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Mr_Finesse

Member Since 21 Apr 2011
Offline Last Active Yesterday, 08:06 PM

#2212155 Updates Coming to Orr

Posted Khalija on Yesterday, 05:03 PM

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This morning Colin Johanson answered a question from the community about if there are any plans to revitalize Orr. What was his answer? To put it simply, yes.

There are indeed!

We’ve had a lot of feedback from folks asking for more difficult places in the game that can be more rewarding to play in. Our intent with Orr (and Southsun) is to create areas that are more fun/difficult for groups to play through event chains, with events that scale better when larger groups of players show up than the rest of the game, rather than the old versions that fell apart when more than a group or so of players showed up.

Thus the continual updates this year to make the creatures in Orr have more varied skills, the swap over to the new event scaling system that creates veterans/champions as content scales up, and the updates to Southsun to have more playable content. The one thing that’s really missing is the rewards to help make playing in these locations more even exciting and rewarding than they are now.

We want champions to be more rewarding, so places like Orr/Southsun where events can scale up to create champions become one of the more fun and rewarding places in the game to play, since events there can be champion on demand generators to an extent. We’d also like to tie in additional unique rewards to the temple chains, to make those more worthwhile and differentiate them from the giant boss encounters (which we’ll also be upgrading to be more exciting) to give a reason to do each in a day. We’d also like to add more value and use to blue/green items, so things like killing vets feels more rewarding when those type of items drop when doing those events in Orr as well.

And of course, we’d like to remove culling from PvE as well so you can experience these events in all their glory when they do scale up.

We’ll go into specifics on all of this in an updated version of the Gw2 in 2013 blog post sometime in July focusing on our plan for the 2nd half of the year and how we plan to improve the core game experience. As a reminder, you can find the original detailing our high level plan here: https://www.guildwar...e-months-ahead/

He later on mentions that there are no plans to add new currencies because the game already has plenty of those. He also goes on to answer another question about reverting the changes that made Orr empty in the first place:

It’s certainly one of the options we discussed, however it brings us right back to the initial problem we set out to solve, a large part of the player base was asking for more exciting and difficult open world content in our top end areas. The original version of Orr events were painfully easy, they didn’t scale well, mobs evaporated into thin-air and you had to race to even get a hit in before they died to get credit for kills.

The ideal balance point we’d like to have is with the scaling and more exciting encounters we have now, so it’s actually fun and at least remotely challenging to play there, but also rewarding as well. The reward systems we want to roll out to support those areas are part of a larger reward revamp and aren’t done yet, but are on their way and tie more strongly into the comprehensive system we’re trying to develop, thus the swap.

In regards to regular mobs hitting for insane damage, we did find a bug about a month ago causing many of them to scale way out of proportion, it has since been fixed and normal bosses in Orr should be doing damage on par with other bosses in the game. If you find any that are still nutso, please give us a shout, the intent is they should be fun/challenging, not one-hit-wonders.

Hope that helps give more insight into what we’re trying to do here, these changes are directly tied to feedback we’ve received. You don’t have to agree with them, but it’s important we explain why we’re doing them so folks understand the end goal, which I don’t believe we’ve reached yet until the rewards are there as well.

And now off to do that work thing, thanks for the feedback folks, as always keep it coming we really appreciate it!

We'll be awaiting that blog post in July, Colin!


#2211615 Effigy Lighting Ceremony - June 18th

Posted Juanele on 15 June 2013 - 03:34 PM

View PostInraged Twitch, on 15 June 2013 - 07:59 AM, said:

"Dragon Bash reaches its climax on June 18 with the effigy lighting ceremony, a single-player instance called Memories on the Pyre."  Why even call this a MMO anymore.


Hope the content is fun at least

/rant

developers can't win. make it group content and people complain, make it for everyone by being solo, people complain


#2210963 I miss the Gear Treadmill

Posted Gileas898 on 12 June 2013 - 06:11 PM

View PostRelentless Raven, on 12 June 2013 - 06:08 PM, said:

Part of the reason I started playing Guild Wars 2 is that it was much more accessible. There was no end-game gear grind, there was a unique event and non-quest questing system, but then you hit 80 and after a while everything gets repeatitive. A plateau is hit where there's no room for advancement. Perhaps that's by design but, for me anyway, it gets rather stale. There's nothing to aspire to aside from what cool weapon and armor skins you can collect. Even in the Fractals you get margainally better gear that has the main added bonuses of allowing you to progress further into that particular "dungeon". Adding ranks in WvW is a step in the right direction but by and large Guild Wars 2 has become fantasy combat themed dress-up and I've grown bored of it.

Am I wrong?

The reason why cosmetic progression is not working for Arena Net is because there is none in the first place.


