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Luthor Huss

Member Since 18 Sep 2012
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#2206957 Xbox One & Playstation 4 Thread

Posted Lemming on 27 May 2013 - 11:36 PM

In case you didn't see this post, it's pretty worthy of commendation.

http://www.neogaf.co...&postcount=1361


#2205039 Xbox One & Playstation 4 Thread

Posted Xunlai Agent on 22 May 2013 - 03:34 PM

I won't be buying it, voting with your wallet is a huge thing that people do not grasp. There are not enough exclusives in the world to make me want to buy this Orwellian box.


#2205760 Xbox One & Playstation 4 Thread

Posted Naoroji on 24 May 2013 - 12:53 PM

Pretty much just this: (Strong language and implied violence)
Spoiler



#2203026 I just miss Guild Wars

Posted Captain Bulldozer on 17 May 2013 - 03:11 PM

View PostTranquility, on 17 May 2013 - 02:56 PM, said:

Been pretty much the MO for all sequels for the past 5-6 years.

"Fix" things that aren't broken, leave things that are. I really just don't understand what inspires devs to just dump everything about the previous game and go a completely different direction with a sequel.

The couple games that have stuck to the same formula but just refined it have been met with incredible success. Skyrim, Bioshock Infinite, Borderlands 2, Dark Souls.

Then you have games that were major disappointments that decided that "fans don't know best" and completely change everything. Diablo 3, SimCity, and GW2. Yes, some people like the "new version" of the games, but just as many people feel betrayed.

I agree.  And the problem really is that, when players feel betrayed, they cease purchasing products from that company permanently, and even actively work to stop others from purchasing new products from said company.  Sure, GW2 might have gained Anet/NCSoft some customers fleeing from the disintegration of WoW (due to age), but its not a strong enough game in my opinion to keep them coming back for more (and the sales figures from NCSoft in the last quarter support this).  So the increase in customer base is temporary, but its also combined with a longer-term trend of pissing customers off, quite possibly losing them forever.  It very well may be that Anet set its sights too high and will pay the price for years to come.  Time will tell.


#2192646 Trait Templates and Removal of Retraining Feature

Posted Zhaitan on 17 April 2013 - 05:36 PM

I think GW2 is missing a very important feature from GW1. That is a Trait Template similar to GW1's Skill Template.

Also, I still don't see the purpose of retraining traits and the associated fees. I do not believe it is an effective gold sink. I also do not see how it impacts game-play positively. It's more of a nuisance as I'd like to switch my traits based on the fighting situation. I may choose to go from greatsword to sword/focus or to sword/shield in a dungeon or to face certain mobs. Now, I will have to teleport to a town, patiently wait thru infinite loading sequence, go to the npc, pay a small fee, and then allocate the trait points manually while my teammates wait for me patiently in the dungeon. Is this an effective process?

Why can't I simply load trait template when i am out of combat, switch my weapons and continue? If it's a gold sink, why not just let me pay an equivalent fee every time I load trait template that reallocates trait points?

What do you guys think?


#2195058 How would you like ascended armor to be?

Posted Wickity on 24 April 2013 - 02:37 PM

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#2193167 Sea of Sorrows - The Comeback Kid [Recruitment]

Posted Frozyyn on 19 April 2013 - 04:55 AM

Sea of Sorrows - The Comeback Kid



Sea of Sorrows has traveled a long road up to this point. We've had multiple matches with close calls as we climbed the WvW ladder to the very top rung. And then we fell right back down again. To no less than precisely where we began.

Six months has changed a lot. New tactics, new experiences and new faces - not least from now being able to see who you are actually fighting half the time. Through it all, Sea of Sorrows has found new resolve, stronger and bolder than ever before. You may have struck us down, but because of that we have become more powerful than you could have ever imagined.

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We will not bore you to tears with the minutia - instead, we shall show you our resolve and focus. Here is a picture of our battle-hardened leaders plotting the downfall of our enemies:

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Here too is a picture of our crack troops waging war and laying waste to our foes:

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Yes, that is correct. We have embraced the idea that WvW is actually supposed to be enjoyable, not just a second occupation. Long gone are the days of needing to stay on for another two hours because you're behind on ppt and you have that coverage gap. Roll on the days when you spend another four hours in there anyway just because it was actually good fun and the "I'll go to bed after we flip this next tower" strategy just didn't work.

Sea of Sorrows has even embraced those which other "communinty-focused" worlds pushed to the side: Those who are inclined to PvE, those indecisive PvX folk, and even the rare and endanged PvP species. They are ALL welcome into our community. We do not believe in "All calls" or "gear checks" anymore. We have created a community that is accepting to any and all players.

