Guild Wars 2 - When there's just me and one golem left at the end of the Aetherblade Fractal |
- When there's just me and one golem left at the end of the Aetherblade Fractal
- My girlfriend made this... Look at it!
- If the devs asked me "What is the feature you most want in gw2"....
- SkrittCoin gone open source
- When a dev says you could've seen the Festival coming
- Festival if the four winds rewards discussed in german interview with MeinMMO. English translation in the comments.
- From Scourges to Weavers.
- Berriefarm hacking sPVP please ban asap
- [Release] Discord Bot for Raid/Fractal Log Uploading and Posting
- PvE Open World Builds - July 2018
- The current state
- [EU] Servers died ?
- Suggestion: Add a tab in the LFG for guild/group recruitment.
- Simplified Condi Holo Rotation - 32.3k
- My Raiding experience
- Whoa this guy got HUGE
- The Great Choya Migration
- (Plot concerns)"Long Live The Lich" and the Order of Shadows
- Legendary essence of luck crafting
- A Quick Mockup of a Map That Could Connect Elona to Core Tyria (Uses the Desert Gate)
- God, Why Hast Thou Forsaken Me?
- Warrior nerfs can't melt these memes
- Cheating in WvW
- Can someone breakdown guild banks for me?
| When there's just me and one golem left at the end of the Aetherblade Fractal Posted: 18 Jul 2018 12:57 PM PDT
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| My girlfriend made this... Look at it! Posted: 18 Jul 2018 04:51 AM PDT
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| If the devs asked me "What is the feature you most want in gw2".... Posted: 18 Jul 2018 04:31 PM PDT
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| Posted: 18 Jul 2018 01:17 PM PDT Hello everybody! I took my darn time to finally get things sorted but just like Charrio Kart I've made SkrittCoin completely open source! Even though there's still some spaghetti code and it lacks proper documentation from time to time hopefully it will give you a bit of insight in how a chunk based system and seeded map generation made it possible to run on low end devices like mobile phones. Enjoy! Note: I have blanked a couple of audio files out of precaution (nothing wrong with your computer) [link] [comments] | ||
| When a dev says you could've seen the Festival coming Posted: 18 Jul 2018 02:49 AM PDT
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| Posted: 18 Jul 2018 02:27 PM PDT
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| Posted: 18 Jul 2018 07:05 AM PDT
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| Berriefarm hacking sPVP please ban asap Posted: 18 Jul 2018 02:28 AM PDT
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| [Release] Discord Bot for Raid/Fractal Log Uploading and Posting Posted: 18 Jul 2018 02:47 PM PDT For all of your raid and fractal log needs!The intention of this Discord bot is to automate the monotonous process of manually uploading and posting logs after every raid or fractal clear. At the call of a single command, your most recent logs will be uploaded to both dps.report and GW2Raidar, and all of the links will be posted in your Discord server within minutes. Installation and SetupThe full installation and setup process plus additional instructions can be found on the project's Github page. I tried to make it as detailed but simple as possible, but if there is any confusion, feel free to reach out to me. Current Features
Future FeaturesThis is an ongoing project that I will continue to work on as more features are needed or requested. However, for the time being, these are the immediate features that I plan to implement when possible:
Contact MeIf you have any questions, suggestions, or issues, please feel free to reach out to me at: [link] [comments] | ||
| PvE Open World Builds - July 2018 Posted: 18 Jul 2018 08:22 AM PDT I had originally planned to stop updating my build list after Metabattle reopened their Open World build section. It seemed that the section would suffice to cover the same audience. However, it has become apparent to me that this is not quite the case, so... here's an update. My Experiences with Metabattle, and Thoughts about This Project Metabattle is a community-edited project consisting of build pages tailored by multiple people. The goal is to collect all of the best performing combinations of build components together for display, and builds that are different enough get divided into their own pages. Each page contains many similar builds within it, determined by alternate choices presented in the details where appropriate; swapping in a particular utility here, using a different trait there, etc. Typically, this functions as a way to specialize the build to