#2159190 Absolute Legends Dungeon Running Service

Posted this a pointed on 06 February 2013 - 04:15 PM

http://gw2lfg.com/


#2209132 The Dragon Bash

Posted Azure Skye on 04 June 2013 - 04:09 PM

The Moa races reminds me of the chocobo race in FF7 :D




#2203241 Koroshi's Engineer build - Confusion all the way!

Posted koroshi on 18 May 2013 - 01:04 AM

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I have been playing Guild Wars 2 since launch, my first class was a thief. On my roaming times in WvW I hardly met any engineers and if I did, it felt from my side that they were a bad class. Skip a few months later and I got curious about the class, were they really this bad? So I had to try one out and this is what came out.


My Engineer Overview
  • Acces to many offensive/defensive utilties due to kits.
  • Capable of placing many different conditions within a few seconds.
  • Good survivability.
My Engineer Strengths
  • Being able to stack many conditions in short amount of time, with a decent duration.
  • When needed able to block for 5 seconds + 3 seconds ranged attacks.
  • Lots of regen/healing power with short cooldown.
  • When needed able to burst healing, with multiple blast finishers.
  • Completely destroy thieves <3.
  • Permanent Vigor/Swiftness.
  • Decent toughness, able to survive most burst.
My Engineer Weaknesses
  • Mesmers, but that might be just me.
  • Not the best mobility, compared to other classes. (espcially when ganked by multiple players)
  • No stunbreaker. (this is my personal preference to gain more mobility)
Getting started


As an engineer you are able to do massive damage when your enemies are close and far away. We are not limited to 10 skills, thanks to kits. Each kit gives us 5 new skills, which all have their strengths and weaknesses, but thanks to 0,5 cooldown on kit switching we are able to constantly switch between kits to get the necessarily skills to take out our enemies.

Important info about conditions:

Poison:
Lowers healing by 33%, good versus classes with a lot of healing and decent damage.

Confusion:
Confusion deals damage based on every skill use (auto attacks included) and dodges! With 5 stacks of confusion every skill/dodge(when traited, example evasive arcana) the enemy uses will deal them 755 damage.


Pistol

1. Explosive shot: (156 damage, 2 3/4 seconds of bleeding per shot)
Fast way of stacking bleeding, especially in combination with the sigil of Earth (60% chance on critical to inflict bleeding) Decent 900 range, good to use when other skills are on cooldown or if you are being kited around.

2. Poison dart volley: (178 damage, 2 3/4 seconds of poison -33% heal effectiveness, 5 shots).
Decent attack speed, extra condition damage, good against classes that heal a lot.

3. Static shot: (178 damage, 4 1/4 seconds of blindess, 2 stacks of confusion, 4 bounces)
One of my favorite skills, decent range, ussually use it right after my pry bar, for a nice 7 stack of confusion.

Pro tip: Able to stack 4 stacks of confusion if there are 2 targets (with the bounces).

4. Magnetic shield: (create a magnetic field that reflects projectiles 3 seconds and can be released to push back foes)
(Second ability: Magnetic Inversion, 100 damage, knockback 300, blastfinisher)

One of our defensive abilities, best used when being shot by ranged weapons to reflect it back to opponent, one of my favorite skills to reflect is a kill shot (Make sure they haven't used signet of might, which makes their next 3 shots unblockable, you can still dodge them!).

Pro tip:  When a thief uses shadow refuge, walk inside it and double click the shield to knock him out of the refuge and to give him a stealth debuff!

Pro tip 2: Use it as a blast finisher after you double clicked your healing turret for an extra area heal.

5. Static shield: (Block 2 seconds, unless you get hit in melee range which stuns the enemy for 2 seconds and stops your blocking)
(Second ability: Throw Shield, Damage 201 Daze 1 second, Projectile Combo, Throw your shield and daze your foe on the way out and back)

One of the best defensive skills we have in my opion, I use this mainly to stun players that get too close or interupt revives with the second ability. If you get in too much trouble you can use it for full blocking duration just make sure you don't get in melee range.

Pro tip: As soon as you cast this skill, cancel it with escape immeadly! This will still use the skill, but you are able to use your other abilities from the pistol. So you will be blocking + able to deal damage at the same time and if you are good with your timing you can throw your shield to daze your enemies after the 2 second block. Easy way to keep count of the duration, it allows you to cast 3 auto attacks before you have to throw the shield!

Pro tip 2: A thief is about to attack you from stealth? Predict his movements and activate the shield when you think he is about to attack you, if he does attack you he will get stunned. Then switch to grenade kit and nuke him with everything you have, if he doesn't reveal himself, but you did see the block appear he is still stunned but invisible.. do the same thing use your grenades on the location where you saw the block!


