are good enough, and while Raids definitely require a healer, such highly organized instance is not where a Revenant is good at.

Arenanet tried to change Ventari few times because of this. Due to a recent patch, Natural Harmony can now give alacrity with Salvation trait line selected, and alacrity is a very strong buff which reduces skill cooldowns by 33%. However, alacrity is mostly useless for Revenant him or herself since skills are normally limited by energy costs, not cooldowns, and mesmers already can hand out more alacrity.

Probably the only saving grace of Ventari in general PvE is Protective Solace. This can be extremely helpful in some stationary, projectile heavy environments as you can easily put up your shield for more than 15 seconds at 50% energy level. Applications include veteran Bristlebacks, rocket turrets in Caudecus's Manor P3 where you can deploy shield and revive downed party members, Jotun Stargazer in Arah P1, Dredge APC in Sorrow's Embrace P3, multiple sections in Uncategorized fractal, and many more.

Slotting Ventari temporarily for such occasions can be critical for your party's survival, but on the other hand, not all projectiles are blockable, and having a competent Mesmer with Feedback or a Guardian with Wall of Reflection in your party may be enough for the job. Still, feel free to experiment with Protective Solace as Revenant is more of 'filling a gap for your party' class and you can always adapt to the situation.

 

Mallyx (Demon)

The legendary demon stance is designed to be used in conjunction with a mace and a condition build.

Empowering Misery heals you slightly less than Jalis's soothing stones, but that can change if you have several conditions on you. Pain Absorption pulls conditions from your allies and gives you and your party a short condition resistance, while also acting as a stun breaker. If your party members have trouble surviving condition damages this can help a lot, and you can use it for condi-heavy fights like Thumanova fractal boss, Mai Trin fractal or Migraine Eir if needed. Use Facet of Nature (Glint) to get longer resistances. Banish Enchantment works as a boon stripper, which has very limited uses in PvE and Unyielding Anguish is a leap skill with AoE condition damage.

Lastly, Embrace Darkness is an interesting one which you can turn on for self buffing, pulsing condi AoE and ignoring blind condition effects on you. A resistance to blind is bit too specific to use but since energy consumption isn't that high you can rather freely turn it on for buffs.

Mallyx is currently not used very often since Revenant has rather bad at dealing condition damages. Revenant's most condition skills give torment, which does only 33% damage when the target is stationary. The problem here is that most mobs in Guild Wars 2 are too lazy to move, except for some new ones introduced with Living Season 3. Nevertheless, this stance can be briefly used defensively without condition builds for getting condition resistances with Pain Absorption.

Also, you might have noticed something interesting:, no skill in this stance removes any conditions at all. Pain Absorption gives you resistances, but you'll immediately take all condition effects and damages that's currently stacked on you as soon as they expire. A Revenant is highly susceptible to condition damages by design, so be careful about what conditions you have and react accordingly.

 

Glint (Dragon)

Unlocking the elite specialization allows you to use Glint. This the most important, go-to stance for a Revenant, and you should get it as soon as possible. All other stances are highly specialized and rather limited in their scopes, but Glint can work in many situations with its balanced set of skills. It also opens up a whole new game of maintaining energy consumption and boons for you and your party. Other benefits include a shining disco plate on your feet and occasional creepy music, which fortunately can be heard only by your character.

All Glint's skills are toggle skills. These skills will be toggled on when first used, and will constantly pulse boons to you and your party, draining the energy at a fixed rate. If you use the skill again, it will be consumed, which have some other effects and will be put on a long cooldown. Alternatively, you can simply turn on all the other skills and let the energy quickly run out to turn them all off with shorter 4 seconds global cooldowns.

For healing, Facet of Light provides a small trickling amount of regeneration to you and your party. When used again as Infuse Light, it will turn all your incoming damages into healing for 3 seconds, akin to a warrior's Defiant Stance. This is a very good way to quickly restore your health, survive huge attacks, or even running through some insta-down gimmicks like Aetherblade fractal's electric floor. You can simply use it and quickly stand on an impending doom of red circles to fully recover your health, but swap to other stance and use something like Soothing Stones when there is a clear lack of red circles. Just save the Facet of Light for the appropriate moment if you can, and do not use protection or other damage reduction with Infuse Light as reduced damage means reduced healing.

Facet of Strength pulses several stacks of might to you and your party. Using it again delivers some good damage and a full stack of 25 vulnerability to enemies in front of you. Vulnerability is not usually in a short supply, but sometimes you may want to turn the skill off in that way to reduce energy consumption.

Facet of Darkness grants fury, and consuming it will reveal invisible enemies near you and break stuns. You don't get a lot of invisible enemies in PvE, and you should refrain from frequently consuming it for stun breaks as maintaining fury can be important for your party for damage increase.

Facet of Elements pulses swiftness, a nice 33% increase in movement speed to you and your party. This is another reason you'll want to keep using Glint. Turn it on whenever you have to move from location to location. You can consume it as Elemental Blast, a weak CC and condition AoE when you do not need mobility.

The elite skill, Facet of Chaos, grants a solid 33% damage reduction for you and your party. This skill uses up energy quickly (-5e/s isn't really that high, but you'll likely to have other facets draining energy at the same time). Helpful for surviving tricky situations, and this can turned on when stunned. It acts as a slow but strong CC when consumed as Chaotic ReleaseB, but this comes with a long 45 second cooldown.