specific scenarios, and implies that you would juggle skills and traits depending on the situation in order to optimize your performance in that situation. It also encompasses many people's differing ideas of what the build should be capable of for open world play. My philosophy is to share one build per class, intended to be a generalist, with no alternate choices given to specialize it in any way beyond how it is already specialized, if at all. The goal is to have one build you set up once, and never change it again, no matter what type of open world content you're doing. That is how I personally want to play open world, and it is how I orient my open world builds posts. The builds I play are carefully created to offer a good experience in as many different types of open world scenarios as possible, without having to change a single thing about the build in between scenarios. They are not intended to be optimal in any specific scenario, though they each have their own strengths and weaknesses that may lead to them performing better or worse in certain areas. After my previous reddit post gained a lot of attention, the Metabattle administrator Galaxian approached me and invited me to administrate the upcoming Open World section, giving me full control over the section and its content. I developed a plan to appeal to the widest possible audience by hosting my builds alongside other sorts of builds by other members of the community, ones that do list ways to juggle skills and traits to tailor the build to specific content, and builds which are explicitly optimal for a particular type of content. I noticed Metabattle user Chinkeeyong was developing their own personal open world (and solo PvE) builds list, and invited them to assist, believing that their own take on open world would help diversify the section. It was only a short while later that I learned from both Chinkeeyong and Galaxian that my full control over the section was limited by their philosophy. Instead of hand-picking some of the builds, as the admins of other sections do, I was only supposed to be a passive supervisor, allowing the section to grow from the community's contributions after providing them with a baseline to edit from. In other words, I would not be posting my builds and maintaining them, but rather their vision of what a build should encompass. I resigned shortly after being made aware of this, and Chinkeeyong took over. I figured people would be satisfied with the page anyway, so I stopped planning to prepare my builds. I was also tired of constantly repeating the same things each time I posted. Yet, I am still receiving messages and comments wondering when I'll update, whether my previous builds are up to date, and some people here and there seem dissatisfied with Metabattle in some way or another. In the interest of the people who want it, I've brought it back this time. I don't know if I'll keep it up indefinitely, though. Notes This time, instead of listing the builds in profession order, I'm going to group them by how much they've changed, starting with the biggest changes. Below each build will be a short bit of text describing how the build has changed or not, and why. Feel free to disagree, you can do open world content naked. Remember, while the point of these builds is to have a positive experience in as many areas of open world as possible, they do not do so at the cost of other desirable qualities, such as ease of use. I'm not going to go into as much detail as I did before, except for the areas where the builds have changed. If you have any questions, please post them below, and I'll try to answer them. Major ChangesThese changes are large enough that they affect a build's overall playstyle, or switch between elite specs. ElementalistThe nerfs to various storm skills did not affect Elementalist much in open world. Most of the skills were only useful in specific situations, and did not see much play in my builds. However, the nerf to the Weaver trait Elements of Rage, combined with a significant damage nerf to Lava Font, has removed Staff from being considered in open world. For some context, the new Lava Font does damage approximately equivalent to a weaker Guardian symbol, such as the ones found on Hammer and Mace. Yet unlike Guardian symbols, Lava Font has no other bonus effects, such as applying boons or conditions. Because this skill is a critical part of using Staff in open world, the weapon joins the niche pile of weapons such as Rifle on Warrior. Tempest -- Dagger/Warhorn -- Fresh Air As old as this build is, it still provides many of the desired qualities in an open world build. It has great cleave and more