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[GW2] Path of Fire expansion to be released on Sept 22!

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Posts

  • Steel AngelSteel Angel Registered User regular
    Feldorn wrote: »
    Foefaller wrote: »
    Feldorn wrote: »
    Feldorn wrote: »
    Fractal pugs seem to do fairly well at t2, but not so much t3, since I came back.

    Guess that's something that hasn't changed.

    It evens out again at t4 when people have gained experience while the bads have given up though occasionally you get someone who got carried all the way there having trouble on the tougher ones (Bloomhunger, Snowblind revamps).

    Wiped 5 times on volcanic before I logged off, 52. I need to craft my boots, which I'll do tomorrow. Then I just need to farm more AR. At 86 right now.

    Also, looks like I won't bother with the next spvp season with the ascended reward changes.

    On the final boss, right? Volcanic I always make sure to bring something that blocks or reflects missiles as a wall or AoE effect for the final fight. IIRC every profession except Warrior has at least one, and except for Ele it's something you can slot in your weapon slot or your least-important-to-meta utility to drop right after you break the shield.

    Personally gonna wait until I see what exactly "moderate discount" means before I swear off spvp seasons. That and if they're going to follow through with their original plan for new Legendary backpiece for spvp every year or so (and what happens to The Ascension in the meantime).

    As a PS warrior, I was hoping the ele or thief would help out. They'd start dropping to the lave crawlers. I really feel like I should just run guardian.

    The things tend to be all around you so projectile description that only works in a small area tends to be less effective. The bigger thing tends to be no one actually killing the things and instead continuing to blindly attack the boss which doesn't work so well now that the worms actually do a lot of damage. It takes longer to kill them all if no one can pull them together, but getting rid of them is 75% of the fight.

    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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  • FoefallerFoefaller Registered User regular
    It's amazing sometimes what happens when you join a fractal pug:

    ZKSawmI.jpg?1

    Thought I was just going for Mai Tran, and then after that before I could say thanks and go: "Get your food and scarlet pots!"

    I'm happy to say that the group -which was 3/5 premade guild group- said I preformed fairly well for someone who was obviously doing all the bosses for the first time.

    Now I have the ultimate pass to being accepted into any fractal group... at least until the next fractal and it's challenge mode is released.

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  • finnithfinnith ... TorontoRegistered User regular
    I've started doing dungeons, and I've started having trouble keeping track of all the AoE going out from my team and the enemies we're fighting. Are there options to reduce graphics clutter or is it just a matter of learning each class/dungeon bosses' tells (the latter of which, I have to say, I'm having a much more difficult time with compared to The Old Republic).

    My primary character is a Guardian, and while it seems to have a really simple rotation (This was my rotation in ToR in comparison) I'm not really sure when to drop my buffs, i.e. Save Yourselves/Feel my Wrath, etc. I would like a bit more of a challenge though, so I'm wondering which of the classes has a higher skillcap.

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  • FoefallerFoefaller Registered User regular
    edited February 2017
    finnith wrote: »
    I've started doing dungeons, and I've started having trouble keeping track of all the AoE going out from my team and the enemies we're fighting. Are there options to reduce graphics clutter or is it just a matter of learning each class/dungeon bosses' tells (the latter of which, I have to say, I'm having a much more difficult time with compared to The Old Republic).

    My primary character is a Guardian, and while it seems to have a really simple rotation (This was my rotation in ToR in comparison) I'm not really sure when to drop my buffs, i.e. Save Yourselves/Feel my Wrath, etc. I would like a bit more of a challenge though, so I'm wondering which of the classes has a higher skillcap.

    Enemy skills will have bright reddish-orange shapes on the ground where they're about to fire off. Some of the older content (particularly actual dungeon dungeons; i.e. Ascalonian Catacombs, Citadel of Flame, etc) might still use the old thin red angry circles, which yeah, are really easy to miss beneath all the stuff you're allies are doing.

    Gw2 places a greater emphasis on positioning and avoiding attacks over strong rotations than SWTOR does. Most of your skills are going to be for utility, not damage (there are even a couple of weapons, like Guardian Hammer or Warrior MH axe, where the idea dps rotation using no weapon swaps against a single target is... Auto-attack.) Even then, Guardian is arguably one of the easiest classes to play in PvE. Most non-raid non-pvp builds you will find online will only mention Bane Signet and Shelter as must-have for utilities, with GS and either sword/torch or scepter/torch for your weapons. Otherwise you are just picking and choosing skills based on the content: boss CCs? bring a stunbreak. Lot's of projectiles? Wall of Reflection and/or Hallowed Defender (lot of people will expect you to pull one or both of these out for the final boss of the Volcanic fractal and others like it) and so on. Most shouts are not used in dungeon and fractal pugs because they are defensive, and DPS/dodging is king, but Feel My Wrath! is always welcomed if you time it right when the bosses' breakbar is gone.

    If you want something that takes more skill, I'd look into Engineer, Mesmer, and Elementalist builds like Auramancer or (Staff) Fresh Air. Chronomancer, the elite specialization for Mesmers that comes with HoT, in particular takes knowing what the fuck you are doing to be more than just a Mesmer with wells and a shield. Engi and Ele don't always require that level of focus to be good (Basic non-Fresh Air Staff Ele/Tempest in particular is practically Guardian levels of simple, yet good enough to do about 99% of the content, including some raid encounters) but Engineer Kits and Elementalist Attunements means you simply have many more skills and strategies at your fingertips than almost any other class at any time: You can find old Engineer skill rotations that were 40+ skills long before repeating, and I belive there is a raid Ele build that has a 24 skill rotation.

    Foefaller on
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  • The Deranged HermitThe Deranged Hermit Inside the walls Merry Old EnglandRegistered User regular
    naengwen wrote: »
    Current speculation Is that thieves will get another DPS buff and revenants will get alacrity on ventari.

    If that's the "big change" to revs I will be disappointed to say the least. Alacrity is great but Ventari needs work in general, the values/energy costs need tweaking in my opinion to make it functional.

    As for condi rev, even a bandaid fix like a trait that makes torment do full damage all the time in PVE would make them not so terrible. It would also be spiffy if they could fix mace 2's fire field from breaking on uneven terrain resulting in it doing no damage and applying no burn stacks, though I imagine this is a fiddlier thing to fix.
    Foefaller wrote: »
    Personally gonna wait until I see what exactly "moderate discount" means before I swear off spvp seasons. That and if they're going to follow through with their original plan for new Legendary backpiece for spvp every year or so (and what happens to The Ascension in the meantime).