Finally, Facet of Nature is another skill that comes with the elite specialization, but this skill works separately from stances. Press F2 to extend durations of current outgoing boons of you and nearby players by 33% (does not work for already applied ones). The skill is helpful in cases like an Elementalist is stacking might for your party, or a Mesmer in your party is trying to provide quickness, and you should keep it running for them; just swap stances before your energy completely runs out so that the Facet don't get turned off. If that is not the case, you can turn this on briefly before combat to slightly extend your own boons, and then consume it for additional source of regen, might, fury, swiftness and protection. Afterwards, you can continuously consume it for more boons without energy loss. This is useful when you have to stay out of Glint for a while and unable to supply boons to your party.

With Glint available, you're set for the general boon-supplying gameplay of a Revenant. You can freely apply these boons to you (and your party, if there is one) as the situation demands. You'll want to get swiftness while travelling; swiftness and protection for skipping trash mobs in dungeons; fury and swiftness for short, easy encounters; might, fury and regeneration in stationary challenging fight, and any other combinations that situation demands. For an example, if your party have 4 PS Warriors, you certainly don't need to supply might.

Ideally you'll want as many boons as possible for a maximum effort, say, in a party full of Necromancers, but you cannot turn all Facets on at once due to the -10e/s upkeep cost limit. For instance you cannot use Impossible Odds (-10e/s) and Facet of Nature (-2e/s) at the same time. You won't even able to consume the facet while using Impossible Odds as you won't be able to turn it on in the first place.

Such limitation is important in Glint where all skills require upkeep energy costs. Remember the numbers: regen (-1e/s), might (-2e/s), fury (-2e/s), swiftness (-1e/s), protection (-5e/s) and boon duration (-2e/s). Since your energy will be recharged at the rate of +5e/s, using regen, might, fury costs -5e/s and will stop your energy from increasing or decreasing. You may want to apply boons at maximum upkeep cost of -10e/s using something like regen, might, fury and protection, and your energy will be dropping at the rate of -5e/s. That way you'll run out of 50 energy in 10 seconds, and you can stance swap every 10 seconds to get more 50 energy. Burn off energy in that stance and be back to Glint before, preferably, your boons expire.

That is the maximum boons you can maintain for your party, although you should also consider that this will leave little excess energy for other skills, making the gameplay very inflexible. You won't be able to use CCs or stun breaks in a timely manner when your energy is on a very tight budget, which can make the gameplay quite difficult.

This is no longer the case if you have another Revenant in your party. Same Facets from different Revenants do not stack, in a way that two Revenant with Facet of Strength each activated will not give them twice the amount of might. You may want to discuss with him or her about who will maintain which one for optimal gameplay, although optimization wasn't high on the priorities list if you managed to get another Revenant in your party in the first place. Still, with some coordination two Revenants can maintain something like permanent projectile block by alternating Protective Solace (Ventari), although its utility might be limited.

A small last tidbit about Glint is that you'll often want to activate multiple boons at once as soon as you swap to it, which requires pressing multiple keys at once. Change the keybinds so that you can comfortably do this. Personally I use ESDF movement and 12345WZXCV skill keys setup, but you might want something different. Also, many keyboards do not support pressing multiple keys very well, and you may have to try pressing keys in a peculiar sequence. Don't fret as you'll have plenty of chances for practicing, especially if you have to go underwater a lot.

 

Weapon Skills

 

Sword

A good mainhand weapon with high damage autoattack chain. I recommend always having one equipped.

Precision Strikes let loose several short-ranged homing projectiles. The projectiles applies some chill and this skill can be used to hit targets just outside of melee range, but its projectiles have very interesting target priorities. Use it inside a mob to prevent them from flying all over the place. Ideally you could continuously use it on cooldown for DPS increase, but it should be done without interrupting auttoatack chain.

Unrelenting Assault makes you shadowstep around the target while attacking and gain some might. Again, the problem is that it can be unreliable. If there are multiple enemies, you will be hitting them in a seemingly random order and it can even hit harmless critters instead of enemies. Furthermore, the skill actually moves your character around during the process, which makes it possible to place you at undesirable locations, like a brightly burning pool of lava when the skill ends, or end abruptly if you hit an obstacle during the movement. With its low damage and unpredictability, Unrelenting Assault becomes more of an evasion skill. Use it if some boss mob is about to hit you with a huge attack or if you need some breathing room out of hostile AoEs, but beware of the 3/4 second activation delay. You can cast Enchanted Dagger (Shiro) beforehand for some bit of quick, safe healing.

Sword can be also equipped in offhand as a utility weapon, which is more or less effective for single difficult boss mob. Duelist's Preparation is a solid 2 second blocking skill that allows you to move around while doing so. The skill has a follow-up for immobilize, but you'll be hard pressed to find an use for such skill combo in PvE. Grasping shadows stabs the target and shadowstep back with the target in tow. Again, it is unlikely that you want to pull one mob out of a group, but you can still use this as a hard CC and a dodge.

 

Mace

A condition damage mainhand weapon with torment, poison and burning damage built in. You should always keep in mind that torment applies only 1/2 damage when the target is stationary. If you can make it move, always do so, but it won't be easy nor very effective.