repositionability than Staff builds; consistent damage output between targets without waiting for cooldowns; the ability to use Water and Earth Attunements for their respective utility and immediately get back into Air for damage; and is one of the easiest and simplest Elementalist builds to play. Dagger offers a few benefits over Sword, mainly the increased range of the autoattacks, and not needing to fully channel an entire autoattack chain to gain the full benefits. Combat revolves around casting Overload Air, then switching to Fire Attunement and casting Warhorn 5, Dagger 3. Switch back to Air Attunement while casting Dagger 3, and then use Warhorn 5, Dagger 2, and autoattacks until Overload Air is ready again. Repeat this process, skipping the Warhorn skills when they are on cooldown. GuardianSince the Radiance trait line rework, core Guardian has always been better at keeping up Retaliation by itself in open world. A long chain of buffs over the past several balance patches has lifted core Guardian above Dragonhunter for me. In addition to being able to maintain 100% Retaliation uptime, core Guardian is easier to play, has more consistent damage output, and still carries more than enough burst. Perhaps major buffs to Longbow would prompt revisiting Dragonhunter for ranged Guardian builds; but at the moment, my selection and recommendation lies with core Guardian. Guardian -- Greatsword -- Writ of Persistence Typical core Guardian builds take Zeal/Radiance/Virtues, and that is maximum DPS for instanced content as well. However, the Honor trait line also allows for 100% Retaliation uptime, while conveying other benefits desirable in open world. Symbols are greatly increased in size, last longer, and pulse healing; their boons, conditions, and total damage are all significantly buffed. As well, since the healing skill Litany of Wrath is used for Retaliation, Protector's Impact also causes this skill to drop a Symbol of Protection. Typical play revolves around casting hard-hitting skills while under the effects of Retaliation. Scepter 2, Focus 4, Focus 5, Greatsword 4, Greatsword 2, and Sword of Justice are the main damaging skills to keep in mind. Greatsword 4, Litany of Wrath, and "Stand Your Ground!" are the three sources of Retaliation for this build, and together produce an uptime of 95% without food, 100% with Concentration food. ThiefThe incomplete Deadeye rework from the previous patch got finished this patch. Now we have an effective way to dump Malice without relying on wonky dodging for stealth while Kneeling: stolen skills grant stealth when used at maximum Malice. This most benefits Rifle, allowing it to near-constantly cast Three Round Burst and occasionally release Death's Judgment. Great synergy between Maleficent Seven and Improvisation brings about a significant playstyle change for this build. Deadeye - Rifle - Maleficent Improvisation Now that stolen skills grant stealth, the build is able to make full use of Maleficent Seven for several permanent boons and Initiative replenishment. Improvisation allows for two casts of Death's Judgment per Mark, which also means two procs of Maleficent Seven per Mark on average; since Mark has a 17 second cooldown, and most of the boons from Maleficent Seven are 10 seconds long, you can easily maintain permanent uptime on 10 Might, Fury, Regeneration, Swiftness, and Vigor, whether standing or Kneeling. However, Silent Scope is still very strong for the 20% crit chance bonus while Kneeling and on Death's Judgment to guarantee that it crits every time, so this build does not benefit from Premeditation's increased damage per boon. The new playstyle resembles the old, with some modifications. After finding a good spot to set up, Kneel and throw Shadow Flare at your target, then Mark it. Begin casting Three Round Burst, and when Maleficent Seven procs and restores your Initiative, cast Three Round Burst again to prevent overcapping Initiative. Cast your first charge of your stolen skill, and then Death's Judgment. Resume Three Round Burst until Maleficent Seven procs, then cast the second charge of your stolen skill and another Death's Judgment. Refresh Mark when it's ready to get two more stolen skill charges. The above can also be completed while standing, replacing Three Round Burst with Double Tap, for decent damage as well. The ability to easily use Death's Judgment at 100% crit chance while standing, and the usage of Maleficent Seven to refresh Initiative for Double Tap, is a massive buff to standing Rifle Deadeye damage. Minor ChangesThese changes involve new gear, trait, and utility skill choices, but the elite spec and overall playstyle of the