It is because of this community foundation, that we are doing quite well in T4. So whats the problem then? Well, we're doing a little bit too well. Realistically, we're facing a situation where, at best, we are going to bounce between T3 and T4 - being too strong for one, but not strong enough for the other. At worst, we just end up with rather lengthy stays in T3. We don't really mind winning or not, but if we're going to be thrust up a tier, we'd at least like to be competitive to ensure an enjoyable fight between the worlds.

We would like to field more active WvWers across all prime-times (NA, SEA and EU); ideally bringing in guilds who enjoy all aspects of GW2 and are happy to support the server community. We may be underestimating here, but we consider underestimating how many are required to create a competitive match more favorable than bringing in too many. In our eyes a competitive match isn't being able to win in every timezone, it's each world having their own strength(s) and being able to avoid being completely dominated outside of that. We are not necessarily aiming to win.

We are in no particular rush. We would prefer that interested players and guilds take the time to get to know our community and be sure that we're the right world for them to call a new home.


For some specifics, here is what we have to offer
  • Community Teamspeak
  • Community website (gw2sos.com) with an active event calendar. All guilds are welcome to post events!
  • Weekly WvW meetings to discuss strategy
  • General Community Meetings held every other week
  • Strong Oceanic base (we truly still do have the best Oceanics out there!)
  • Lack of Laggy Zergs! (And Queues)!
  • Active cooperation between guilds!
  • Small Ops are highly valued. We want to see guilds of all sizes shine
  • Strong PvE community (both NA & SEA) - Working on Legendary? Come grind with us! Need a temple open? Our PvE Commanders open temples on a regular basis to help people get their karma gear.
  • Multiple guilds on SoS work together weekly to do t3 bounties - meaning guilds who are smaller, or more WvW focused can still get in on the action without needing to do much organizing themselves!
  • Most of all - a family type community where people help each other and reach across the boundaries of guilds to all players in SoS.
If you are interested in learning more please feel free to contact Errawen (NA) at [email protected], Arakeem (EU) at [email protected], or Rooster (SEA) at [email protected]


I will leave you with a video featuring some of the sexy ladies of SoS being mischievous!



#2077771 My Final Axe/Mace DPS Dungeon Build

Posted Strife025 on 13 November 2012 - 09:52 PM

Primary DPS GS + Axe/Mace Warrior for Organized Groups
Update 5/17:
If you've visited the Guardian forums at all, you may have seen my thread which explains the guardian build I use for all my dungeon runs:
http://www.guildwars...guardian-build/
and now my mesmer build as well:
http://www.guildwars...dungeon-groups/

I have been asked quite a bit what the primary warrior in my group runs though, so today I bring you the warrior build that we currently use for dungeons. This build provides huge dps for both the group and as a primary dps class. Due to the recent patch making Axe 5 much less effective for burst healing and constantly proccing for life steal damage, GS + Axe/Mace gives you higher damage potential and the same survivability as my old Axe/Mace + Axe/Axe build. This allows me to utilize the best burst and rotation for various bosses and mobs depending on if I can get 100B + WW off or I need the auto attack + interrupt on Axe/Mace, or a combination of both.

The video guide can be found as follows:


Also you can find this build in action on my youtube page with various dungeons from guardian, mesmer, and/or warrior perspective:
https://www.youtube.com/strife025

Overview:
This build has been tweaked quite a few times to get to something that my group feels is the best DPS build for dungeons, based on patch and balance changes. This is a build specific for dungeons, not for WvW or PvP, so I would not refer to this for those instances. It provides huge amounts of sustained damage over the course of boss fights, provides damage benefits to your entire group, and gives you very good micro-level mobility and a way to interrupt and remove defiant stacks. While I do prefer the Axe/Mace playstyle a bit more, I do realize that a combination of both weapons gives you the flexibility and overall dps benefit by using optimal rotations. This allows you to get the superior skill damage rotation from GS with 100B+WW, and the superior auto attack dps and added utility from vuln stacking and a knockdown with A/M.

Build and Equipment:
http://gw2buildcraft...y.69.6j.61.6m|e
If you are running a longbow with Axe/Mace for some fights, you also have the ability to switch Slashing Power to Dual Wielding.

This build is focused on dps, and rightly so, warrior has some of the highest sustained damage in the game while not being made of "glass". While this game has been designed to allow a mix of various classes capable of completing dungeons, it is quite clear that a pseudo-trinity still exists and certain group comps make dungeon runs quick and painless (as proved by my various dungeon videos). One of these parts is a dps class that not only provides good direct damage by themselves, but also contributes to overall group damage while not constantly being downed and taking away total dps, by both losing your own dps, and causing someone else to res you. This is the part that this warrior build provides.