Its second skill, Searing FissureB, lays down a fire field, and Echoing Eruption applies torment with a blast finisher. As both skills have low cooldown and low energy cost, a mace can make several, quick AOE attack combos that can be quite fun to use. Use Mallyx stance for even more leap-in skills and conditions damages. Sadly, DPS-wise a condi mace build falls far behind a power sword build, making it for only suitable for less demanding situations.

 

Axe

The Axe is a good offhand weapon that works well against multiple trash mobs, and you'll want this weapon equipped for most of times.

Frigid BlitzB throws the axe at the target and shadowstep through it when it hits. While it has some activation delay, this acts as a great gap closer, and also as a quick way to get behind of a big enemy. The skill fails if the axe misses, or the target moves out of the range after you throw the axe. You also apply short chills to multiple enemies you teleport through. Use Precision Strike (Sword) or Elemental Blast (Glint) shortly afterwards for stacking more chill on the target, as a way of quickly intercepting and slowing it down.

Temporal RiftB generates a gap on the ground and pulls nearby enemies toward it. A nice fight opener to gather mobs in one place so that your attack will hit them all, if you can aim it well. Additionally, since they will form a straight line over the gap, you can quickly target the furthermost enemy on it and use Frigid Blitz to dash through, applying chill and damage to all of them. Revenant has several other skills that hits multiple enemies on a straight line, such as Searing Fissure (Mace), Surge of Mists (Staff) and Coalescence of Ruin (Hammer), so consider using them with this skill. Also works as a hard CC and quick interrupt.

 

Shield

Only available after you become a Herald. As you can expect this comes with two defensive skills. Envoy of Exuberance has a weak AOE heal and short protection that can help you and your friends, and Crystal Hibernation has a 3 second block with a weak self heal. Compared to Duelist's Preparations (Sword), Crystal Hibernation provides some heals, and has longer block duration with longer cooldown but moving will cancel the skill, making it bit clunky to use. Overall, shield has its apparent uses if you want more defensive options, but since all skills require energy you'll probably not use it very frequently.

 

Staff

A great utility weapon. Use it with main hand sword and swap to staff whenever needed, but always be quick to swap back to sword for DPS. Its autoattack chain is unique in that it drops healing orbs at the end of it, but doesn't hit hard enough.

Punishing Sweep is a gateway to Debilitating Slam for dazing up to three enemies. In theory this is another hard CC in a Revenant's arsenal, but you can only use Debilitating Slam when Punishing Sweep hits an enemy that is using a skill at the moment. This is very hard to do in PvE as you often have no idea about what is considered as a skill for NPCs. Since you can use more effective Surge of the Mists with the same energy cost and less hassle, you'll probably not use it very often.

Warding Rift is a block with blinding up to 3 enemies. You'll probably not switch to staff for this skill, but it can help negating damages if you have the staff out at the moment.

Renewing Wave is a small heal and condi cleanse skill. You may want to have it ready for several occasions since Revenant is quite limited in condition removal. This can also heal and cleanse your party members, and can be used while on move.

A Revenant has several hard CC options, but Surge of the Mists is doubtlessly the strongest and the most important among them. The skill makes you dash through the target, hitting it multiple times for damage and knockback CC. In many instances you'll equip staff solely for this skill as it is often enough to destroy the entire breakbar of a dungeon or fractal boss. Not all of them, though. Some like Aldus Stormbringer in Honor of the Waves P1 are completely immune to knockback effects, probably due to some developer oversight. Still, with this skill and all the other CCs you get, it is easy to keep demolishing breakbars by yourself. This can make some boss fight much easier if you are in an inexperienced group.

Apart from CC, use the skill to push away enemies or stuffs like bombs in Auric Basin south gate, to evade attacks or to move slightly faster. Beware that the skill can hit only partially if you are too far away, or even miss entirely if the target moves away. Also, it can be an embarrassing way of falling to your death when used toward a cliff.

 

Hammer

The only ranged weapon Revenant gets. Its default attack is slow, but can hit multiple enemies in a row and hits harder than most other classes' ranged weapons. Auttoattack DPS isn't that high, but it is a 100% guaranteed projectile finisher, while other weapons' AA usually have only a 25% chance to do so.

Coalescence of RuinB is a AoE attack that hits several targets in a 3-part line. The farthest section of this line hits hardest, so if you are able to maintain your distance this will be actually a DPS increase. Since this is not a projectile attack and has a short cooldown, it can be spammed to kill enemies with projectile reflects or blocks like Jade Colossi in Solid Ocean fractal. Usually don't work against enemies over a large gap.

Phase SmashB is a ranged AoE with chills. Although your camera stays still, the skill will actually move your character to hit enemies and move you back when it ends. This works as a decent evasion, and a way to briefly reach some spots. May kill you if you try to use skill through something bad like fire shields that protect archers in Twilight Arbor dungeon.

Field of the MistsB generates a small wall for projectile absorption in the front of you. The wall is fixed at your character's front and will move or turn with your character's movement, so you have to directly face the threat to properly utilize it. Can be used for self healing as the wall acts as a dark field and your hammer autoattack passing through it will steal a little bit of health for you. Use Impossible Odds (Shiro) for quicker lifestealing.

Drop the Hammer is another hard CC, but this time it is an ranged AoE one. Beware of a very long activation time which often makes the skill miss, and always try to anticipate the enemy's movement.