    In the recent AMA they said that they currently don't have plans for a second backpack. Can't say I'm super surprised about the change. Maybe one will get added as part of the next expansion.

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  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    They need to actually give Condi Necros and Engis some actual power back, because right now neither are competitive for raid dps, which is beyond stupid.

    We shall see if they recognise this.

    ...and of course, as always, Kill Hitler.
  • FeldornFeldorn Mediocre Registered User regular
    After wrapping up my berserker ascended set on my warrior, I don't relish the though of farming up stuff for the viper set

  • naengwennaengwen Registered User regular
    https://www.reddit.com/r/Guildwars2/comments/5uya4i/skill_balance_coming_2/
    Tempest will get a DPS nerf (probably still top DPS on large hitboxes but might compete with thief on small ones). Engi gets something similar to Ranger's Spotter giving 180 condi damage to 5 people. Warrior's banners, Druid's Grace of the Land will affect 10 people now. Thief's Vault (Staff 5) will be affected by quickness (the DPS boost I talked about in the post above).

  • FeldornFeldorn Mediocre Registered User regular
    I reckon there will still be 2 war/Druid/chronic but they can probably change up the builds to get more dps.

    Like for zerk PS could drop a banner for wild blow or double signet. I could then just run full berserker gear most likely, and not worry about having like, 1 assassins ring to make sure I hit that breakpoint.

  • FoefallerFoefaller Registered User regular
    Very interested on the Condi spotter trait for Engi, but I wonder what trait will have to give up it's spot for it. Pinpoint Distribution maybe?

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  • SeñorAmorSeñorAmor !!! Registered User regular
    Am I screwing myself by really only leveling by doing the story quests and some crafting (with some tomes of knowledge tossed in there)? I do very little grinding because it's so damn tedious and boring.

    Also, how many hero point quests will I have to do to be able to spec into everything at 80? Is it even possible to do that? I don't see an option to refund points so I have to assume I can eventually "buy" every skill, right?

  • Steel AngelSteel Angel Registered User regular
    SeñorAmor wrote: »
    Am I screwing myself by really only leveling by doing the story quests and some crafting (with some tomes of knowledge tossed in there)? I do very little grinding because it's so damn tedious and boring.

    I assume by story quests you also are including renown hearts as there aren't enough personal story quests otherwise. If so, you're fine as you'll need those in the long run for various collections (the unlocked vendors sometimes sell stuff you need later) or map completion if you want that down the line.
    Also, how many hero point quests will I have to do to be able to spec into everything at 80? Is it even possible to do that? I don't see an option to refund points so I have to assume I can eventually "buy" every skill, right?

    You'll have enough points to get everything outside of the expansion elite spec stuff just from leveling without even having to grab points from hero point challenges.

    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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  • FeldornFeldorn Mediocre Registered User regular
    I think the elite specialization takes 250 hero points to unlock.

    HoT hero points give 10 points, while old world gives 1.

  • SeñorAmorSeñorAmor !!! Registered User regular
    SeñorAmor wrote: »
    Am I screwing myself by really only leveling by doing the story quests and some crafting (with some tomes of knowledge tossed in there)? I do very little grinding because it's so damn tedious and boring.

    I assume by story quests you also are including renown hearts as there aren't enough personal story quests otherwise. If so, you're fine as you'll need those in the long run for various collections (the unlocked vendors sometimes sell stuff you need later) or map completion if you want that down the line.

    I did hearts early on but either I've used more tomes than I recall or personal story quests and crafting give more xp than I realized because I'm just shy of 50 and I have a lot of unvisited areas.

  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    Alpine Borderlands
    • Garrison’s back gate that enters the lord’s room now has secured, reinforced, and fortified states like all other gates.

    4.5 years b o i s

    ...and of course, as always, Kill Hitler.
  • WolveSightWolveSight Registered User regular
    World vs. World
    General
    Being killed while outnumbered no longer grants any war score to the enemy team.

    that's... interesting.

    patch notes: https://forum-en.guildwars2.com/forum/info/updates/Game-Update-Notes-February-22-2017

    02/21/2017 – February 21st Release Notes
    Profession Skills

    General:
    A note on target-cap increases: In this balance update, we’re increasing the target cap for a select number of skills and traits. When doing this, we must consider a variety of aspects, from game health to server performance. These changes are intended for the specific purpose of improving large-group compositions and to improve their general support capability. We’ll continue to monitor these changes as time goes on and will make changes as necessary. However, we will not be looking to increase our five-target-maximum standard for player skills and will seldom (if ever) increase existing skill/trait caps.
    For the first time in a very long time, we’re changing what a specific combo finisher does. In the past, we made side steps from retaliation to a light aura that gives retaliation. In this update, we’ll be changing the blast finisher for light fields to directly remove conditions from nearby allies. The team will be analyzing the effects of this in each game type and will be following up with it if necessary.
    Rune of Lyssa: This rune will no longer trigger when the player has no conditions on them. This item will now use the standard “condition to boon” conversion table.
    Rune of the Krait: Fixed a bug in which the sixth effect of this rune would not properly apply torment to targets.
    Light Field: Blasting a light field will now cleanse a condition from allies in a radius of 360. This previously granted retaliation.
    Confusion: Fixed a bug in which the player could take a massive amount of damage if holding a ranged autoattack down while their target is behind them.

