Jump to content

  • Curse Sites
Help

Skoigoth

Member Since 06 Sep 2012
Offline Last Active Today, 12:35 AM

Posts I've Made

In Topic: Sclerite! (Speculations?)

21 May 2013 - 11:36 PM

View PostMatthewMedina said:

Canonically, yes the Lost Shores weekend and lead-up was set after the events of the Guild Wars 2 personal story and the defeat of Zhaitan, so this is partially what made it possible for the karka to establish a clawhold on Southsun Cove.

As to whether there can be risen karka: while it’s not entirely out of the realm of possibility (although pitting dragon corruption vs. karka impenetrable shell would be an experiment I would be interested to watch), the karka are recent arrivals to the surface from their original home deep in the ocean. The ocean is a big enough place that the karka managed to settle on Southsun without encountering many risen, and they avoided Orr for the same reasons they fled their home. The karka are an old, old species so they have encountered Elder Dragons and their minions before…and they’re certainly smart enough to understand the threat they represent.

source: https://forum-en.gui...rst#post1156321

In Topic: Sclerite! (Speculations?)

17 May 2013 - 08:16 PM

Since sclerite pretty much means "shell" or "scale", I do not think it is referring to a new kind of creature or the like. I think it just refers to the constituents of the weapons/backpack, beeing made of karka shell/scale.

But I´m very excited as to how the storyline will actually pan out =)
Bubbles???!! :o

In Topic: Update Notes for March 26th

26 March 2013 - 10:42 PM

Has anybody else problems with the dye colors on the Order of Whispers medium armor set? Seems to be a bug introduced with this patch. I attached a screenshot to this post.

The red parts are NOT supposed to be red =(

In Topic: Lunch with Colin Johanson - Give Us Your Questions!

16 February 2013 - 02:28 AM

Q1: Will the amount of crafting materials required in the creation of infusions, ascended back items and their infused versions be lowered in the near future (as imo already hinted)?

Q2: Are there plans on implementing infusions of higher rarity (masterwork, rare, etc.) into the game?

thank you very much =)

In Topic: My Final Axe/Mace DPS Dungeon Build

16 February 2013 - 01:46 AM

Hey Strife,

I was running TA (not a particular "warrior-friendly" dungeon imo) in PuGs the last couple days with your build (Axe/Mace; offhand Axe). I really had a blast so far, the build worked very well for me =) I barely had any problems, no matter how "bad" the team composition was.

But, I am also enjoying WvW a lot and I have troubles surviving long enough in big fights to be actually useful (which is of course not really suprising since the build is not designed for WvW). In addition to that, I prefer GS in WvW because of the great mobility it offers.

Do you have any advice on how to modify the build accordingly, so that it is more flexible regarding my choice of weapons, without losing to much damage? By "modify" I was mainly thinking of trait distribution, since I own a second set of weapons (GS/Rifle) with soldier stats, which should solve my survivability issues.


I had something like a 20/25/0/10/15 build in mind:
- Dungeon/PvE AM/ohA version (berserker´s weapons for maximal dmg output)
- WvW GS/Rifle version (soldier weapons for more survivability)

In my understanding, with this modifications, you would basicly trade...

15% crit dmg, 20% signet cooldown, 10 sec might on weapon swap and cheaper bursts for...
7% crit chance, 10% crit chance on bursts, 50% bleed duration and 10% dmg vs. bleeding foes.


What do you think? Bullcrap or still viable? I am not sure if this idea actually makes sense at all... but to me it sounds like a reasonable damage loss in favor of more flexibility with weapons.
(sorry if my English is a bit clumsy ;))