 

Spear

Nothing much to say about the sole underwater weapon, but there are two skills viable for default autoattack: Spear of Anguish for ranged, and Rapid Assault for melee. If you are using action camera, I recommend setting the latter to autoattack so that you can simply hold left mouse button for the ranged attack and tap 2 when you are in a melee range.

 

Traits and Builds

 

Revenant trait lines are mostly specialized and tied to different stances and builds: Corruption for Mallyx and condition builds, Salvation for Ventari and healing builds, and so on. As there is little synergy between them and condition builds being not very viable, build variations are very limited.

Still, since Revenant is quite a flexible class, a power build such as this metabattle one with occasional changes in weapons and stances will carry you through most PVE situations; be it doing dailies, guild races, resource gathering, open world meta events, soloing champs, dungeons, fractals and maybe even raids. Some important traits here include Assassin's Presence (Devastation), an important party buff that only a Revenant can maintain, and Rolling Mists (Invocation) that can easily push up your critical chance over 80% with Facet of Darkness (Glint) and a full berserker gear.

If you have trouble surviving, you can alter this build to use Invigorating Flow (Invocation) and Assassin's Annihilation (Devastation) with Vengeful Hammers (Dwarf) for some good sustain, but losing Swift Termination (Devastation) is a big loss in DPS. Hardening Persistence (Herald) is another trait that can help as it provides additional toughness per amount of upkeep energy cost you currently have, but you may get unintended aggros. Additionally, you'll give up Radiant Revival (Herald) for it, a very handy trait if your party member goes down in a pool of hostile AoEs. You get a 2 second Infuse Light when you start reviving allies, so you can comfortably jump in. Empty Vessel (Invocation) and Cleansing Channel (Invocation) are for easily available stun break / condition cleanse with stance swaps, and having them on a 10 second cooldown can be very, very useful.

As per Guild War 2 tradition, run-of-the-mill berserker gears will be usually used. Use Sigil of Force and Air as per standard berserker weapons. You do have some options for armor runes. Superior Rune of Scholar is ever popular among most classes due to its 10% damage bonus when your health is over 90%, however, maintaining that health level can be a challenge when you do not have a healer around. Superior Rune of Strength can be helpful in a much less organized fights, as you get more might generated by yourself. Superior Rune of Hoelbrak is a budget alternative to that, where you get slightly less might duration and 20% shorter condition effect on you instead of 5% damage boost from might. Finally, Superior Rune of Rage is a very cheap option with benefit of extending fury duration and making Facet of Darkness a more readily available, additional stun break.

 

So what do you do as a revenant?

As usual, you go out and smack things with a sword to get loot, money, and experience. This shouldn't be that hard because a revenant does not have offensive DPS rotations; all skills other than autoattack have their uses and energy costs so they shouldn't be spammed. Sword auttoattack is enough for quickly killing stuffs since while your DPS is low, you can easily maintain it for long even when under pressure.

Also, it is important to not die while doing that. This can be harder. Probably what most new players have trouble with when playing a new class is staying alive. You may need some adjustment phase since while Revenant has decent health and armor, its heals are rather mediocre. You get to use two, but most of them are highly situational and less effective compared to other classes' heals.

Altering builds and gears helps a lot in this regard, but in fact a Revenant can be fairly resilient in a full DPS spec if you get the hang of it: evade, block, stun break, apply protection, liberal use of CC, and use Infuse Light (Glint) effectively. You don't have complex DPS rotations, so pay attention to enemies instead, use your dodges and blocks effectively and interrupt when they are preparing big attacks. Know which attacks hits you hard enough and use Infuse Light in a timely manner to quickly heal yourself back to the full health. Do not waste it, or you will be prone to die in higher difficulties.

Instead of changing builds, try to adapt to the situation by swapping stances and weapons. I've already mentioned that you should get Glint ASAP, as you'll use other stances in combination with it.

Glint/Shiro works well for quickly clearing easy contents or fighting harder mobs where you can constantly dodge around and switch melee and ranged weapons on the fly, but you should be wary about taking damage as your two heals are tricky to use. Maintain protection and position yourself well outside of a harm's way.

Alternatively, Use Glint/Jalis for easier brawling, where you will constantly applying Facet of Chaos, Vengeful Hammers and Rite of the Great Dwarf to reduce incoming damage. As Soothing Stone is a competent heal you'll feel more comfortable in taking hits. With proper builds you can facetank some bosses with Jalis, however, bear in mind that damage reduction works only to an extent. When enemies are hitting you hard enough, they will kill you regardless.

Other two stances can be used depending on why you and your party is dying; if your party is dying to multiple stacks of condition damages, grab Mallyx, or use Ventari if your party is dying to a hailstorm of projectiles. Otherwise, Glint/Jalis has protection and damage reduction skills for not dying.

Also, consider swapping out weapons at that too. Sword/Axe combo provide decent DPS, evasion, CC and utility in one package, and works well in general PvE situations. Sword/Sword looks cool, is mostly useful for a big boss fight, although S/A still works well in that situation. S/Shield helps when you have trouble not dying, but probably it'll be not as effective as you think.

For a backup weapon, use a hammer if you have to range and there is no need for close range CC, otherwise get a staff. A staff can provide some amazing amount of CC, so always look for the green bar under the boss mob's health bar. If other players can destroy it quickly, that's great, but if they cannot, you should always prioritize doing it mainly using the staff. Furthermore, a Revenant can have up to 4 hard CCs and few more soft CCs readily available depending on the build, so use them well.