    Elementalist
    In this update, we’ve reduced quite a few recharges for many weapon and utility skills that felt too high in light of previous reductions to cooldown traits. With that said, we’re also looking to reduce the elementalist’s damage in high-level content, as this profession’s damage and utility mix currently crowds out other potential high-damage dealers.
    Arc Lightning: This skill has been unsplit from PvP and will now deal the higher damage values (25%) in all areas of the game.
    Ride the Lightning: The recharge of this skill has been reduced from 40 seconds to 30 seconds.
    Frost Aura: The recharge of this skill has been reduced from 40 seconds to 30 seconds.
    Cleansing Wave: The recharge of this skill has been reduced from 40 seconds to 30 seconds. The number of conditions cleansed has been increased from 1 to 2.
    Earthquake: The recharge of this skill has been reduced from 40 seconds to 30 seconds. Fixed a bug that caused the blast finisher to occur around the elementalist’s selected target rather than around their current position.
    Frozen Ground: The recharge of this skill has been reduced from 40 seconds to 30 seconds.
    Healing Rain: The recharge of this skill has been reduced from 45 seconds to 40 seconds.
    Static Field: The recharge of this skill has been reduced from 40 seconds to 30 seconds in PvP only.
    Meteor Shower: This skill now has a 0.5-second cooldown when hitting nonplayer targets.
    Armor of Earth: The recharge of this skill has been reduced from 75 seconds to 50 seconds.
    Mist Form: The recharge of this skill has been reduced from 75 seconds to 60 seconds.
    Ether Renewal: The healing of this skill has been increased by 6% per pulse.
    Arcane Brilliance: The radius of this skill has been increased from 240 to 360.
    Overload Air: The damage of this skill has been reduced by 7% in PvE only.
    Glyph of Elemental Harmony: This skill has been unsplit from PvP, and the cooldown of this skill has been reduced from 25 seconds to 20 seconds game-wide.
    Arcane Shield: This skill has been unsplit from PvP and will now use the lower recharge (40 seconds) in all areas of the game.

    Engineer
    The goal for engineers in this update is to improve trait synergy, weapon usefulness, and kit purity of purpose. Both power and condition builds will be affected in this round of changes, with a focus on PvE group viability. Notable to this, the trait Pinpoint Distribution now grants a unique condition-damage bonus to allies around the engineer. The Flamethrower utility kit is now focused on burning and keeping that condition on your enemies.
    Blunderbuss: This skill has been unsplit from PvP and will now deal the higher (10%) damage values in all areas of the game. Increased bleeding stacks from 1 – 4 to 2 – 5, based on range. Increased bleeding duration from 4 seconds to 5 seconds.
    Fragmentation Shot: Bleeding duration has been increased from 3 seconds to 4 seconds.
    Blowtorch: The number of burning applications that this skill applies has been increased from 1/2/3 to 2/3/4.
    Elixir U: The recharge of this skill has been reduced from 45 seconds to 40 seconds.
    Toss Elixir U: The recharge of this skill has been reduced from 50 seconds to 40 seconds.
    Super Elixir: Fixed a bug where this skill would display the wrong healing values underwater.
    Shredder Gyro Self-Destruct: Increased damage to match other gyros.
    Shredder Gyro: Increased damage by roughly 50%.
    Glue Bomb: Immobilize duration of this skill has been increased from 1 second to 2 seconds.
    Big Ol’ Bomb: This skill is now affected by Short Fuse. The visual size of this bomb has been increased by 33%.
    Short Fuse: Updated the Fuse Time to correctly display the fuse time reduction of 0.5 seconds. This trait now affects Big Ol’ Bomb.
    Glass Cannon: The threshold for damage increase has been reduced from 90% to 75%.
    Shaped Charge: The damage of this skill has been increased from 7% to 10%.
    Static Discharge: The damage dealt by this trait has been increased by 20%.
    Shrapnel: The chance for this trait to activate has been increased from 15% to 33%. Reduced cripple duration from 2 seconds to 1 second. Reduced bleed duration from 12 seconds to 6 seconds. Fixed issues with this trait that caused it to activate at lower-than-expected rates for some skills. Updated the description to specify that this trait only activates on hit.
    Explosion: Skills that count as explosions for the traits Steel-Packed Powder, Explosive Powder, and Shrapnel are now marked with a skill fact. Scrapper gyro detonations are now considered explosions. Skills that do not hit the enemy, such as Smoke Bomb and Magnetic Bomb, are no longer considered explosions for combat clarity reasons.
    Pinpoint Distribution: This trait no longer grants condition damage based on precision. This trait will now instead grant up to 150 condition damage to nearby allies.
    Flame Jet: The duration of burning inflicted on the final hit of this skill has been increased from 2 seconds to 4 seconds.
    Flame Blast: Reduced the base damage of this skill by 66%. This skill now inflicts burning for 3 seconds.
    Detonate Flame Blast: Reduced the base damage of this skill by 57%. This skill now inflicts 2 stacks of burning for 3 seconds.

    253J736.png
  • WolveSightWolveSight Registered User regular
    patch notes part 2:
    Guardian
    Improvements to underused base skills have been the general focus for the guardian in this patch, but we are also giving the dragonhunter specialization a little bit more counterplay in PvP scenarios. We’ve unsplit a few of the changes introduced this winter, taking either the more powerful option or compensating to a more powerful level than is available in most game modes.
    Virtue of Resolve: This skill has been unsplit from PvP and will now use a 30-second cooldown.
    Virtue of Courage: This skill has been unsplit from PvP and will now use a 45-second baseline cooldown_._
    Signet of Courage: This skill has been unsplit from PvP and will now use a 120-second cooldown.
    Spear of Justice: The casting time of this skill has been increased from 0.25 seconds to slightly under 0.75 seconds.
    Deflecting Shot: The missile hitbox has been improved.
    Whirling Wrath: Reduced recharge from 10 seconds to 8 seconds. Increased damage by 20%. Projectile damage is now listed separately from melee damage.
    Leap of Faith: Reduced recharge from 15 seconds to 12 seconds.
    Symbol of Wrath: Increased damage by 22%.
    Binding Blade: Reduced recharge from 30 seconds to 25 seconds.
    Purification: The trap heal on this skill has been reduced by approximately 16% in PvP only.
    Litany of Wrath: The recharge of this skill has been reduced from 30 seconds to 25 seconds.
    “Receive the Light!”: The recharge of this skill has been reduced from 40 seconds to 30 seconds.
    “Feel My Wrath!”: The quickness duration granted by this skill has been increased from 5 seconds to 8 seconds in PvP only.