As far as gear goes, a balanced build between knights and berserker is based on the below stat comparison on what you lose per 1% of crit damage.
The tradeoff for 1% of crit damage is equal to:
  • 5 stat points - upgrade slot of trinkets and backpack
  • 7 points - Ascended Back Piece
  • 8.5 stat points - Ascended Rings
  • 8.7 stat points - Ascended Earrings
  • 9.4 stat points - Ascended Amulet
  • 10 stat points- traits (not an equipment, but listed for comparison)
  • 12 stat points - glove, shoulder and boots
  • 12.8 stat points - 1H weapons and amulet
  • 13.33 stat points - Earring
  • 14 stat points - Backpack (rare version from guild armorsmith)
  • 14.22 stat points - 2H weapons
  • 14.4 stat points - Coat (Chest)
  • 16 stat points - Ring, helm and legging
This stat breakdown will let you maximize your % crit while balancing for survivability with Knight's pieces. How much toughness you need depends on the group and player. I currently have everything berserker now that I am comfortable with dungeons, the groups I run with, and my own skill level. When I first started playing warrior, I did have the Chest, Helm, and Legs in knights for some added toughness, but slowly switched off of it. You do want to be careful and not wear too much toughness though, because this will cause you to pull agro more which will ultimately make you take even more damage.

For armor sockets, I now use 6 scholar runes, you need about 25% uptime on 90%+ health to make them better then ruby orbs. The cheaper alternative of course is 6 ruby orbs. Yes I used to use 2x Monk runes just for some extra boon duration, but for maximizing your dungeon speed clears for some of the videos I make it's better to go pure dps since you don't really need the boon duration in groups, it's more beneficial for soloing.

For weapons, I use Sigil of Force on Axe and Greatsword (or specific dungeon sigil if you prefer), Sigil of Bloodlust for power stacks on mace, and then a backup mace with Sigil of Battle and Sigil of Night when I have 25 bloodlust stacks or I'm doing a dungeon like CoF1 where I won't really have the chance to build bloodlust. It seems that Accuracy and Force now stack together, so Accuracy on mace for when you already have 25 bloodlust stacks and aren't in a nighttime dungeon is probably better then battle when you can already reach 25 might with a 1guard/3war/1mes group.

As far as other weapons go, they all pretty much have Force on them since I don't use them much and Force is a pretty cheap, generic, all around good sigil. You do want a shield with Sigil of Energy though, for both the extra dodges when running through trash when you would equip a shield for Invuln time, and also for any instances you find where you need more dodges. Your go-to ranged weapon is going to be Longbow, which offers higher direct damage then Rifle at the cost of 300 range untraited.

As far as crit chance goes:
Your base crit chance (full ascended/scholar) is going to be 51%
20% from Fury bumps that to 71%
9% from heightened focus goes to 80%
170 precision from banner pushes it to 87%
70 precision from Omnomberry Pies/Ghosts pushes it to 90% (or more from butternut squash soup).

So as far as food goes, Omnom Pies/Ghosts are still the best regen/life steal food in a high crit build. It does have a 1s internal cooldown now, but offers more life gain then any regen food assuming you are actually doing damage and critting. If you do not need the lifesteal, then something like Curry Butternut Squash Soup will offer more dps overall now that there is a cooldown on proccing lifesteal which also does damage. So food is more situational on what you are doing now.

Skills:
Skills which you will be using a majority of the time:
  • Healing Surge is much better then Healing Signet in this build, since you usually have 3 bars of adrenaline and you no longer have signet cooldown like in my older builds
  • For Great Justice is one of the best skills for dungeons, increasing the damage of your entire party with 100% uptime on at least 3 stacks of might with 0 cast time to take away from your direct damage
  • Every class should always have at least 1 stun break and a way to remove conditions, Shake it Off provides that for warrior for heavy condition fights, or Frenzy for fights where you don't need condition removal. Further condition removal comes from teammates (i.e. Guardian), because dungeons are a teamwork based activity.
  • Banners are huge benefits to the group, it has near 100% uptime with the trait, provides swiftness for running through trash mobs, and provides overall damage and survivability to your group.
  • Signet of Rage should be obvious. Along with For Great Justice, you always have Fury up which is one of the most important boons for a dps role.
These skills are not set in stone though, many of the stances are situational as well.