In the end, always try to have some fun in this class. It is not as good as other classes in certain roles as peoples say, but a Revenant is versatile and unique one that you may grow fond of. I certainly love mine. Even if you do not like the playstyle, a Revenant is still quite useful for gathering flax or winterberries and holding unused items while standing forever lonely at Lion's Arch. And who knows what kind of fun the upcoming expansion will have for Revenants... :-)

submitted by /u/nedslee
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[Discussion] The state of Guild Wars 1 as a store product

Posted: 15 May 2017 11:56 AM PDT

So, Guild Wars 1. That game.

Right now, GW1 is a dead game. Yes, there are some players, some veterans still play daily, etc. Why would you care if you're a GW2 player anyway, it's an old game, old graphics, it doesn't get updates.

Well, there's something you could care about: The Hall of Monuments. By completing various achievements in GW1, you earn rewards for GW2, including armor skins, weapon skins, pets, and minipets. Some of them are pretty nice.

So, let's imagine you like those rewards, and hell, they say the GW1 story is good, and you like the lore, and the game is soloable, so why not? Even if it's a different experience, you could give it a try, specially during those times when you're bored of GW2.

Too bad ArenaNet does not want you to play GW1.

You would think such an old game would be accessible. Everything packaged into a single product, cheap, whatever. It's an old game, no one cares about it anymore. They're lucky if they get some pennies out of random GW2 players like you.

No. Fuck you.

The state of GW1 as a store product, or whatever you call it, is deplorable.

  • GW1 has four games. They are all sold separately, or in partial packs.
  • The online store, where they sell things like character slots and outfits, has been abandoned since ages ago. An outfit that was temporarily removed during seasons and whatever never returned.
  • Prices haven't changed since more than like 10 years ago, and they're prohibitive by today's standards, even worse if you factor we're talking about an 12-years old abandoned game.

What should be done:

  • Move everything GW1 to the GW2 page, to a separate section where the old game is respectfully acknowledged.
  • Put all four games plus the bonus mission packs into a single product, called "Guild Wars: Complete Edition", with a reasonable price (20-30€), and remove all other versions from online stores.
  • Original owners of GW1 get an upgrade to the new "complete edition" for free, as a reward for their loyalty for buying the game before these changes. If they don't own GW2, they get the GW2 Heroic Edition (Same as F2P but without restrictions) as well, to encourage them to check the sequel if they haven't yet.
  • Remove the old store, and take microtransaction services, like character slots and outfits, and put them ingame, in exchange of coins or crafting materials. This simple move would give veterans new rewards to work for, and maybe even stabilize the economy a bit.
  • Get the Hall of Monuments Reward Calculator out of beta already.
  • Bundle GW2 together with GW1 in the store and charge some extra bucks for it for those new players that could want to join the franchise head-on. Maybe even put GW1 inside the deluxe edition of the next GW2 expansion.

All these changes could bring some joy to both GW1 and GW2 players, for absolutely zero effort. Hell, they could even make some money from GW2 players buying GW1! Incredible, I know? It's rotting, gathering dust, yielding no revenue at all. Anything you do with it, it's easy money.

But they don't. It seems they don't care at all.

You know what really makes my blood boil? It's almost as ArenaNet hates their own first game.

And that's not fair.

GW1 needs some love. Just a bit would be enough.

submitted by /u/Lon-ami
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PSA: Legendary Armor AND Legendary Back items Can Free-Swap Infusions

Posted: 15 May 2017 09:44 AM PDT

Hey all! Just tested this myself and, as I haven't seen anything mentioned about this on the wiki or anywhere else, thought it would be worth noting here.

If you want to swap infusions on your legendary armor or back items (Ad Infinitim, Ascension), you no longer need the Infusion Extraction Device sold in the Fractal lobby. Just double-click the new infusion you want to place, click the legendary armor piece or back piece you want to slot it into, and it will automatically "pop out" any existing infusion in that slot and place it in your inventory.

Disclaimer: I only tested this with Ad Infinitum, as I don't have Ascension, but I'm assuming it should work the same for both.

Happy infusion swapping! :)

submitted by /u/30stacksOfplus1s
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[RANT] Didn't think it would happen to me but...Kicked at Ensolyss CM100 right after chest.

Posted: 15 May 2017 03:28 PM PDT

So this happened to me today. I joined a group doing Fractals CM100 when they were at end boss. Wiped once, then cleared the boss, when suddenly 3 of them kicked me from party right after the boss. At least I still got the Ensolyss chest, but didn't get the daily chests.

I know this had happened to some people before, just the first time it happened to me. I guess they wanted to add the 5th person/guildie who left before, so they could get the daily CM chest? Or maybe they kicked me too late, since I still got the chest in the end. They could have kicked me during the final hallucination phase as well, dunno why they didn't do it. I reported the people who kicked me for scamming (due to lack of better reasons provided by Anet), and add them to my "friend" list just so I can avoid joining them later.

What else would you do in my case? Shouldn't Anet implement something against this behavior?

Anyway, first time post on this subreddit. Too bad it's for such a silly reason.