Healing Turret
(Ability 1: Healing turret, Healing 2,520, Regen 3 1/2 seconds 390)
(Ability 2: Cleansing Burst, Healing 2,520, Cures 2 conditions, Regen 6 seconds 780 heal, Combo field: Water)

Short cooldown heal with condition removal. If you are circling around an area in combat, click it twice so both abilities activate and pick it up right after, will give you a 15 second cooldown. If you need extra burst healing, double click the ability, use the f1 right after to explode for a blast finisher, which will give you an extra ~1200 heal in aoe.

Video guide healing turret blast finishers <- click here

Pro tip: I suggest practicing this next part.. you are able to get 3 blast finishers right after the second turret ability and it has to be done in 3 seconds which is a bonus of 3,6k healing on top of the normal heal from the turret.
Turret -> second ability -> Double magnetic shield -> f1 to explode turret -> elixer gun fourth skill.  I hardly use the full combo since it makes me waste a shield, but in combat I would normally run it without the magnetic shield so Turret -> second ability -> f1 to explode turret -> elixer gun fourth skill , this allows you to get ~2,400 extra healing + the fourth skill from elixer will set some distance between you and your enemy.


Kits

Kits are what makes engi's so awesome, being able to have 3 extra skill bars without cooldowns is insane! My best suggestion here is take your time to read up on every ability, learn them and practise switching between kits to get the muscle memory.

Grenade Kit

I won't be going through each individual skill, but I will leave the basic info.

- Grenade kit is Strong long/close range damage.
- Slow projectiles easy to dodge the further the enemy is.
- Lots of conditions (Bleeding (16 3/4 seconds), Blindness (7s), Chill 2 3/4 seconds, Poison (7s)
- 1500 range, 3 grenades. Each have of the grenades has a chance to proc. the burning/bleeding from the traits on each crit, so use it when you are able.
- Grenade barrage f2 skill, awesome for bursting down close enemies or enemies hiding in refuge.


Pro tip: Use grenades when the enemies are near you for maximum damage and give them no chance to dodge your skills, chill is very effective to kite players around.

Pro tip 2:  Bind the key "Look behind", when using this it will allow you to look behind yourself while still moving the same way. The reason why you want to do this is to throw grenades while running away from enemies so if they are stupid enough to chase you, you can put a lot of pressure on them or even kill them!

Pro tip 3: If you are not able to knock a thief out of refuge, use your grenades to deal massive aoe damage, make sure to start with the chill grenade to slow them so they will have a harder time to dodge the rest of your grenades.

Pro tip 4: When a player is downed use the poison grenade to slow their healing.

Tool Kit

In the tool kit you will mostly use only 3 skills.

- Magnet, pull your enemy target to yourself with 1200 range
- Gear shield, Block attacks for 3 seconds!
- Pry Bar, 5 stacks of confusion (7s)

I ussually use the tool kit to initiate my fight, first Magnet, as soon as the target is near you use pry bar to put the confusion on your enemies, switch to pistol put another 2-4 stacks of confusion.  

If you get in trouble use the shield to block attacks or use it offensively to get close to your enemy without taking damage.

Pro tip: You can use magnet to interupt enemy abilities or revives.


Optional third utility

The last normal utility is up to you.

Elixer Gun

I mainly use this for when I am roaming in WvW,

- Skill 1 Fast projectiles, good bleeding duration + weakness, you are able to stack these real fast.
- Skill 2 Decent cripple + swiftness on  a ranged skill.. however if the target is too far it ussually misses for me.
- Skill 3 Poison and vulnerability, hits multiple times fast, good for removing blocks or attacking through ranged reflect skills.
- Skill 4 blast finisher + lots of mobility when used right.
- Skill 5 gives extra condi removal/regen.

Bomb Kit

Bomb kit is decent if you go with groups, small areas or spvp.

- More confusion!
- Nice cripple/root.
- Smoke field which blinds anyone who moves in it.. if you need that extra defense vs melee classes.
- F3 skill keeps enemies away from you or you can use it offensively to interupt, knockback enemies.

Pro tip: Gain area stealth by using blast finishers in the smoke field.

Pro tip 2: Want to make the enemy hate you? Use magnet -> drop confusion bomb -> use pry bar and watch your enemy suffer insane amount of confusion damage with 10 stacks of confusion.

Pro tip 3: Don't like being interupted while finishing off players? Use the smoke bomb to blind your enemies constantly so they can not interupt you when you finish them off.

Elixer R

The only stunbreaker I use. Hardly use it, mostly in spvp. Gives you full endurance when you use it, so 2 extra dodges  + the tool belt skill is decent support aoe skill that revives friendlies.