build remains the same. EngineerNow that Elixirs give a guaranteed set of boons, it is quite easy for Holosmith to maintain high Quickness uptime with minimal effort. As a result, some small gear changes have occurred, and Elixir U is now featured in the build. Holosmith -- Sword/Shield -- U Quick This build plays similarly to previous iterations, but with greater boon duration for easier Quickness maintenance. As a side benefit, it also has an easier time maintaining Might and Fury. Sigil of Concentration is important to play around; entering Photon Forge counts as a weapon swap, so try to stay in it and out of it for at least 9 seconds. Whenever possible, only cast skills that grant boons while under the effects of Sigil of Concentration, especially Elixir U and Toss Elixir U. When in Photon Forge, prioritize skill 3, 4, and autoattacks, in that order. Use skill 5 to quickly build Heat, but try to avoid using it when over 50 Heat, since you want to maximize your time in Photon Forge. Also, use Elixir U, Toss Elixir U, Laser Disk, Blade Burst, Hard Light Arena, Prismatic Singularity, and Prime Light Beam in Photon Forge over 50 Heat when skills 3 and 4 are on cooldown, remembering only to use the Elixirs when under the effects of Sigil of Concentration. When out of Photon Forge, spend all of your time casting Radiant Arc and autoattacks to maximize Quickness uptime. Re-enter Photon Forge after at least 9 seconds due to Sigil of Concentration; this is easy to tell by your Heat level. If you leave Photon Forge when your Heat is above 125, by the time it drops to 50, you know that at least 9 seconds have passed, so nothing has changed much about that; it has simply become more important to stick to this rotation. RangerBeastmastery while in Soulbeast's Beastmode has gotten a large buff, and is now worth taking over Skirmishing. Since Skirmishing granted approximately 15% crit chance when not flanking, while Beastmastery only adds 7%, this difference must be made up through gear, so the new setup features a mix of Berserker and Assassin to reach 100% crit chance. There are some utility skill changes, which greatly simplifies their usage and synergizes better with camping Longbow. Rapid hits from Longbow proc Vulture Stance as much as possible, which then procs Predator's Cunning for major healing and damage. Soulbeast -- Longbow, Greatsword -- Beastmaster Mode Like previous versions, the build camps Beastmode with a Ferocious pet of your choice - since leaving Beastmode is a major damage loss, it doesn't particularly matter which pet. As mentioned, utility skill usage has been simplified: rather than a 150-second loop with six distinct phases at multiples of 25 seconds, this new setup is a 60-second loop with two distinct phases at multiples of 30 seconds, based on "Strength of the Pack!" and Vulture Stance. It is suitable to be wielding Longbow when entering these phases, as the rapid hits from Barrage and Rapid Fire ensure that you gain the maximum possible benefit from Vulture Stance. Every 30 seconds, begin by casting Worldly Impact simultaneously with "Sick 'Em!", Moa Stance, and Vulture Stance. Continue with "Strength of the Pack!" if it is available, then cast Barrage and Rapid Fire. Make sure Barrage and Rapid Fire are available when your utility skills are ready; their cast times and cooldowns should allow them to line up neatly every 30 seconds. Otherwise, do whatever you like in between. No ChangesThe following builds may have been impacted in some way by the balance patch, but their skills, traits, playstyle, and usage have remained the same. MesmerChronomancer -- Greatsword, Swords -- Chronophantasmal Burden Still going as strong as ever, this Chronomancer build features very high burst and sustained damage, as well as several useful survivability tools. You can read more about it in its original thread here. NecromancerReaper -- Greatsword -- Icy Death This Reaper build focuses on applying and maintaining Chill for bonus damage. Resilient and bursty, yet still reliable when on cooldown, this build is simple to play and satisfying to experience. You can read more about it in its original thread here. RevenantHerald -- Swords, Hammer -- Forceful Persistence This build has gotten buffs recently with the Energy cost reduction on Facet of Chaos and Impossible Odds. This means there are multiple ways to activate 5 Facets for a 10% damage increase from Forceful Persistence, but there have not been any significant changes other than seeing an overall damage increase. WarriorSpellbreaker -- Axe/Dagger, Dagger/Axe -- 5 Signets Warrior experienced nerfs primarily to the Strength trait line, so this build was unaffected. Easy to play with great cleave and damage, this build represents the faceroll easymode aspect of the Warrior class in open world. The following has been reproduced for reference at the gilded request of an anonymous redditor: Build GoalsI'd like to take the time to state for you my personal goals for engaging in open world content, and what strategy I take when constructing builds. Feel free to disagree - most of these are not hard requirements, not even for myself! But in general, I tend to follow these preferences, in this order from most important to least important. Sometimes one or more priorities conflict with each other, and so I choose them in the order they are listed. 