Update: Well, at least I got the reason. Imgur

submitted by /u/leo_B227
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Why You Should Play Guild Wars 2 In 2017

Posted: 15 May 2017 03:50 PM PDT

About Lyssa at her temple event in Malchors leap (Spoiler for EP5)

Posted: 15 May 2017 06:56 AM PDT

During the event the undead priestess of lyssa says something very interesting . The human pact soldier references what she says after the fight.

  • Priestess of lyssa: My goddess was mere pray for the dragon! Despair!
  • (after the fight) Crusader Gadding: What it said back there... do you think it's true? Is Lyssa truly dead?
  • (after the fight) Magister Maresta: No, it lied. Don't fall for its tricks. Lyssa's not dead, she's just...not here.

If you talk to Gadding after he will say: When I was young, people said I was blessed by the goddess Lyssa. Being here now...it's just very difficult to know how to feel.

Is it really possible that Lyssa is really dead? Killed by Zhaitan? Lyssa being dead could be a more believable reason why Balthazar has her mirror... or you know..those two could be working together right? Or did Balthazar went sneaky sneaky and pick pocketed lyssa's mirror while she wasnt looking :)

What do you guys think?

submitted by /u/Wolftail18
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Can we at least get a better recap of Season 1?

Posted: 14 May 2017 10:23 PM PDT

I know that a lot of people want to see LW S1 be re-playable again. And if the time does come this recap could be a perfect "preview window." There is one problem: It's incomplete. While I understand they wanted to focus on the biconics so that new players dont feel completely lost when starting LW S2, there are some chunk of content that is missing.

A fanmade movie touches all of these points and the recap Anet has. It just dissapoints me that Anet omitted this sections of the Season and hope to see an official better one.

Edit: I am extremely grateful for the comments and upvotes........but most ppl are saying they want LS1 to be re-playable. And while obviously I want that too, the point of this post was to update the current recap with the missing chunks of events/characters I listed.

submitted by /u/edpedrero
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Guild Wars 2 Armory - Shareable User Achievements + Patreon | See comments for more details

Posted: 15 May 2017 07:26 AM PDT

Personal story instance "Victory of death" seems a tiny little bit broken right now...

Posted: 15 May 2017 04:24 PM PDT

Will there ever be another Arena.net contest for assets creation ?

Posted: 15 May 2017 11:07 AM PDT

Hi. In 2007, there was a contest in which players could design weapons to be included in the game.

https://wiki.guildwars.com/wiki/Design-a-Weapon_(2007)

Will there be another contest like that, to design an armor, weapon or character to be included in the game ? What do you think ?

submitted by /u/WizardMahri
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[Smol Vid] Hear the voice...

Posted: 15 May 2017 09:12 AM PDT

Help me understand mesmer illusion stats

Posted: 15 May 2017 06:27 PM PDT

So I'm having a bit of a hard time understanding how your character's stats affect illusions.

For reference here is the wiki's interpretation.

Most of an illusion's base stats are inherited from the caster: Same as mesmer: power, precision, condition damage & duration, boon duration, critical damage, armor, and healing power. Illusions will benefit from the mesmer's might stacks, as well as any effects that increase the above stats, such as Banner of Discipline or Spotter.

Now what I take this to mean, is your stats, after gear and bonuses, get transferred to the illusions sans vitality since illusions have a fixed health pool.

Not inherited from personal stats: vitality, and secondary +(%damage), +(%critical chance), or +(%condition damage); for example, Superior Sigil of Force, Superior Sigil of Bursting, Superior Sigil of Accuracy, Superior Rune of the Berserker (sixth bonus), or Superior Rune of the Ranger (sixth bonus) does not >affect the Illusions.

This is where I'm slightly more confused. What exactly qualifies as a "secondary stat" here? Obviously stat bonuses granted by sigils and runes as listed, but are there any other items in game that qualify as "secondary stats" for the purpose of not benefiting the mesmer illusions? Should be aware of any listed "applicable stats" that the illusions can't actually use?

submitted by /u/Dracovitch
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[Video] PvP Guide Voice Commentary - Roles, Matchups, Rotations etc.

Posted: 15 May 2017 08:05 AM PDT

Hi back with new vids.

The Guide has 6 Parts, now i released the 3 last, somehow i finished them first of all. The 2 parts for absolute beginners and the parts about Settings and keybinds are following soon. Also the german versions will still need a bit time.

Part 1.1: The very first steps for beginners (Heart of the mists, difference pve-pvp gear, spectator modus, pvp-panel) FOLLOWING SOON

Part 1.2: The very first steps for beginners (Where/how to get a good PvP-Build) FOLLOWING SOON

Part 1.3: all Settings and Keybinds (prob. not only for beginners interesting) FOLLOWING SOON

Part 2.1: Roles in Conquest https://youtu.be/pV7k4jD0SuU

Part 2.2: Matchups https://www.youtube.com/watch?v=KVMfrM-SKGg

Part 2.3: Rotation Strategies https://www.youtube.com/watch?v=VpCY85c3LTg my favorite one because of the ingame examples with analysis (starting @min 7:17).

This is my first voice commentary, so pls be kind. I know my mic is old and cheap and my english is bad too. I also know that i dont talk that freely. Still i hope you can enjoy the guides and it also helps few of you. Any questions? Pls ask me in the comments on youtube under this vid, in the forums/facebook or via ingame mail! There are no stupid questions (to the topic at least, trolls can stfu and leave already), only stupid answers! :)

greetings jazz

submitted by /u/JazzXman
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What's a good DPS benchmark for condi thief without venom share targets?