Pro tip:  Use the toolbelt skill on the floor when you are about to go down, to self revive.


Videos: (or watch me live daily on twitch.tv/sir_koroshi)

Anti-thief guide:
Coming soon

Engineer build guide:
Coming soon

Latest videos:

Engi vs Engi rank 36 - Duel tourney #3

Engi vs rank 50 s/d thief - Duel tourney #1

Engi vs multiple #2

Engineer vs Warrior & Ranger

Thief? No problem

Kiting master plan 6

Kiting master plan 7


Older videos:

Kiting Master Plan 1

Engi vs multiple

Engi vs 2 glasscannon thieves

Kiting master Plan 2

Kiting Master Plan 3

Kiting Master Plan 5





WvW Equipment and skill set up:

Link!

SPVP Equipment and skill set up:

Link


#2205999 Today's Patch Nerfed the Malchor's Leap Event Farms

Posted Guardian of the Light on 25 May 2013 - 06:00 AM

You really didn't think this was gonna be nerfed eventually?


#2206000 Today's Patch Nerfed the Malchor's Leap Event Farms

Posted Lycrus on 25 May 2013 - 06:01 AM

Finally. This had no right to be in the game in the first place. Dunno why it took them so long..


#2205995 Today's Patch Nerfed the Malchor's Leap Event Farms

Posted Azure Skye on 25 May 2013 - 05:41 AM

They want you to finished the event, not farm the event. I think that is the point that is missing from the people on the official forums.


#2205993 Today's Patch Nerfed the Malchor's Leap Event Farms

Posted Warmaster Bacon on 25 May 2013 - 05:30 AM

Woooooo!!!!! Wish they did this sooner.


#2201197 Why hasn't Anet addressed the current zerker or gtfo pve endgame?

Posted MrIllusion on 12 May 2013 - 09:18 AM

I like where the thread on Boon removal is going.

http://www.guildwars...e-boon-removal/

Currently we have DPS builds to burn through mob health. If this becomes an inefficient way to kill mobs, then people will start considering other methods.

I thought the Molten Protectors in MF were a good way to encourage this, except I didn't really like the 0 damage idea. Maybe make it so that the damage reduction is much higher (66%?), but it can be removed.

So either you have DPS builds to burn through the damage reduction, Control builds to punt the Protector out of the fields, or Support builds to remove the boon. All three essentially end up with the same result, just through different ways.


#2201998 Update Notes for May 14th

Posted Just Horus on 14 May 2013 - 06:55 PM

View PostLukhas, on 14 May 2013 - 06:17 PM, said:

We’re rolling out our first set of optimizations. This is the first in many steps involved in helping resolve issues with “skill lag.” Some players will experience a slight improvement in skill lag issues with large groups of players, while some players may also experience a slight raise in their FPS.

https://www.youtube....h?v=KnQGs24U1e8

They are finally optimizing the game. Faith slightly restored.


#2201990 Update Notes for May 14th

Posted nerfandderf on 14 May 2013 - 06:35 PM

I started to download the patch and went over to look at the notes and read them and for the first time ever I actually stopped and closed the game after completing.

I just saw it all as a bunch oh Meh and well when I do my daily tomorrow I will take a look. The first time of any game I have played that I didnt care and will look at it later.

I really wish for once they would stop using rng cash slot grabs and actually address the issues in game and not keep giving crap.
For the love of all that is holy and unholy - work on what is being asked for and what plagues this game.
Every patch goes further and further away from what you promised.


#2201683 Most Overrated and Underrated skills

Posted NuclearDonut on 13 May 2013 - 09:28 PM

Arcing Shot and Combustive Shot on the Warrior Longbow are extremely underrated. I've wiped entire zergs with those 2 skills, yet Warriors still insist on using only Rifle in WvW.


#2200810 The "What inspired your look" thread

Posted Graka on 10 May 2013 - 10:40 PM

After seeing some posts here, and on the official forums for awesome recreations such as Dr Who, Stormtroopers, Darth Vader, Roman Legionnaire and others, I thought might be good to put together a comprehensive guide on recreating these icons in GW2. Posting a character shot, then a recreation you made in GW2 of the person your emulating and a quick summary of what you used.

Mine is Nightmare, from Soul calibur 2 specifically. Heres the pic

Posted Image
And the recreation in GW2

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Uses Dark Helm, Pitfighter Shoulder, Orrian Gauntlets, Nobleman's Breastplate, Heritage Legs, and Boots. Wielding Nightmare sword.

Anyone has a suggestion to make it better please let me know. Interested to see what others come up with. Will also try to posts others I find with credit to those that created them.