1) Emphasize Direct Damage Open world is full of encounters where you are fighting mobs with relatively low health - tens of thousands, compared to bosses with millions. The fastest way to do a million damage is not always so favored toward direct damage; however, the fastest way to do ten to fifty thousand damage is almost always direct damage on every class. Basically, direct damage makes you kill trash mobs faster than condition damage. In general, this is true; though as a matter of playstyle, you may prefer the tools available to condition builds, such as range or AoE, and accept the sacrifice of trash mob kill speed. This is a good strategy, it's just not my preferred strategy. I want trash mobs dead, and I want them dead now. This can include prioritizing offensive boon application, such as Might, Fury, Quickness, and any boon with traits that give a bonus damage modifier, like Retaliation on Guardian. It also means Berserker stats, Scholar runes, and Force sigils in most cases. 2) Minimize Defensive Stats Things like Vitality, Toughness, and Healing Power. These don't really have synergy with direct damage builds, since ideally you'd want to play for killing everything as fast as possible. The only good stat combos for adding defensive stats to direct damage builds are Marauder and Valkyrie. Marauder is good on classes which need additional crit chance, such as Spellbreaker, Chronomancer, and Tempest. Valkyrie is good on classes with enormous amounts of crit chance from traits, such as Reaper and Guardian. However, in general, I will attempt to minimize these stats as much as possible, unless taking them provides some sort of direct offensive benefit, such as Rune of the Ice in my Reaper build. 3) Carry a Decent Ranged Weapon Open world is full of melee hate, and having to run all the way up to your enemies means that they get to start moving and attacking sooner in the engagement. Having range allows you to kite mobs, deal damage before mobs even notice you, and get out of melee-hate scenarios at boss fights. Sometimes, depending on the assets and strength of a ranged weapon, I will feature range as my primary weapon in the set; other times, weaker but still decent ranged weapons are ready on swap when needed. I personally define ranged combat beginning at 900 range from your target, and so 900 range weapons are skirmishing right at the lower bound; however, when searching for a ranged option, I will search from the higest ranged options first, and move in closer as I discard poor weapon choices. While the first two priorities are universal across all my builds, this one is not. I do not include a ranged weapon for my Tempest, Holosmith, or Spellbreaker, because all their ranged alternatives are poor with regard to their build archetypes and other qualities I wish to preserve. 4) Have Strong AoE on Low Cooldown Whether in the form of cleave or ground-targeted AoE, this is fairly important. It can be an autoattack or some other skill with relatively low cooldown that serves as your bread-and-butter method of tackling waves of trash. There are builds with high sustained DPS on bosses, but which struggle to fight normal trash mobs, because their skills which cause high DPS have lengthy cooldowns. You need either a lot of these skills that you can stagger out between pulls, or a few with low cooldowns of about 6 seconds or less. 5) Strive for High Crit Chance In open world, you usually don't have allies providing offensive buffs like you do in organized instances; the biggest effect this has on your experience is with regard to your crit reliability. Having reliable crits means your big important attacks aren't duds, which lets mobs live longer and deal more damage to you, and can sometimes even cost you your life when tackling a particularly difficult encounter. In other words, the best defense is a good offense, and a good offense is one which has consistent, reliable damage presence. You get consistent, reliable