For a few bosses where you need stability, as well as the Harpy Fractal, I will take Balanced Stance instead of a banner or Shake it Off.
If you know you won't really need condition removal, you can also take Frenzy instead of Shake it Off to really maximize your dps. Also to maximize dps, we usually run OMM instead of Banner of Tactics now.
Finally in a few of the fractals at 30+, you will probably want to take Endure Pain instead of a Banner so you are able to burst down some of the harder groups without getting downed.

Switching to the appropriate skills for a given situation will just come with experience, knowing what you can get away with, and what will provide the overall best dps in consideration with being interrupted or downed.

Mechanics:
This is where I get into the usefulness of GS and Axe/Mace and the proper rotations you should be using.

GS has superior dps with the 100B and Whirlwind rotation. The downside is obviously that you are rooted for 3.5s while using 100B, and the auto attack dps of GS outside of this combo is inferior to Axe. When running in an organized group with an anchor, alot of the downside to the root is mitigated, while you still may need to "break" the animation of 100B to dodge sometimes, you can still get the full rotation off most of the time outside of some instances in high level fractals. If a mob is against a wall, WW offers by far the highest dps out of all your skills while evading at the same time.

Now the benefit of Axe/Mace is that it has superior auto attack dps with Axe, especially when you don't need the vulnerability that comes with the GS auto attack, the ability to front load 8 stacks of vulnerability with Axe 2/Mace 4, and the knockdown which is especially useful for bursting down packs of silver mobs.

With fast hands, you get the benefit of both the GS and Axe/Mace strengths, while mitigating their weaknesses. Fast hands will allow you to get the 100B+WW combo off which takes ~5s which has the highest dps potential out of all your skills, then instantly swap to Axe/Mace to get the superior auto attack dps and utility while 100B+WW is on cooldown. Once your 5s weapon swap is off cooldown again, you can switch back to GS and repeat the rotation all over again.

If you are in a PuG and find yourself needing more range, you can still take Longbow for your swap. First it has more direct damage then Rifle which benefits from a crit/damage build and it has some nice AoE burst with the 3rd skill. The tradeoff is that you have 300 less range which I don't really find a problem most of the time and you do have the option to trait it if needed. I will also use A/M + Longbow in a few instances at high level fractals, specifically for bosses like Mossman, the last Shaman Fractal boss, and the last boss of Dredge Fractal. In these instances, I find that Axe/Mace will allow me to burst in and melee better then GS, because alot of the times you won't have the opportunity to be rooted for the entire 3.5s to get the full benefit of GS. As mentioned earlier, this is where you would swap Slashing Power for Dual Wielding in the Strength line.

Conclusion:
Hopefully this guide helps to show what a Warrior can bring to a dungeon group. Their sustained damage, high damage traits, and offensive boons is a huge benefit for the ability of a group to quickly and efficiently clear dungeons. They are basically the direct counterpart to what a Guardian can bring for group survivability. Don't let the lack of a pure trinity and uneducated dungeon runners let you think that classes and roles don't exist. If you want to run dungeons easily and efficiently there are still optimal classes and roles just like any MMO. The pseudo trinity is still tank/dps/support as it currently stands, and this warrior build is the prime example of the dps role in a group. It provides both excellent direct damage and damage for your entire group without sacrificing cast-times to give this group support. This trinity is much looser then most other MMOs, but it still exists in GW2 if you want to be optimal. If you think otherwise, you probably haven't run dungeons in an efficient, team-work based group before.

Thanks for reading, and good luck out there.

Old Guides:
Spoiler

Spoiler



#2159016 Sell laurels in the gem store

Posted Lordkrall on 06 February 2013 - 10:53 AM

The Laurels are there for people that PLAY the game. Selling them in the gemstore would be rather illogical.


#2167478 WvW NA T1 Final score gaps between Gold and Silver

Posted Shiren on 20 February 2013 - 06:31 PM

I'm beginning to think half of the JQ posters don't even play the game. They just post in on the SM forums to spew bile all over the place and fuel each other's rage induced blindness. The would probably be surprised to hear there is a place called Stonemist in WvW, it's not just a name of a sub-forum. I don't even know what these JQ posters are trying to prove any more, all this shrill denying of the comparative strength of their server to the other tier ones (look at the score) every time the topic comes up.

Every time there is a discussion about the population of JQ post transfers (and for as long as it's the primary factor in why the server wins tier one, it's going to be discussed, it's a fundamental flaw of competitive servers in WvW), or even a discussion about comparative populations of tier one servers and their relevance to the score, the same old JQ posters descend like a flock of shrieking birds.