    Mesmer
    The mesmer is receiving a few different additions and reworks. Time Warp is one of the select skills and traits in this update, which is being changed to affect ten targets. Also in this update, we are implementing initial attacks on several phantasm skills, allowing the mesmer to deliver a primary attack in addition to the summon in order to provide a bit more constant pressure on your targets.
    Arcane Thievery: The recharge of this skill has been reduced from 35 seconds to 25 seconds in PvP only.
    Null Field: The recharge of this skill has been reduced from 32 seconds to 25 seconds.
    Feedback: The recharge of this skill has been reduced from 32 seconds to 25 seconds in PvP only.
    Signet of Midnight: The recharge of this skill has been reduced from 30 seconds to 25 seconds.
    Phantasmal Defender: The recharge of this skill has been reduced from 25 seconds to 20 seconds.
    Time Warp: The interval of quickness and slow that this skill applies has been increased from every 1 second to every 2 seconds. Quickness and slow duration have been increased from 1 second to 2 seconds. This skill now affects up to ten targets. This skill will now apply slow through an unblockable attack rather than directly applying through all defense.
    Portal Exeunt: This skill now has a 1-second recharge after Portal Entre is used.
    Well of Action: Increased the quickness duration from 3 seconds to 4 seconds.
    Chaos Armor: Reduced recharge to 30 seconds. This skill now applies a random condition (confusion, cripple, or weakness) to nearby foes when activated.
    Illusionary Counter: This skill now evades attacks during the counterattack animation.
    Illusionary Riposte: This skill now evades attacks during the counterattack animation.
    Phantasmal Duelist: In addition to its previous effect, this skill now fires a slow-moving homing bullet that cripples its target if it hits.
    Phantasmal Mage: In addition to its previous effect, this skill now burns nearby foes when activated.
    Phantasmal Warlock: In addition to its previous effect, this skill now also fires Winds of Chaos projectiles at up to 3 unique targets within a radius of 600 of the caster.
    Wells: Fixed a bug that caused wells to display their effects incorrectly while under the effects of quickness or slow.
    Gravity Well: Fixed a bug that caused this well to be destroyed prematurely when used with Continuum Shift.

    Necromancer
    One of the major goals for the necromancer during this update has been to improve the reaper’s greatsword weapon in all game modes, without blowing its power out in the ones where it was already good. In addition, we’ve also been looking to improve a few baseline utility abilities.
    Gravedigger: The aftercast of this skill has been reduced by 0.2 seconds.
    Death Spiral: The damage of this skill has been increased by 20%.
    Nightfall: This skill now converts boons into conditions from enemies it hits.
    Well of Darkness: The recharge of this skill has been reduced from 45 seconds to 35 seconds.
    Spectral Wall: The recharge of this skill has been reduced from 45 seconds to 40 seconds.
    Spectral Grasp: The recharge of this skill has been reduced from 25 seconds to 20 seconds in PvP only.
    Grasping Darkness: The recharge of this skill has been reduced from 30 seconds to 25 seconds. Increased damage by 30%.
    Well of Blood: The recharge of this skill has been reduced from 35 seconds to 30 seconds.
    Ritual of Life: The well created by this trait has been renamed to the Lesser Well of Blood and will continue to use a 35-second recharge.
    Deathly Chill: Increased bleed stacks to 3 for 5 seconds in PvE only.
    Reaper’s Onslaught: Now grants up to 225 bonus ferocity while in a shroud, based on effective level.
    Life Rend: Increased damage by 17%.
    Life Slash: Increased damage by 17%.
    Life Reap: Increased damage by 12.5%. Increased life-force gain from 1.5% to 2%.
    Death’s Charge: Increased damage by 30%.
    Chilling Scythe: Increased life-force gain from 3% to 5%.
    Wells: Fixed a bug that caused wells to display their effects incorrectly while under the effects of quickness or slow.

    Ranger
    The ranger will see a variety of changes during this update. Of particular note, we are reducing Grace of the Land’s damage bonus and reworking it so that it’s compatible with all Celestial Avatar abilities and affects ten allies around the druid. We hope this improves the value of a single druid in large-group scenarios. Many pet attacks have had usability and movement enhancements in an effort to improve general damage against moving targets. The greatsword has had a couple of improvements for better damage and pet synergy. Finally, a few underused (and even some meta) utility skills have undergone general quality-of-life improvements.
    Maul: This skill now grants an Attack of Opportunity to the ranger’s pet, causing its next attack to deal 50% more damage.
    Hilt Bash: This skill should now land more consistently when used at max range. This skill no longer grants a damage bonus to pets, but it will now refresh the greatsword’s Maul skill when striking an enemy.
    Throw Torch: The physical damage of this skill has been increased by 33%.
    Sharpening Stone: The number of stacks that this skill applies has been increased from 6 to 10.
    Muddy Terrain: Immobilize duration applied by this skill has been increased from 2 seconds to 3 seconds.
    Soften the Fall: Immobilize duration applied by this trait has been increased from 2 seconds to 3 seconds.
    Lightning Reflexes: The recharge of this skill has been reduced from 40 seconds to 30 seconds in PvP only.
    Spike Trap: The recharge of this skill has been reduced from 45 seconds to 30 seconds in PvP only.
    Signet of the Wild: Fixed a bug that caused the ranger to be unblockable.
    Sharpened Edges: The chance to bleed a target on critical hit has been reduced from 66% to 33%.
    Grace of the Land: Damage per stack of this trait has been reduced from 3 to 2. The number of targets affected by this trait has been increased from 5 to 10.
    Natural Convergence: This skill will now provide Grace of the Land on every pulse when that trait is equipped.
    Avian Pets: Updated on-land nonbasic attacks so that they more consistently hit enemies and can be executed from farther distances.
    Canine Pets: Updated on-land basic attacks to more reliably hit enemies, with their executable attack range being increased from 130 to 240.
    Crippling Leap: Increased the attack range of this skill from 130 to 180. Also increased the reliability of this skill by increasing the movement speed and duration. This skill will now be affected by quickness.
    Brutal Charge: Reduced the warmup casting time by 0.5 seconds. This skill will now be affected by quickness.
    Smokescale: Updated on-land basic attacks to move slightly toward the target when executing attacks on land. Increased the range at which the creature will attack from 130 to 200.
    Takedown: Updated this attack to have a slight movement toward the target. Reduced aftercast by 0.25 seconds. Increased the range at which the creature will attack from 130 to 240.
    Wyvern Pets: Updated on-land basic attacks to move farther toward the target on each swing. Greatly increased the attack speed of this skill from 3.3 seconds to 2.2 seconds. Increased the range at which the creature will attack from 130 to 200.
    Tail Lash: Updated this attack to move farther toward the target when executing. Reduced the attack of this skill from 3.6 seconds to 1.2 seconds. Increased the range at which the creature will attack from 130 to 200.
    Wing Buffet: Reduced the initial casting time of this skill by 0.5 seconds. Increased the attack radius from 240 to 360.
    Drake Pets: Updated on-land basic attacks to move farther toward the target when executing on land.
    Chomp: Updated this attack to move farther toward the target when executing on land.
    Tail Swipe: Increased the radius of this attack from 225 to 280. Greatly increased the attack speed of this skill.
    Feline Pets: Updated on-land basic attacks to move farther toward the target when executing on land.
    Bite: Updated this attack to move farther toward the target on land and have a faster recovery once the skill has been executed.
    Maul: Updated this attack to move farther toward the target on land and have a faster recovery once the skill has been executed.
    Moa Pets: Updated on-land basic attacks to move farther toward the target when executing on land.
    Pig Pets: Updated on-land basic attacks to move farther toward the target when executing on land. Increased the attack range from 130 to 200.
    Maul: Updated this attack to move toward the target when used on land. Reduced the start-up and aftercast by around 0.5 seconds each.
    Brutal Charge: Reduced the start-up of this skill by 0.5 seconds. Reduced the aftercast by 0.5 seconds.
    Bear (Ursine) Pets: Updated on-land basic attacks to move farther toward the target when executing on land.