damage presence in direct damage builds by aiming for 100% crit chance. Most of my builds have some way of increasing their crit chance to 100% for the greater majority of the time. This may include Fury application, Accuracy sigils, Precise Infusions, some amount of Assassin stats, Precision signets, and crit chance traits. The primary exception to this rule is my Chronomancer, which reaches 95% crit chance; this is consistent enough, and adding on the additional 5% through Precision only would force out other important parts of the build. (It has to be Precision because Phantasms do not copy flat crit chance bonuses, such as Accuracy sigils.) This is most important on builds with slow, single damage events with high power scaling. Think Gravedigger on Reaper, or Death's Judgment on Deadeye. These skills are the most vulnerable to bad crit RNG and have a dramatic negative effect on your outgoing damage if they don't crit reliably. 6) Utilize High-Value Active Defense Stunbreaks, condition cleansing, heals, blocks and invulnerability, and so forth. If a build has access to a powerful defensive skill, and does not sacrifice much damage to do so, I'll generally take it. Skills I tend to pick up are ones which have low cooldown, very strong effects, synergize with traits or other skills I already take, do damage as part of their defensive effect, or are more powerful than competing damage options. For example, the defensive mantras on my Chronomancer have loads of value; they're instant cast so they don't interrupt your damaging abilities, they provide very strong effects on use, and there aren't very many good damage choices to compete with them. But, a skill like Arcane Thievery wouldn't be very good, because even though it effectively cleanses 3 conditions and grants Quickness, it has a cast time and cleanses fewer conditions than the respective Mantra, and enemies in PvE don't typically have boons long enough to make use of stealing them. 7) Remove Unnecessary Complexity If there's a much easier way to play a build that only sacrifices a little damage, I'll generally do that instead. This is most prominently visible on my Spellbreaker, where I've stacked Signets and avoided the Strength trait line, which is full of damage modifiers you have to constantly maintain in order for it to be worth it. Arms gives very nice passive damage modifiers instead. It's also apparent on my Holosmith, where I prefer the simplicity of having no kits and mostly passive traits; and much of my Tempest build was influenced by attempting to lower its complexity. This is my least important priority, but it is still influential in determining the types of builds I tend to seek out. Final Note Theme and fashion are not strictly priorities, but they do play a role in shaping how I feel about a build. When skills fit together nicely in combos that feel good, or there's a cool synergy throughout the build, or the weapon and skill choices are good for fashion options, it makes the build more satisfying to me. Sometimes this influences my decision when faced with a choice between two builds which are essentially identical under my priority list. However, I do not consider this to be a rigorous concept that I can define and defend. You can read through the previous post here. [link] [comments] | ||
| Posted: 18 Jul 2018 06:13 PM PDT
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| Posted: 18 Jul 2018 05:41 PM PDT On reset td, the map crashed and now login servers dead ? Rip. Login Error Code: 58:11:5:535 Network error on reconnect (1083:5:7:1596:101) which is a security measure to prevent account corruption iirc. 02:50: Everything seems to be resolved now. [link] [comments] | ||
| Suggestion: Add a tab in the LFG for guild/group recruitment. Posted: 18 Jul 2018 04:41 PM PDT I had this thought when I was leading raids one day and an unsuspecting nooby joined my XLi+. He said it was his first raid and I told him I'd have to ask him to leave. I told him to join discord and join training raids but he expressed skepticism and called me an elitist fuck. Well shit. Let's put away the toxic shit for a bit. The point isn't emphasized in one exchange between another player and me. I truly felt bad for this person because he or she must have been so frustrated to have reality hit him that he needed to commit when playing a game for leisure. He didn't know what a discord was, and didn't even think training raids were real. He is clearly a casual and the only chance in his mind to join raids was to join a random raid and see if they'd take him. Maybe if there was a guild recruitment that had posts about guilds teaching training raids, he