"JQISNOTSTACKEDNOTASMUCHASSOSWASYOUGUYSWERESOSISFULLOFARROGANTPIGSWHOTOOKITEASYLOLNOWWEWATCHYOULOSECAUSEWEARESTACKEDEVENTHOUGHWEJUSTDENIEDBEINGSTACKEDBUTIDONTCAREABOUTMAKINGSENSEORCONSISTENCYCAUSEICANTSEEPASTMYRAGEAGAINSTSOSTROLOLOLOL!!!!"

The sad part is, no-one, not even the mods, expect or hope for these people to behave in any way other than their trolltastic selves. They flood the tier one thread week after week with their hateful and ingnorant "opinions" and poor sportsmanship (they exists on all servers, but we have the regulars to tier one) and they deprive everyone else of having some kind of intelligent or constructive conversation. The tone is set by these people and if pressure to perform week after week in tier one isn't going to burn people out, reading the threads certainly will.

As far as painting the whole SoS community with the same brush goes, I wouldn't mind betting 80% of the active WvW player base doesn't even read the SoS forums (or this one for that matter). A lot of people who WvW don't do it for the score, they do it cause they want to play their game. Even if some guilds took training days, a handful of guilds do not make a tier one server (and the only guild I know that regularly has training days is TSym).


#2115183 Wintersday Calendar/Wallpaper

Posted Naima Omadara on 11 December 2012 - 11:30 PM

Hey Everyone! I went ahead and made a Wintersday Calendar-Wallpaper, that way it's easy to look up the Times, Dates & Locations for the event. Enjoy! Link: http://i.imgur.com/5Ilty.gif?1  (I also posted this on Reddit: http://redd.it/14nk73)


#2076890 Manifesto In Flames - What Can Be Done?

Posted Bennyandthejets on 13 November 2012 - 04:14 PM

As of Yesterday

https://www.guildwar...-ascended-gear/

"This is just the beginning. In November, we’re only adding the first level of Infusions and Ascended Rings and Back slots, so that leaves us a lot of room to build upon these levels of Item progression in future content.  As we release more new end game content in the future, you’ll see more Infusions and Ascended item types being added to the game.  Eventually, you’ll be able to kit yourself out with a full set of Ascended gear and high end Infusions to help give you the edge in end game content."   
  

- Lindsey Murdock, Game Designer   

3 Months Earlier

http://venturebeat.c...s:guildwars2-16

"Here's what we believe: If someone wants to play for a thousand hours to get an item that is so rare that other players can't realistically acquire it, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game.  Otherwise, your MMO becomes all about grinding to get the best gear.  We don't make grindy games -- we leave the grind to other MMOs."

  -Mike Obrien, President of Arenanet


-----------------------------------------------------------------------------------------------------------------------------------------

While it is pretty clear of what Arenanet has in mind going forward, many of us want to know "What happened?"  One does not simply decide to simply build a MMO claiming to "defy all existing conventions" & 2 months down the road completely change ones business practices & betray its playerbase without reason.

Some speculate "No endgame, not enough micro-transactions, player activity declining" & well I have a opinion on those matters which I will share, but none of these issues should have been addressed with a gear treadmill/power creep.  This is one of the milestones Arenanet promised its playerbase which made it unique in the MMO industry & now threatens to go back on.



No Endgame:

While I am sure to get opposition on this, I happen to agree on this matter.  GW2 is very limited on endgame.  Here is #1 reason.  Players are limited to 2 Zones.  We have a MASSIVE world out there & only 2 zones are populated.  Why has this issue gone overlooked.  Currently the majority of the 80 population is found in 1 of 3 areas.  Lions Arch, Orr, Frostgorge.  Why?  There is no incentive/reward for players to be active in the other zones.  T6 crafting materials, exotic/rare drops, higher exp/karma/silver for participating in dynamic events.

Suggestion:

Zaishen Daily Dynamic Events - Each day 1 zone is selected (Outside of Orr/Frostgorge).  For the first completion of every dynamic event in that zone the player would be rewarded a large % increase to Dynamic event rewards.  Significantly higher than that of Orr/Frostgorge.  For example:  Orr/Frostgorge reward something like 378 karma for completion.  ZDDE would reward 500.  Once every dynamic event in the zone was completed the player would be rewarded with a 20-30 T6 mats of their choice & a fair sum of silver.  ZDDE applies to 80's only.  (Yes, I'm aware it would have to be affiliated with some other organization, just using Zaishen as a GW1 reference)

Not Enough Microtransactions:

This is 100% on Arenanet.  Currently there is nothing in the gemstore that appeals to me as a player.  I do not speak for everyone but I think many would agree that items such as Black Lion Keys are not a viable purchase.  I conducted a study on these very forums & the numbers speak for themselves.

http://www.guildwars...een-r-d-thread/

The probability of a player getting a desirable item such as the permanent bank/trader is likely less than 1%.  When Black Lion Keys are going for roughly 1G which equates to $2.00 US Dollars, its hard to justify such a gamble.  

