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NapTooN

Member Since 12 May 2010
Offline Last Active Apr 08 2013 10:38 AM

Posts I've Made

In Topic: Update Notes for January 28th

30 January 2013 - 11:57 AM

View PostCyberhawk, on 28 January 2013 - 09:27 PM, said:

Anyone have an idea what this means? "Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed."

This means when you place your Healing Turret and it regens for 250 Health per tick, it won't go down to 5 Health per tick when you pick the Turret up or destroy it. The Regeneration applied by it will stay with 250 Health per tick.

That was a rather annoying bug with the Healing Turret. Giving 1 Minute of Regen is useless if it is 5 Health per tick after the pickup.

In Topic: Guardian Bubbles not stopping projectile based Siege

16 January 2013 - 01:34 PM

Technically it is not a Bug, since the Bubbles state that they "block" and Siege Projectiles are "unblockable". Swirling Winds "destroy" thats why Eles are able to do what they do.

Once i am able to figure out my GW2 password again (it's so complex i can't remember how i wrote it :D), i will leave a little Feedback in the Official Forum. The strange thing is, i did not found a single post on there about Guardians not being able to intercept Siege Projectiles. Maybe i'm the only Guardian who loves his Bubbles to no end ;) .

In Topic: How are your trait points distributed?

10 January 2013 - 11:36 AM

30/0/20/0/20

with Runes and Gear i have +50% Condition Duration, + 100% Fear Duration and nice Condition Damage.

In Topic: Prevent pets from damaging downed players.

09 January 2013 - 04:54 PM

View PostAkorra Ruine, on 09 January 2013 - 01:54 AM, said:

This is one of those things that makes the profession specific ability of the ranger unique. Realistically, we have to take into consideration: It is the ranger that is downed, not the pet. The pet has a separate health bar, and is only comparable to a necromancer's minions/mesmer's clones: the minions still stay up after the necromancer is downed, as is the same with the mesmer's clones, and will only die themselves once their own health bar is depleted. Once the ranger is downed, yes they still do have a pet, but they have lost all the control that they previously had over them. The pet, on the other hand, is its own separate entity. If it is still up, it is perfectly capable of using it's own abilities. And if you want to get rid of it, then down it.


The bold part is not correct. F1 to F4 still work in downed state, so you can still swap your Pet, command it to attack your target or use their F2 Skill to interrupt the Stomp on you (Fear on Wolf for example).

In Topic: About the storyline [Spoilers]

20 December 2012 - 06:53 AM

View PostCruxisinhibitor, on 20 December 2012 - 06:04 AM, said:

Sorry to break it to you, but the story archs were designed as rigidly as the maps, meaning, they are all square blocks. Eventually after you are given a little bit of cultural background through your bio question-related personal story tidbits, you'll be funneled into an order where they segment your personal story to be the same generic mush that most everyone of that order receives. From there, you'll be funneled to an even more generic arch with a very insufferable NPC that basically steals the show and derails any consistency the whole construct of the personal story may have had. Basically, they just use the plot points to funnel and segment your story rather than broaden it. Only thing that makes any differences is the few choices you have to do "stealth mission" over "bust in the front doors" type mission, so on and so forth.

To be fair, as a long term GW1 player i can say, that he is not as bad as Kormir when it comes to stealing the show from the players :D .

But the rest is sadly true. The first few Story-Quests are unique to races and choices you made during the creation of your character. As soon as the Orders come in to play, the Story is still unique to the race but no longer dependend on your choices during char creation. At the point where you choose the Order the uniqueness ends.