    Revenant
    In addition to bug fixes and quality-of-life changes, we’ve been looking to improve the support role for the revenant. Alacrity will now be available through the Salvation specialization line, allowing Ventari’s Tablet to project it at a constant rate. We’re excited to see it in play!
    Searing Fissure: This skill will now more reliably hit enemies on slopes.
    Temporal Rift: This skill will now more reliably hit enemies on slopes.
    Legendary Centaur Stance: Project Tranquility will now instantly activate when invoking this legend. The cost of this skill has been removed.
    Serene Rejuvenation: In addition to its current bonus, this trait will now cause Natural Harmony to apply alacrity to allies for 3 seconds.
    Natural Harmony: The base healing of this skill per level has been reduced by 30%. The healing contribution of this skill has been increased by 180%.
    Forced Engagement: The cost of this skill has been reduced from 35 energy to 25 energy. The recharge for this skill has been increased from 5 seconds to 10 seconds.
    Rite of the Great Dwarf: The cost of this skill has been reduced from 50 energy to 40 energy in PvP only.
    Vengeful Hammers: Increased the base damage of this skill by 100%.
    Ventari’s Will: The cost of this skill has been reduced from 10 energy to 5 energy.
    Purifying Essence: The cost of this skill has been reduced from 30 energy to 25 energy.
    Unyielding Anguish: Increased the base damage of this skill by 20%. The duration of torment inflicted by this skill has been increased from 5 seconds to 6 seconds.
    Burst of Strength: Increased the base damage of this skill by 25% in non-PvP only.

    Thief
    Quality-of-life improvements and PvP health have been our focus for the thief, mainly for daredevil. As such, we’ll be looking to reduce endurance from a few different areas to target survivability through evasion but also compensate for it a bit with extra utility and condition removals.
    Infiltrator’s Strike: This skill has been unsplit from PvP and will now use a 900 maximum range. Immobilize duration has been increased from 1 second to 1.5 seconds game-wide.
    Vault: The code functionality of this skill has been updated. The user will now more accurately travel to the targeted destination when under high-latency situations, in most scenarios. This skill is now affected by quickness. This skill now requires a line of sight to the target point in order to cast.
    Bound: This trait will no longer trigger the damage and bonus portion if the dodge is canceled or interrupted.
    Signet of Agility: The endurance gain from this skill has been reduced from 100 to 50 in PvP only.
    Signet of Agility: Condition cleansing has been increased from 1 to 3 in all game modes.
    Channeled Vigor: The endurance gain from this skill has been reduced from 25 to 20 per pulse in PvP only.
    Hard to Catch: The internal cooldown on this trait has been increased from 30 seconds to 45 seconds in PvP only.
    Upper Hand: The internal cooldown on this trait has been increased from 2 seconds to 3 seconds in PvP only.
    Body Shot: The duration of immobilize inflicted by this skill has been increased from 1 second to 1.5 seconds in PvP only.
    Cloak and Dagger: The vulnerability inflicted by this skill has been increased from 3 stacks to 5 stacks.
    Assassin’s Signet: The recharge of this skill has been reduced from 45 seconds to 40 seconds.
    Needle Trap: The poison inflicted by this skill has been increased from 1 stack to 3 stacks.
    Caltrops: The duration of bleeding inflicted by this skill has been increased from 3 seconds to 5 seconds.
    Tripwire: The recharge of this skill has been reduced from 30 seconds to 25 seconds.

    Warrior
    Warrior’s banners are the final recipient for our target-increase update, with the unique enhancements from each banner increasing to ten. After that, we’ve mostly focused on improving weapon and utility effectiveness, with some significant increases to underutilized areas.
    Deep Strike: This trait has been altered and will now grant condition damage to the warrior whenever they have fury. Condition-damage gain has been increased from 150 to 180.
    Eviscerate: Lowered the aftercast by 0.25 seconds.
    Hamstring: This attack now applies 1 stack of bleeding for 8 seconds in addition to its previous effects.
    Fierce Blow: The base damage dealt by this skill has been increased by 28%.
    Hammer Shock: The base damage dealt by this skill has been increased by 25%.
    Combustive Shot: This skill now has a radius of 360 at all adrenaline levels.
    Rupturing Smash: Increased damage by 50%.
    Counterblow: This skill now applies 10 stacks of vulnerability for 8 seconds in addition to its previous effects in all game types. Lowered the damage of this skill by 12.5% in PvP only.
    “To the Limit!”: The endurance gained by this skill has been increased from 25 to 50.
    “Shake It Off!”: The number of conditions removed by this skill has been increased from 1 to 2.
    “For Great Justice!”: The might granted by this skill has been increased from 3 stacks to 6 stacks.
    Mending: The recharge of this skill has been reduced from 20 seconds to 15 seconds in PvP only.
    Blood Reckoning: The amount healed by this skill has been increased from 10% to 20%.
    Vigorous Shouts: The effect of healing power on this trait has been increased by 20%.
    Banner of Defense: Increased the number of enhancement targets from 5 to 10.
    Banner of Discipline: Increased the number of enhancement targets from 5 to 10.
    Banner of Strength: Increased the number of enhancement targets from 5 to 10.
    Banner of Tactics: Increased the number of enhancement targets from 5 to 10.
    Earthshaker: Fixed a bug that caused this skill to hit 10 targets at level 1 adrenaline.
    Blaze Breaker: This skill will now attempt to face your target before firing instead of failing. If you cannot face your target, it will instead fire in your current facing direction.
    Whirling Axe: Fixed a bug that prevented this skill from being canceled when transitioning to gliding.
    Adrenal Health: The amount healed by this trait has been reduced by 10% in PvP only.