Suggestion:

New additions need to be added to the gem store more frequently & not just during holiday events.  Additions such as unique emotes, musical instruments etc.  Black Lion Chests need to have a much much more appealing drop % for desirable items.  5-6% would be more realistic for items such as permanent bank/trader etc.

Player Activity Declining:

I don't necessary agree with this.  I will say that of my 6 friends who started playing GW2, I am the only one continuing to do so but my inner circle is not indicative of the games population as a whole.  GW2 is unique in that there are no monthly fees.  So one has the freedom of coming on & playing when he/she chooses.  I think we will always see a increase in activity during event weekends & lulls when there is not.  I feel GW2 is fine, but when one fundamentally changes the games core philosophy with additions such as the one that is coming it is very possible that players will move on/leave.  After all, "No grind/No treadmill" was one of if not the main selling point of this franchise.


#2038223 ANet's handling of Halloween has been nothing but disappointment

Posted RivenVII on 23 October 2012 - 08:25 PM

Reposted from the R and D thread on Black Lion Chests since it wasn't 100% on topic so I brought it here.

This thread is to discuss the way that ANet has handled this installment of Halloween, most notably what they have done with Black Lion Chests. These are my thoughts.

So I had a bit of a flame battle in /map last night in LA over Halloween skins costing ridiculous amounts. Essentially the argument that: "If you don't want it, don't grind for it." is being used rampantly.

This is fundamentally wrong. Legendaries are a legitimate grind. This is HALLOWEEN. It is supposed to be a fun community oriented event. No one, save those people who do nothing but PvE and farm 8 hours a day can reliably afford these skins.

In case you missed it, what ANet did was inflate the economy so that gems trade for more gold. This combats gold sellers with a more competitive price from Dollars --> Gold but it makes the exchange for Gold --> Gems completely absurd. The problem with this is that it blew the economy up overnight. Any player who is not spending money on the game post-purchase is negatively impacted by this event because you can no longer buy gems with gold for any semblance of a reasonable amount.

If they really wanted these skins to be difficult to obtain, in a community event, mind you, they should have made it so you had to complete a certain amount of events or get "Halloween Tokens" which are awarded based on your participation in the actual event.

The real problem with them being in Black Lion Chests is that in 330 hours on my character, I have gotten 3 keys, ever. This is including the personal story. I've gotten one from a drop maybe one time. The amount of keys that you get in this game is probably a ratio of 1 key to 100 chests. The idea that not only are keys almost impossible to get in a drop, but because they are in the trading post, gem prices exploded because they make an insanely rare item put in a chest that is insanely hard to open. It's exponential, if you didn't realize.

These skins aren't account bound like EVERYTHING else you get from a chest. So people who are lucky enough to make it out of the flawed system, turn around and make the economy explode even more charging 40g for a skin driving 99% of the population who can't afford the skins to try and buy just enough gems to open a couple chests and pray that the astronomical odds work in their favor.

If anyone is going to argue that you can "Just roll a new character and get the key from the story quest." There is a serious problem. There should not be people having to grind outside of the Halloween event to get anything involved within the Halloween event. The ANet marketing team and their e-conomists seriously dropped the ball on this.

We, as a community, cannot let them think that this is ok. If the only argument that can be brought up is that if you want it, grind for it just like a legendary, or to take advantage of story quests by re-rolling characters in order to get keys that -never- drop otherwise, this is fundamentally wrong.

This is a community every reward/item should be available within the parameters of the event just like the legacy left by GW1's holiday events has established. I am incredibly disappointed by the way this marketing ploy was designed.

*This is a marketing issue, not a content issue, to be clear. I have thoroughly enjoyed the other content in this event. I have not tried to open chests and I do not plan on it. I also have not bought gems or bought a skin with in-game gold. This is outrage based on principle and what has happened to others. I have not been cheated in any way, but ANet needs to know that this is wrong.

EDIT: I have received a lot of hateful comments on account of my opinion. I have even received private messages from individuals (who obviously made fake accounts just to cuss me out [wow]) insulting me in any number of ways. I made this post to take a public stand against something ANet has done. I played the original Guild Wars and the debacle with the chests is just horrendous compared to the legacy GW1 has left.