would have found what he wanted. Maybe if there he had knowledgeable people in a guild about raids, he'd know where to start to even look. Maybe if he had a guild recruitment, he'd know the commitment it takes. But what did he have? Join a random raid? Map chat recruitment? Even then, I barely even see people post in map chat about guild recruitment anymore. Of course, there's always /r/guildrecruitment but I feel that having an actual in game system to recruit players to actually interact with each others should be a given in any MMO, especially one as popular and big as this. Truth is, we as players of the same MMO need a better way to interact with each other in the form of recruitment, and there isn't much in game that allows us to look for groups to play with. I know that Arenanet said a while ago that they weren't planning on doing any in game guild bulletin boards and I tried to brainstorm on what we could do that would be easy for the devs to implement: Why don't we add a tab in the LFG that is dedicated for guild recruitment? After all, we have Fountain of Rurikton, a tab for roleplayers, why shouldn't we have a tab for people to recruit members as well? This would be an easy fix for the no in game guild bulletin boards, it would utilize an already used in game system and it'll require not much additional resources(?). This would also curb a lot of the criticism about raid statics looking for members on the raid LFG, or even sellers (maybe sellers don't count). I truly think that having this would stimulate more guild activity. What do you all think? [link] [comments] | ||
| Simplified Condi Holo Rotation - 32.3k Posted: 18 Jul 2018 02:52 PM PDT Hey Guys, maybe some of you remember Zacks Simplified Condi Engi Rotation (if not check it out here: https://youtu.be/Qk3h9ZFlpaY). I tested around with it a bit cause i really liked it. The biggest problem i had with it right now was that the starting dps is very low and it has a really long ramp up time. So for bosses with phases like VG or Gorse i dont liked it. So i added holo instead of tools and tried a "new" rotation. It had a decent starting dps and dont falls much of after it. After some testing in raids it worked really well and in a real raid scenario it isnt behind the tryhard rotation. On the golem the tryhard rotation of course is way better. If you want to play engineer and dont get the tryhard rotation just try this one out it had better results for me then the normal Simplified Condi Engi Rotation but the normal one can still reach the same numbers. Try it out if you want its fun to play :). Rotation: https://youtu.be/XM1gYoH7T_8 Dps-Log: https://dps.report/cGvQ-20180718-141525_golem Build: Build Cheers Sofn [link] [comments] | ||
| Posted: 18 Jul 2018 03:09 AM PDT So, I have just started raiding and I don't know why so many people complain. About myself: I am about 1.7k hours into the game and have done daily T4 fractals for quite some time. I have cleared 99 cm 2-3 times and although I tried, I never managed to clear 100 cm. I used a support chrono for this and obviously had full ascended gear. So, inspired by teapot and others claiming that pugging is not as bad as many say, I jumped into raiding. I read up on some bosses and looked for training runs. About a week ago, I joined a VG training run, but we failed. So yesterday I tried again. I found a W4 run without LI requirements. I knew the mechanics for every boss except Deimos. I excepted to wipe at least 2 times as Cairn, but we actually made it on first try. However I died halfway through, by being knocked off the platform, so I think that doesn't count. We continued going on and after some struggling and some wipes on MO we also killed it. Even Samarog was cleared on the second or third try. After this the group dismantled and I PMed the commander to thank for for running a run without requirements. We come into talking and he invites me into his guild for more runs. I did join, we cleared VG with 4 guildies and after wiping multiple times at Gorseval (one time at 0.4%), we called it a day. So after my second try joining a raid, I have cleared 4 bosses and found a guild to clear more bosses in the future. TL;DR: my experience with pugging raids for the first time, was much better than expected. [link] [comments] | ||
| Posted: 18 Jul 2018 07:14 AM PDT
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| Posted: 18 Jul 2018 04:28 PM PDT | ||