    Structured Player vs. Player
    Birthday Boosters and Celebration Boosters can now be used in PvP maps.
    Wintersday Black Lion Chests can now be opened in PvP maps.
    Dabs, Globs, and Clumps of Destabilized Ectoplasm can now be used in the PvP lobby.
    The Bag of Spirit Shards given with the second birthday gift is now usable in PvP maps.
    Disconnecting from a PvP match will now add additional respawn time calculated from maximum possible downed bleed duration for a maximum of 30 seconds. Reconnecting to a PvP match with a respawn time will result in death.
    Mastery: Commander swiftness is now enabled in the PvP lobby.

    Leagues:
    Losing a Ranked season match with a score greater than or equal to 80% of the winning team’s score will award a Near Victory bonus, worth 2 league reward pips.
    Added rating delta to game history for league matches.
    Ardent Glorious armor can now be used in the Mystic Forge.
    Ascended PvP trinkets now have proper icons.
    Ascended PvP rings can now be attuned.
    The Mini Emperor Llama is now available from the League Vendor.
    Significantly reduced the number of Transmutation Charges obtained through league chests.
    Reduced the number of unidentified dyes obtained through league chests.
    Reduced the number of Ascended Shards of Glory obtained through league chests, but added Ascended Shards of Glory to the repeatable Byzantium reward chest.
    Ascended PvP armor and weapons now require special currency that you craft along with Ascended Shards of Glory and gold.
    The recipes are available from the ascended vendors for league tickets.
    These recipes require fewer materials than normal ascended crafting, so they are a small discount from just crafting the armor and weapons outright.
    Ardent Glorious armor skins are now available from the ascended PvP vendors.

    World vs. World
    General
    Being killed while outnumbered no longer grants any war score to the enemy team.
    All siege devices and traps have been changed to gizmos that are consumed once they are placed.
    This change was made to help solve bugs in which siege devices and traps weren’t being granted back properly when they weren’t placed.
    Siege bundles now stay in your hands until players drop, cancel, or run out of siege.
    Changed the Potion of Ascalonian Mages to work similarly to combat tonics. The transformation now allows for all player skills to be used. The transformation is removed after 30 minutes. Clicking the potion again will remove the transformation.
    Alpine Borderlands
    Garrison’s back gate that enters the lord’s room now has secured, reinforced, and fortified states like all other gates.
    Desert Borderlands
    Removed the floating gargoyle at the Shrine of Fire.

    Fractals
    The commands /resign, /qq, /gg, etc., may now be used in fractals.
    Ascended fractal armor and weapons now require special currency that you craft, along with Fractal Research Pages, Fractal Relics, and gold.
    These recipes are available from BLING-9009.
    These recipes require fewer materials than normal ascended crafting, so they are a small discount from just crafting the armor and weapons outright.
    Unwanted Integrated Fractal Matrices can now be converted to Fractal Encryption Keys at a rate of 10 keys per matrix at BLING-9009.
    Fixed a bug in the event UI that would cause two health bars to appear for the Thaumanova Anomaly.

    Living World
    Players will now be able to enter Noran’s Safe Room with an oiled key.
    General
    Fixed an issue where many mesmer clone-creating skills did not create clones for players using the Endless Miniature Tonic and Infinite Watchknight Tonic.
    Pact soldiers returning from the campaign in the Maguuma Jungle have created a monument at the entrance of the Grove.

    BLACK LION TRADING COMPANY GEM STORE

    New Items and Promotions
    A new Bloodstone Ascender is available in the Toys category of the Gem Store for 250 gems.
    A new Shattered Bloodstone Glider is available in the Upgrades category of the Gem Store for 400 gems.
    The Emissary’s Staff has returned for a limited time in the Style category of the Gem Store for 600 gems.
    Taimi’s Dye Kit has returned for a limited time, found in the Special category of the Gem Store for 125 gems.

    Improvement
    Six new and exclusive eye colors have been added to Total Makeover Kits, which are available in the Services category of the Gem Store.

    Bug Fixes
    Scribe has been added to the Crafting Discipline filter on the trading post.

    253J736.png
  • FoefallerFoefaller Registered User regular
    Liking a lot of the engineer changes. Both Condi and Direct damage builds got some buffs.

    Really interested of the fact that Flamethrower is now a dedicated Condi weapon. I suspect there are already hate threads about it, but I like that I'll be using it for more than it's 4 and tool kit on a condition build now.

    Also, don't need to look to know that there are mesmers angry about Revanants getting alacrity, because now Ventari Revs are going to be everywhere now, right?

    steam_sig.png
  • FoefallerFoefaller Registered User regular
    edited February 2017
    Also, Patch had a new current event where you restore that weapon you got from the end of HoT (trying not to be spoilery) here

    Here's how. Once you finish it, you can choose between a sword, GS, dagger, shield or scepter, and if you've completed HoT on four other characters, you can repeat the last step 4 more times to get the others (after crafting the items you get the first time via the collections), which will unlock a second GS.

    All of which are ascended.

    Foefaller on
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  • FoefallerFoefaller Registered User regular
    edited February 2017
    Also, the new Marks for ascended gear you could buy from fractals and sPvP:

    First, get all the recipes from fractals, there they cost Pristine relics, not League tickets.

    Weapons take 3 Marks, armor takes 4 Marks for Chests and Leggings and 3 for everything else.

    Each mark takes what are basically lite versions of the current ascended mats, using the same daily crafting base, but only half as much T2-4 Mats (so 10-5-10 instead of 20-10-20) Most marks use just 1 of 3 of them (weapons use the wood/metal/leather ones, armor uses the metal/leather/silk ones), but the Armorsmith mark uses 2 of the Mithrillium one and Tailor uses 2 of the Silk one (Leatherworker uses just one of each, so now might be a good time to make those marks in case it's an oversight) They also a 4th item, dependant on the crafting profession, which takes dark matter (1 for armor, 3 for weapons), a Vial of Might and a Vial of Magic (basically 1 of each T6 mat) and a seemingly random amount of elder wood (70 for artificer) Thick Leather (40 Huntsman and 65 Leatherworker) Silk (Tailor) or Mithril Ingots (250 Weaponsmith or 150 Armorsmith).