Let everyone remember that this is a forum for shared ideas, not insults. If you are toxic to the conversation, you will be reported. Do not think that you are so pretentious that you are allowed to insult other posters. If you feel that you need to insult others, go play Xbox Live or League. I have a lot of respect for members of this community, but if individuals continue to insult, berate, and degrade, I will begin to feel sorry that I ever stood up for this community to begin with.

EDIT #2: ANet has provided a solution to the issue.

#275 is my response to the semantics behind the word chance and SEVERAL possible solutions that ANet could use in the future or could have used now. (substitute "Wintersday" where appropriate)


#1833307 Minion's Invincible Thief Build

Posted Minion on 28 August 2012 - 11:57 AM

EDIT: Prior to editing this post, I was frolicking in the undergrowth and some MUD fell on my post. Sorry.
EDIT 2: THIS POST IS HEAVILY OUTDATED AND NO LONGER IN USE BY THE OP. REFER TO http://www.guildwars...-a-basic-guide/ BEST THREAD FOR THIEF AND SHOULD BE STICKY! DAT GRAMMAR.


I've seen a few people struggling with the Assassin- I mean Thief, for quite some time, claiming that they are too squishy and cannot stand up in melee combat. I had just advanced past level 30 and was really happy with the way my build was panning out. For all those who say Thieves are squishy, initiative is a terrible mechanic, etc. wait until you get at least ten trait points.

Common misconceptions

1.Initiative is sucks omg its like having energy bar fffuuuuuuu!!!11

Initiative is a Godsend. The Thief is the only profession with the ability to spam  overpowered skills and stack conditions like no other profession. Once you acquire some traits and easily obtained utility skills, you will never thirst for more initiative during a battle. They are a very proactive profession, and you get to control their DPS cap, instead of the other way around.

2.omg my thief dies in seconds they cant melee omg so squishy glf monk to go ?!!

Thieves have lower armour rating compared to other melee classes, this is true. However, no other class is able to sustain the amount of evasion while attacking as the Thief. Death Blossom is very strong in this regard, as well as your extra fall-back skill Roll for Initiative which gets you out of battle, as well as allowing more evading attacks. And even if you're a sword/pistol fanatic, you have access to a spammable AoE blind, which makes you rather tanky indeed.

3.Ain't nothing better than yer shawtbow, maan. Ya can git'er doen with yer shawtbow an' nothin' else. yee-haw.

Actually, no. Dual pistols can be a lot more effective in dungeons and even DE zergs because you need to proc quite a high amount of damage to be awarded the kill. The poison/bleed damage you get from the bow won't generate damage fast enough. For a long-ranged weapon, the dual pistols clearly have greater utility and defence. 1. it's ranged, 2. Headshot is the greatest daze source in the game. Ignore Black Powder for now but Headshot can remove 4~ stacks of Defiant in dungeons so quickly, and with RfI and Signet Use with a couple of signets, you'll be able to spam that very often and keep an enemy out of play for the majority of the time. All of this coupled with Black Powder for the ultimate combo field, and you have a very sturdy supportive long-ranged weapon set to swap to in hard times.


This build uses dual daggers for heavy DPS, falling back on Sword/Pistol or Pistol/Pistol when the going gets tough and you need to throw out some blind/daze and keep your distance. Dual Daggers offer the highest DPS and are the most versatile weapon at the thief's disposal. This gives you access to high single-target damage, fast spreading AoE bleeding, a ranged semi-AoE cripple(excellent for luring) and a panic-button cloak if you should ever need it.

Death Blossom is the greatest skill of all, which makes it possible to, effectively, tank whole groups of foes. The whole time during the attack animation of DB, you are evading and cannot be hit. Along with Signet of Malice and a high Initiative pool, this makes you a very durable character and offers high DPS without having to retreat.


There are two types of builds when focusing on melee:
High powered crits

>Dual daggers
>Hide In Shadows
>Shadow Refuge (AKA "iHouse")
>Signet of Shadows/Assassin's Signet
>Roll for Initiative/Shadow Step
>20 (VI, IX)/30 (III, X, XII)/20(V, III)/0/0
>berserker/Valkyrie armour and Ruby/Beryl jewels
[basic usage: cloak as often as possible, maintaining Revealed means you're maximising your damage, and stay behind the target while autoattacking. Also, use Hide in Shadows to lead into another backstab while near-downed]

or   condition damage
>Dual daggers
>Signet of Malice
>Roll for Initiative
>Signet of Shadows
>Assassin's Signet
>10 (VI)/30 (II, VIII, XII)/0/0/30(V, VII, XII)
>Rampager/Carrion armour/coral jewel
[basic usage:Evade whilst attacking; tighten mobs and lure several enemies to maximise the damage from DB and heal from Signet of Malice]



The condition heavy build is designed to abuse Death Blossom as much as possible for high DoTAoE whilst constantly evading, while the Backstab build is focused on dealing high single-target damage using the stealth mechanic to abuse AI for defence.