Posted: 15 May 2017 04:58 PM PDT

qT benchmark for condi thief is right about 33k, but that's including damage from shared venoms, which requires at minimum one other person (a Mesmer with 3 illusions) to test properly. Does anyone know a good damage target to shoot for if I go in solo?

submitted by /u/TerribleTransit
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20 Mystic Chests opened - results

Posted: 15 May 2017 02:04 AM PDT

DISCLAIMER: Lots of centaurs have been harmed for this research

I had some spare t5 leather lying around and decided to forge some Mystic Chests in order to get a better idea of the loot table droprates.

I forged two batches of 10 (using 15k refined t5 leather in the process) and it seems like 10 Mystic Chests give you more or less what you need to forge 1 City Portal Scroll:

  • 2 Mystic Keystone Crystals

  • 7 Piles of Mystic Dust

  • 1 random City Essence

  • ~ 50g in vendor trophies (to buy 5 mystic coins)

Additional remarks:

  • the sample size is pretty small, so make up your own mind about its validity

  • each Chest contained 2 drops

  • preview option of the container is not available

  • first drop was either Mystic Dust, Mystic Keystone Crystal or a City Essence (70%/20%/10%), always only 1 drop

  • second drop was always Perfect or Flawless Mystic Jewels (vendor trophies) in various amounts (53 Flawless and 19 Perfect in total)

  • wether the Essence of Lion´s Arch has the same droprate as the other Essences could not be determined but historical supply on the TP suggests that it has an even lower droprate

CONCLUSION

Unfortunately, the droprate of the LA Essence is the info I was most interested but with such a small sample size, I knew I wouldnt get conclusive data on that.

But maybe I can come to a conclusion with some game economic reasoning:

It makes sense to design the faucets/droprates for the 3 components used in the portal scrolls that come from the Mystic Chests similar or equal to their sinks:

So on the first drop you have a:

  • 70% chance of Mystic Dust

  • 20% chance of Mystic Keystone Crystals

  • 10% chance of a random City Essence

Otherwise, one component will always lack supply and the 2 other will drop too much.

The Essence of LA doesnt require any Mystic Dust or Keystone Crystals to craft the LA Portal Scroll but instead calls for one of each of the other 6 City Essences.

So if the LA Essence had the same chance of dropping as the other city essences, it would destroy one of each city essence without destroying 42 Mystic Dust and 12 Mystic Keystone Crystals along the way.

So I assume that the droprate of the Dust and the Crystals is actually a little bit less than 70% and 20% to account for this imbalance and we also have to figure in the droprate of the LA Essence somehow.

We can be relatively sure that the LA Essence has a lower droprate than the others, otherwise, all other essences will be destroyed for LA Portal Scrolls and there would be none left to create demand for dust and crystals.

Our sample size should include the following to determine the droprate of the LA Essence:

Cluster A

  • 1 Essence of LA

  • 1 Eo Hoelbrak

  • 1 Eo Rata Sum

  • 1 Eo Black Citadel

  • 1 Eo Grove

  • 1 Eo of Ebonhawke

  • 1 Eo Divinity´s Reach

Cluster B

  • 1 each of all essences (except LA, 6 in total)

  • 12 Mystic Keystone Crystals

  • 42 Mystic Dust

This loot table contains 67 drops and would be representative of the highest possible droprate for Essence of LA without bringing supply and demand for dust, crystals and the other essences into imbalance.

However, I suspect the droprate to be way lower because in this sample, the distribution between dust/crystals/essences would be 42/12/13 in volume and 63/18/19 in percent, which contradicts my own (arguably small) sample of 20 chests.

To lower the droprate of LA Essence, we just have to put multiples of Cluster B into our theoretical sample listed above. Using 5 as multiplier we end up with a sample size of 307 and:

  • 210 Dust (68.4%)

  • 60 Crystals (19.5%)

  • 37 Essences (1 of LA, 6 each of the others)(0.3% for LA, 1.95% for any of the others)

TL/DR

  • I estimate the droprate of Essences of Lions Arch from Mystic Chests to be between 0.3% and 1.5%.

  • at these estimates, it would take between 201k to 921k thick leather sections to forge enough Mystic Chests to drop one Essence of LA

  • Engineers of all races have set up a research camp in Lake Doric to get more affordable data

  • I will portal myself out

submitted by /u/rude_asura
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GW2 moments when the music and what you were playing felt really good?