    Also, Fractal versions take extra gold (5 for weapons, 4 for chests, 3 for legs and 2 for everything else) as well as pages and relics. PvP takes the same amount of ascended shards as it did before.

    EDIT: Keep changing this last part as I think on it, bear with me.

    Seems like whether it's cheaper or not depends on the item in question. Leatherworking Shoes, pants and Coat is a massive fucking discount, as long as it stays 1 leather for their marks; extra metal is chump change compared to all the leather you're cutting out of the process. Armorsmith and Tailor chest and leggings are probably noticeably cheaper as well. Most Weapons seem like they got the raw deal, since all the tokens use the Leather one (even Weaponsmith and Artificer, which normally don't use leather at all), and atm it's following the trend of Elonian by costing twice as much as the others. This is wrong, see below.

    Of course, I'm not up to speed on the breakdown of the cost of ascended mats, so maybe cutting the amount of T2-4 mats in half makes up for the fact that Tailor needs metal and most weapons need leather if you're going to get them with marks.

    EDIT2: Okay, so according to gw2spidy, based on Crafting costs, its' 2g54s Cabonized vs. 4g10s Deldrimor, 3g66s Vabbian Silk vs. 5g30s Damask, 5g91s Composite vs. 8g5s Spiritwood, and 6g70s Blended vs. 7g84s Elonian (which seeing that Elonian Squares bough directly cost more that Spiritwood tells me the effects of Lake Doric haven't fully hit the market yet.)

    That would mean Artificer weapons are much cheaper to craft via marks than normal, as would be Huntsman and any Weaponsmith stuff that uses wooden hafts. Pure Metal weapons will still have a saving, but for the stuff that takes only 4 deldrimor + dowel (like daggers and shields) the savings are only 2-3 gold, compared to almost 35g savings making buying an acended staff via marks, give or take a couple g depending on what stat set you are going for.

    Foefaller on
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  • FeldornFeldorn Mediocre Registered User regular
    Foefaller wrote: »
    Also, Patch had a new current event where you restore that weapon you got from the end of HoT (trying not to be spoilery) here

    Here's how. Once you finish it, you can choose between a sword, GS, dagger, shield or scepter, and if you've completed HoT on four other characters, you can repeat the last step 4 more times to get the others (after crafting the items you get the first time via the collections), which will unlock a second GS.

    All of which are ascended.

    I'm going to be working on HOT on a few mans...

  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    I was about to get hype for this, but then I realized that I'd need to farm Spiritwood...

    Why the fuck does everything in this game require hours of material farming these days?

    See You Space Cowboy: a ttrpg about sad space bounty hunters
    https://podcast.tidalwavegames.com/
  • FeldornFeldorn Mediocre Registered User regular
    I was about to get hype for this, but then I realized that I'd need to farm Spiritwood...

    Why the fuck does everything in this game require hours of material farming these days?

    Economy of scale?

  • naengwennaengwen Registered User regular
    edited February 2017
    I was about to get hype for this, but then I realized that I'd need to farm Spiritwood...

    Why the fuck does everything in this game require hours of material farming these days?

    Hold it - before getting salty about mat farms, the first weapon is free aside from the collection and for the remainder they DID give you an option to exchange the weapons for 1k unbound magic if youd rather do that than farm mats. So you have a choice:

    Do the collections and current event for a free ascended weapon, then get the remaining SKINS for a single characters worth of half a daily winterberry farm

    OR

    Repeat the quest on multiple characters to get additional ascended weapons and each time pay a price of 20-30g.

    So if you want the weapons fork up. If you want the skins just wait a day for the vendor to open up.

    Worth noting this means you can now spend 1000 unbound magic to restat these weapons at any time.

    EDIT: Added link

    naengwen on
  • FoefallerFoefaller Registered User regular
    naengwen wrote: »
    I was about to get hype for this, but then I realized that I'd need to farm Spiritwood...

    Why the fuck does everything in this game require hours of material farming these days?

    Hold it - before getting salty about mat farms, the first weapon is free aside from the collection and for the remainder they DID give you an option to exchange the weapons for 1k unbound magic if youd rather do that than farm mats. So you have a choice:

    Do the collections and current event for a free ascended weapon, then get the remaining SKINS for a single characters worth of half a daily winterberry farm

    OR

    Repeat the quest on multiple characters to get additional ascended weapons and each time pay a price of 20-30g.

    So if you want the weapons fork up. If you want the skins just wait a day for the vendor to open up.

    Worth noting this means you can now spend 1000 unbound magic to restat these weapons at any time.

    EDIT: Added link

    Also, the first weapon you get is basically free, as the pieces you need (sans Vision Crystal) are earned in the collections.

    So yeah, A Vision Crystal, 4k unbound magic and some patience and you can get all the skins.

    steam_sig.png
  • FeldornFeldorn Mediocre Registered User regular
    Yea, even with the needed materials, and requirement to finish HoT, they're inexpensive ascended weapons.

    I don't have a stack of boxes in my bank, so I'll be going for them :)

  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    WELL

    Okay, maybe I'll log in and do this today then.

    I'm still very much in a place in GW2 right now where I feel like I've explored most of the content that I personally want to explore (I'm really not interested in raids at all -- too much effort) and it feels like every time Anet comes out with new content now, it's "Hey, have ANOTHER new map currency and ANOTHER ridiculous grind to get anything interesting. PS, sorry about build diversity, engineers, you're basically locked into one condi build now forever."

    I know I'm just being a cranky old fuddy-duddy and all, and at least I have ESO to occupy me in the meantime, but man I really am tired of Anet's current content model of "New currency + giant grind."

    See You Space Cowboy: a ttrpg about sad space bounty hunters
    https://podcast.tidalwavegames.com/
  • naengwennaengwen Registered User regular
    WELL

    Okay, maybe I'll log in and do this today then.

    I'm still very much in a place in GW2 right now where I feel like I've explored most of the content that I personally want to explore (I'm really not interested in raids at all -- too much effort) and it feels like every time Anet comes out with new content now, it's "Hey, have ANOTHER new map currency and ANOTHER ridiculous grind to get anything interesting. PS, sorry about build diversity, engineers, you're basically locked into one condi build now forever."