| (Plot concerns)"Long Live The Lich" and the Order of Shadows Posted: 18 Jul 2018 10:18 AM PDT Anyone who has gone through the 3rd episode of LWS4 knows of Joko's fate. Killed and consumed by Aurene herself. Shocking and kind of funny. With his death, the grip he had in Elona has finally been lost. You'd think that this kind of puts a bit of a happy end for Elona, but I honestly have a huge concern. I'm concerned over the potential aftermath considering what has happened, and I'm not sure if this will be tackled in the next episode. My biggest concern is the Order of Shadows. The Order of Shadows is a splinter group from the original Order of Whispers who saw Palawa Joko as a bigger threat than the Elder Dragons. As you would expect from a their name, they stay behind the scenes to slowly but surely figure out a way to remove Joko from his throne. You may see their objective and goal reasonable considering how evil Joko was, but their methods are very questionable. They seem prepared to sacrifice anything and everything to maintain a status quo in Elona in order to maintain its society as intact as possible. Leaving places like Vabbi almost untouched to avoid causing chaos. Continue to allow the constant brainwashing of Vabbian youth and allow Joko's influence to still maintain its roots in that society. I can understand their reasons behind their methods, but most people may not agree with their tactics and would prefer to just put an end to Joko's reign. Especially the Commander. And well... that's where this episode comes in. The Commander with the help of Dragon's Watch, Aurene, Sunspears, Olmakhan, Corsairs, brave Elonians and even a freaking Ghost Army managed to take down the Lich. Now where does all that leave the Order of Shadows? Did they in a way allow all that to happen? I know they are a shadow organization that stays behind the scenes, but I'm surprised that they weren't any sign of them in this episode. Wasn't their biggest concern that if they killed Joko sooner than later, parts of Elona could collapse? Are they going to take the Commander's action well? A part of me doesn't think so. Hell, I might even say that the Commander could've made an enemy of the Order because of his rather brutal and abrupt actions. I'm very curious if the writers will take these kinds of consequences into consideration for the next episode, or kind of sweep it under the rug for a more "happier ending." Let me know what you guys think. [link] [comments] | ||
| Legendary essence of luck crafting Posted: 18 Jul 2018 09:24 AM PDT A lot of players have already maxed out MF with luck [also, it's not that hard due to the low price of globs of ectoplasm and the amount of stuff you have to salvage ingame], personally i have a couple of bank tabs full of stacks of exotic essence of luck.. I was wondering, it would be hard to let us craft the legendary version in a 5 exo to 2 legendary ratio? it would give tons of us a huge help freeing inventory\bank slots, and it would be easier for all to keep it for when we'll get a luck sink option. [link] [comments] | ||
| A Quick Mockup of a Map That Could Connect Elona to Core Tyria (Uses the Desert Gate) Posted: 18 Jul 2018 02:50 AM PDT
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| God, Why Hast Thou Forsaken Me? Posted: 18 Jul 2018 12:13 AM PDT
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| Warrior nerfs can't melt these memes Posted: 18 Jul 2018 12:02 AM PDT
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| Posted: 18 Jul 2018 01:27 PM PDT So our garri wall and gate were just taken down by a golem under the floor. Would like to ask HoD to not take this opportunity to take it. Its not sporting and i know most players will not be happy with this. [link] [comments] | ||
| Can someone breakdown guild banks for me? Posted: 18 Jul 2018 04:37 PM PDT I've tried to make sense of the posts on the wiki but I'm struggling a bit. The first thing I've noticed is that it's different for pre/post HoT guilds. I have a guild of just me that was created in 2012 but didn't have the bank setup. Does this mean it will use the post-HoT process? Also just in general I don't really get the post-HoT process. My understanding is that I don't need to go get the Hall, and that I can just use the place in LA. If someone could give me a quick and dirty on steps and the total cost for each tier of bank that would be good. Do I need to level up the guild or something with exp? Is it purely mats and coin? From what I can tell it's 250g or so if I'm okay for it building at the slowest rate (I am). Is that all? Finally, my understanding is that I can make a F2P account to be co-leader in case I kick myself from the guild as a bit of a failsafe. Is this correct? I know this is on the wiki in some form but it's pretty spread out and I had trouble following [link] [comments] |
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