Posted: 15 May 2017 12:51 PM PDT

I was just hearing the Tarir the Forgotten City track and I recalled the first time I heard that track after we successfully finished the meta event, everyone was cheering and we all begin to run to the center where we met everyone from the other lanes while the soundtrack was playing in the background, it felt so epic, one of the best memories of GW2 that I have. Do you guys have any moments like this?

submitted by /u/gwziggy
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Using weapons in new ways

Posted: 15 May 2017 09:51 AM PDT

First let me say this thread is about how existing weapons could be wielded in new ways to give them unique feels. This can extend to being themed too a certain class but you will find a mechanic can apply to a few classes with just cosmetic changes. Also I don't care what the leaks are, this is about what could be not just what is likely for the coming expansion

I was musing the other night about how a focus could be used as a main hand. Amusingly I liked the idea of a focus has not been used as a main hand is because it lacks focus the way traditional weapons do. By this I mean lacking the striking intent foci tend to require time to create a delicate, percise effects hence being off hand and having longer cooldowns. I figured as a main hand have a focus be a conduit for raw magic. I would have it be a close/medium range weapon whose auto attack is an aoe centered on the player. Have the second skill use the cascade tech from HoT to unleash a directed blast of disruptive energy. I see this having some sort of cc in it to serve as a catch option to keep in range. The third skill i thought make interesting by having it be a toggle skill. This is where it starts to only work for a few classes or requires a resource to be added as part of the elite spec granting it. Produce a field around your character that moves with you, but let's you use other skills while it is active. Once activated the skill would keep producing a field that lasted a few seconds every few seconds until you either deactivated it or ran out off the class resource to fuel it.

This is where theming to a class makes a difference. For example this idea for a focus could easily apply to both necro and warrior (hold your warriors don't use magic comments a sec).

The necro could be themed around channeling the raw power of the shroud thru the focus to devastating results. The first could visually look like a nova burst playing in reverse do it travels into the necro not out from it, name it having to do with soul tearing, and have it give good life force and be Condi heavy. The second could be a chunk of shroud hurled towards a foe that could cripple or stun a foe (marjory told us how debiliating necrotic magic could be imagine unfiltered) the third could be themed as tearing into place the shroud comes from and instead of wearing it letting it spill out around you. Doing so would consume life force to maintain

Now the warrior could do much the same but by sending raw emotion thru the focus to manifest. The first could be some rage themed attack that looks like a burst of angry energy from the warrior that could inflict a few condis. The second could be wrath or vengeance themed that cascades out to stun or cripple. The 3rd skill would drain adrenaline to stay up. This is were my idea diverges as a little as I see the warrior field doing some damage but mostly amplifying the warrior and any nearby allies were the necro would just be more debilitating to any enemy caught in the death field.

Heck I even thought you could apply this to an engi if you have the elite spec themed around an engi that supercharged his gadgets by using some tech to harness and channel raw arcane energy into them. So instead of wielding the focus traditionally this engi uses it main hand like an unstable capacitor that he manipulates the effect by use of his new arcane battery.

So what do you think? Do you like the mechanical idea for how focus could work as a main hand? Which class do you think it would theme to best? What about other weapon, do you have any ideas on a different way they could be used by a new elite spec? Bonus points for any good melee versions for a bow.

submitted by /u/TeraphasHere
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Gw2 made it to a 5m+ yt video, this is the publicity needed.

Posted: 15 May 2017 06:16 AM PDT

This game is lacking early game dungeons

Posted: 15 May 2017 07:53 PM PDT

I played thousands of hours of GW1 and didnt play this game on release because I needed to step away from playing a mmo. Just started playing a few days ago and while i'm enjoying it, I'm very much missing the instance based gameplay of GW1.

This is because even in the very early game of GW1, you needed teammates and teamwork to get through the instance based campaign. In GW2 I'm now level 35, and the only teamwork gameplay I have done is Catacombs of Ascalond both story and explore mode. All the events, and the group events, did not give me a sense of satisfaction at all that defeating a difficult mission on GW1 did.

You may most likely think to yourself, level 35 is nothing and mmos should shine in difficulty and teamwork in its end game content. GW1 did not, GW1 was difficult and required teamwork for all of it. The story mode missions in GW2 have all been ridiculously easy, just blowing through wave after wave solo. To be fair, Catacombs of Ascalon was definitely challenging in its explore mode, and really made the movement mechanics of dodging and such shine that I previously didn't really have a need for.

That being said, for player retention especially in a f2p format, the game shouldn't be strictly casual, soloing everything easily up to level 35. If I didn't have faith in this game from my experience from GW1, I would not have been very satisfied with the game enough to continue playing.

This critique is most likely, not very valuable because, 99% of players reading this are already head deep in end game content for years now and don't care about the level 0-35 progression. But for people like me, who have played MMOs on a hardcore level in the past and trying out GW2, my first 20 or so hours have been a bit disappointing.

It feels more like i'm trying to complete every area 100%, which gets tedious quickly, rather than have a good time. In GW1 going for 100% areas in HM and such at least required you to have a full squad and needing the same teamwork needed in dungeons. That, I do miss a lot.

submitted by /u/ceddzz3000
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Cannot equip level 80 gear in the Heart of the mists pvp lobby

Posted: 15 May 2017 07:45 PM PDT

I have just finished making a twilight, and am now interested in starting a guardian to wield the greatsword, i want to preview the animations each race has, so I started a new character, did the intro and entered the heart of the mists pvp lobby.

Everyone is level raised to 80 here right? All my specializations and weapon/utility skills become unlocked, but I cannot equip twilight to preview the animations it has

Is this intended?

submitted by /u/DragonballFan1
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Returning to the Game (Macintosh)

Posted: 15 May 2017 07:37 PM PDT

Good evening! I just wanted to give a tip of my hat to the developers for going out of their way to build a native Mac port. I'm hoping your investment brings in good returns. I'm looking forward to returning to the game and having adventures with you ladies and gents in the (hopefully near) future!

submitted by /u/RatedRKhan
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