    I know I'm just being a cranky old fuddy-duddy and all, and at least I have ESO to occupy me in the meantime, but man I really am tired of Anet's current content model of "New currency + giant grind."

    I really do recommend it, this current event is easily my favorite one yet. And I didn't even need the ascended weapons, nor do I like Trahearne! So much closure though, and it fits right into what's going on with the living world stuff right now.

  • StraygatsbyStraygatsby Registered User regular
    Hmm, I notice there was some DDOS/outage type stuff a few days ago and a client crash fix in the patch notes. Maybe I should give it another shot and see if my black screen issues are fixed.

  • LeandriellLeandriell Registered User regular
    I go on holiday and they nerf eles... /cry Any consensus on whats still raid 'viable' yet?

    On the plus side, the new current events sound awesome.

  • naengwennaengwen Registered User regular
    Leandriell wrote: »
    I go on holiday and they nerf eles... /cry Any consensus on whats still raid 'viable' yet?

    On the plus side, the new current events sound awesome.

    Eles are still okay, but I think this put fresh air builds ahead of the pure fire builds. I think the consensus is that right now condi is king, but they brought up a lot of other specs in the process. Warriors are doing pretty boss damage, thieves had a buff to vault that had to be rolled back cause it made vault damage before the landing in a really awkward way, great sword necros are still not quite there but are in a better spot, revs can give alacrity for misguided reasons on the dev side (apparently raids bring chronomancers because of alacrity, lulz) and apparently power engi is a thing now which is perfect cause my pirate engi is totes a power build.

    4tSeuU1.png

    Yarr harr

  • LeandriellLeandriell Registered User regular
    naengwen wrote: »
    Leandriell wrote: »
    I go on holiday and they nerf eles... /cry Any consensus on whats still raid 'viable' yet?

    On the plus side, the new current events sound awesome.

    Eles are still okay, but I think this put fresh air builds ahead of the pure fire build

    Awesome - aka the substantially more interesting builds!

  • FoefallerFoefaller Registered User regular
    edited February 2017
    Yeah, that 20% buff to Static Discharge is very sweet, tempted to go back to Hammer or Rifle.

    But, still high on HOPE atm, so probably wait and see what new builds come out first before making the plunge.
    Leandriell wrote: »
    naengwen wrote: »
    Leandriell wrote: »
    I go on holiday and they nerf eles... /cry Any consensus on whats still raid 'viable' yet?

    On the plus side, the new current events sound awesome.

    Eles are still okay, but I think this put fresh air builds ahead of the pure fire build

    Awesome - aka the substantially more interesting builds!

    The "nerf" also came with cooldown reductions for a lot of support-y skills, particularly Water Staff and OH dagger.

    Also, Air scepter 1 is unsplit and does it's higher pvp damage in pve now.

    Foefaller on
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  • LeandriellLeandriell Registered User regular
    naengwen wrote: »
    WELL

    Okay, maybe I'll log in and do this today then.

    I'm still very much in a place in GW2 right now where I feel like I've explored most of the content that I personally want to explore (I'm really not interested in raids at all -- too much effort) and it feels like every time Anet comes out with new content now, it's "Hey, have ANOTHER new map currency and ANOTHER ridiculous grind to get anything interesting. PS, sorry about build diversity, engineers, you're basically locked into one condi build now forever."

    I know I'm just being a cranky old fuddy-duddy and all, and at least I have ESO to occupy me in the meantime, but man I really am tired of Anet's current content model of "New currency + giant grind."

    I really do recommend it, this current event is easily my favorite one yet. And I didn't even need the ascended weapons, nor do I like Trahearne! So much closure though, and it fits right into what's going on with the living world stuff right now.

    A hundred times what Sharkey said. It's an awesome story, although granted I'm a main Sylvari and I do actually like Trahearne ;) Try doing the scavanger hunt without a guide - it was mega fun (I "cheated" and looked up the Tangled Depths one as I bloody hate that zone though!)

  • HugglesHuggles Registered User regular
    Oh wow, just read the patch notes. The change to light field blast combi is huge for guardian hammer. That's a party-wide single condi cleanse every ~4s or so in combat in exchange for not having light aura for retal, when the meta hammer builds generally forgo guardian passive self-confi cleanse.

    Happy happy happy happy happy smashy happy

  • LeandriellLeandriell Registered User regular
    My current solution to the ele nerfs: raid on alts as S/Wh is SO position fragile:( Thinking of kitting out a condi ranger next

  • naengwennaengwen Registered User regular
    edited February 2017
    Condi ranger, condi engi, condi PS, condi meta is back.

    EDIT: Juuuust keep in mind that condi builds have a ramp up time, so don't toss out those tempests just yet.

    Unless you have a guardian kitted out. Or a daredevil.

    naengwen on
  • LeandriellLeandriell Registered User regular
    Have a viper Necro (sigh) in full ascended, never got on with thief. Have an 80 guardian in exotics, but only derped around in open world with him. Probably going to kit out a condi so I've got both halves of the pewpew meta.

  • DarkMechaDarkMecha The Outer SpaceRegistered User regular
    WELL

    Okay, maybe I'll log in and do this today then.

    I'm still very much in a place in GW2 right now where I feel like I've explored most of the content that I personally want to explore (I'm really not interested in raids at all -- too much effort) and it feels like every time Anet comes out with new content now, it's "Hey, have ANOTHER new map currency and ANOTHER ridiculous grind to get anything interesting. PS, sorry about build diversity, engineers, you're basically locked into one condi build now forever."

    I know I'm just being a cranky old fuddy-duddy and all, and at least I have ESO to occupy me in the meantime, but man I really am tired of Anet's current content model of "New currency + giant grind."

    I'm with you man. The grindy feeling has made me lose interest in playing for the past month or so. I've never enjoyed any of the grindy zone events they add.

    Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
  • StraygatsbyStraygatsby Registered User regular
    So psyched. My black screen issues are fixed. It's possible the client patch of the last pass addressed whatever I was experiencing.

    Back to working on the living story with my condi mesmer. I've decide I just don't care about the meta and went with staff and scepter/pistol + wells. Seems ok so far. I still need to try and get into fractals a bit. I've never really given them much consideration. Really should look into getting some four stat gear like viper's too.

This discussion has been closed.