Traits

The important traits to take note of when a lower level are:
Kleptomaniac- requires 5 Trickery; Stealing returns 3i. Needless to say, this changes how you would use Steal. Instead of Stealing into combat, you will preserve it until after at least one chain of DB to get an extra one in.
Preparedness- requires 15 Trickery; increases max initiative by 3i, which doesn't seem much but it will get you another DB without waiting.
Opportunist- +1i^crit (20% chance). requires 15 Critical Strikes and is the greatest gap-closer skill if you're running out of initiative too quickly.
Signet Use- requires 20 Critical Strikes and returns 2i every  signet use. This is useful since you will have three signets on your bar, generally.

I won't tell you which order to trait in, but this is all you need to know. The rest of the traits are all about buffing damage. What is dead can't hurt you, after all!

With the major Critical trait, you select the trait skill that offers 5x Might for 5 seconds each time you activate a signet. You have three of these; two of which should be used as often as possible, starting with Assassin's Signet unless surviving becomes tricky, you should then use Signet of Shadows first. The Trickery minor trait is the most warranted trait of all; Stealing gives an instant 3 initiative. And, of course, with each point you put into Trickery, the faster Steal recharges.

Usage
Upon entering a mob:
>Run in
>Death Blossom*3
>Steal, immediately followed by using the Stolen skill
>Death Blossom another two times
>Activate Assassin's Signet and use Heartseeker. When fighting just one foe; get them to 9-12 stacks of bleeding then spam Heartseeker till they die.

Posted Image


If the whole mob hasn't died, at least the Heartseekered target will be. That's a lot of bleeding damage, and the whole time you are in the Death Blossom animation, you are constantly evading. This makes you very durable, and at this time you shouldn't have used any Endurance. When you run out and there are still foes in the area, quickly use Roll for Initiative to instantly boost back to near-max Initiative and continue spamming Death Blossom. The whole time you're not taking damage by evading and pewpewing, you are also gaining health with Signet of Malice. The more foes you hit with DB, the better. Remember each foe is hit three times, so they bleed*3 and trigger Signet of Malice*3. FYI, max bleed stack is 25. I've checked; and it's easy to get it up to that number (if boss; normal enemies can't stand 15 stacks) If you're still in battle, start rolling and spam your primary attack to end it all.

Armour and Jewelery
The condition build is greatly improved with full Rampaging armour of the Scholar with the coral jewel set.

The high crit build is greatly improved with full Berserker or valkyrie armour with superior runes of the scholar with the Ruby or Beryl jewel set. The valkyrie and beryl options offer no extra precision, but the trade-off is a chunky amount of vitality, which counters major degen and conditions. Without any of these +vit, you'll have 8-9k health. It's not important, but can help and won't affect the damage output since your critical chance becomes 100% when cloaked and you cloak every 2-3 seconds for a backstab.



Dungeons and other special occasions
If a boss or tough enemy starts tearing up your team, it's best to sit on your pistol set and maintain Black  Powder to keep them blind. At this point, your role isn't to damage or absorb aggro, but to add a layer of defence and prevent damage taken to your team.

The importance of cloaking and dodging
Positioning in general is what will stop you from taking damage. Most people take the girly way out and just use ranged weapons all the time. It helps vs melee mobs sure, but it can often be detrimental vs a ranged enemy. The longer it takes to kill, the more time it has to kill you. Melee damage is almost always higher, due to a supposed risk:reward ratio of getting up close. Daggers have faster attack speeds compared to a staff  and no air-travel time. The key to being successful in melee combat is never disconnecting with the enemy unless you have to. There's no point in being too cautious if the point is to deal more damage. Always sit on their back and make sure they're not focusing you. This is where cloaking plays in; the AI works by queuing up names of characters who entered monster aggro first. When you cloak, your name goes to the bottom of the list. Only dodge when you're about to be stunned or killed. Always try to rally from the ground.



You are now a tank, you now have op domoges. ur welcome.

~Minion


#1979405 Greatsword Guardian Honor/Valor Leveling Build

Posted RushV on 29 September 2012 - 03:15 PM

Hey guys,

I am sharing my leveling build for guardians here so that new players who need help can have easier times leveling up.

The guide can be found at the following link:

http://guildwars.inc...leveling-build/

If you have any questions you can post them below and I will do my best to reply to them in a timely manner.

Good luck to everyone out there.

May Dwayna bless you all!