Jump to content
  • Sign Up

KukoDane.1327

Members
  • Posts

    15
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

KukoDane.1327's Achievements

  1. I am having a hard time believing these changes to dagger has any real weight to change how much or little rather, it is currently used. In this article I will go around my experience as a Necro main who have been trying several builds with this weapon as a main hand weapon, compare it to the other necromancer Power weapons and compare the Necro-Main-Dagger to other classes with daggers. And I will finish with an idea for changes which would make it worth its while to use. Firstly, the current Necro-Main-Dagger, with the trait taken into account. It is below anyother necromancer weapon you can wield in ANY and all aspects, and these are the following reasons. 1: The dagger skills are too bizar, with an auto-attack range of 130 and 2nd & 3rd skill being 600. It makes little to no sense that you have to stand almost inside your enemies to generate lifeforce but your "real" skills which comes at a medium range have strange utility which HAS NOT BEEN UPDATED in years. (Will talk more about it later in the comparison section) 2: The 2nd & 3rd skill themselves are poorly made even with the upcoming 14th Feb patch. As their current fault are as followed; 2nd skill: Life Siphon is a channeled ability at medium range which can easily be interrupted as the necromancer does not have many ways to proc proper stability. 3rd skill: Dark Pact should be awesome with the insane immobilize time but any condition removal would negate this and its easy to negate as the weapon Dagger/offhand can only be used as a power build, and does not make that many conditions on the enemy for them to not remove it with a single condition cleanse of 1. Boon removal is always sweet for any fight, being it boons on bosses or enemy players. All in all, its a strange weak and never changed weapon-skill set which needs and entire overhaul, especially as I now will talk about the other options the necromancer has for weapons in this Necro-Main-Dagger category. The trait is somewhat lacking as its mostly a speedboost and the cooldown is only proc'ed IF you have above 75% health, which means you can have downtime on the cooldown reduction. Necromancer weapons that outperform Dagger-Main-Hand. (Reminder that I compare these weapons WITH traits which they benefit from in the builds) Axe: As for Power based weapons, we have the lovely Axe with ALOT of damage, boon removal in AoE with almost same cooldown and 5 seconds cripple AND if the enemy is low, a small burst ability triggers. Good condition Rendering with Rending Claws at a 900 range, good power damage and 2nd skill Ghastly Claws which is a beast for 25stack vulnerability bosses compared to the Life Siphon of the dagger. Less "survival" but almost same cooldown a lot more utility and damage. Scepter: For conditions builds, the scepter is decent, again we have a weapon which removes boons, and even extremely benefit from it as not only, do you remove 3 boons, you actually convert them to their own counterpart as conditions, AND for each boon corrupted this way, apply one stack torment. Along with decent lifeforce generation and the 2nd skill Grasping dead which cripples for 10 seconds with the trait active, and this Lingering Curse trait is among the best in the game, as it Increases condition damage with 200 flat, and increases duration of your scepter skills with 50% and upgrades your 3rd skill to what I descriped above, you are SET for a condition build in the Curses traitline which heavily increases your crit chance. Staff: Great utility weapon, used mostly for part AoE Fear, Part AoE condi clear and bleed/poison/chill AoE, with decent Lifeforce generation. Good for player vs player matches. Greatsword: As the Reaper elite spec, you can wield the Greatsword for HUGE AoE damage which is so easy to maintain that it should be illegal. This weapon has good power, good AoE, is able to apply Vulnerability, Blind/Cripple & Chilled, got good lifeforce generation with the last patch it got AND Gravedigger which is insanely strong. And this weapon dont even have a trait that buffs it.. Necromancer dagger compared to other classes using dagger. Elementalist Dagger Main: As for the elementalist, Dagger mainhand is a closecombat viable weapon (outperformed by scepter since scepter got the speed buff) BUT the dagger for elementalist is extremely versatile as the elementalist can switch elements and therefor use four different weapon sets with a small cooldown window. The elementalist as a dagger user gets to benefit from two 600 range gap closers, decent conditions and 600 range auto attacks from Water and crowd control. Warrior Dagger Main: Dagger for the Spellbreaker Elite spec is actually strong as you get a short 300 range gap closer which 1seconds slows, a daze which functions best if the enemy is using a skill and increased critical damage on auto attacks and might stacking. The trait associated with this gives benefits according to which hand wields the knife, but they are both decent, not great but decent. Ranger Dagger Main: While wielding a dagger for Soulbeast Elite spec, you deal condition damage, its auto attack stacks vulnerability, bleeding, poison and the last 4th hit, all of these conditions. You get a slice and dice ability as your 2nd skill which deals decent condition damage and helps your pet or yourself if Beastmode is on, to inflict poison. You got TWO 400 distance leap, with counts instead of a single cooldown, which also gives you quickness for 3seconds. As for traits, you get a 120 bonus to condition flat, with an additional 120 condition damage if wielding a dagger or torch. Both of these weapons cooldowns are reduced (EXTREMELY STRONG for a middle trait) So a 240 condition damage with 20% reduction in cooldowns. Thief Dagger Main: This is a unique weapon as you can do both power and condition. As Condition, you benefit from the thieves initiative spending with dual daggers using "Death Blossom", making decent bleed stacks, while yielding yourself evading for half a second. This is extremely strong for PvE in experienced players as they got ALOT of dodges lined up. As for Power, you benefit from the trait "Dagger Training" giving a measly 160 power in total. Not great, but the dagger/dagger power build still got the evade from "Death Blossom" and the high physical damage from "Cloak & Dagger" combined with "Heartseeker". Either or, the auto attack is immensely strong with decent power scaling, bleeding & poison & weakness procs and a small endurance gain on 2nd succesful strike. Mesmer Dagger Main: As a Virtuoso Elite spec, you get to wield a ranged magic dagger throw skillset, which is not only cool, but also strong for both Power and Condition builds. Mostly not as the moves themselves apply conditions but from traits and combos. With a whopping 1200 range and being one of the best ranged builds in the game as they still can fight upclose there is really not much to tell about this dagger spec except it got no traits that benefit dagger only. Conclusion of comparison: So meanwhile other classes has great utility as the Ele, extreme damage and range with no weakness as the Mesmer, gap closers and high damage as Ranger, Thief and Warrior. The Necromancer got a 130 range auto attack with small lifeforce generation (but reliable) with an easy to interrupt 2nd skill, and a extremely easy to cleanse 3rd skill, both with 600 range. Many of the other builds has synergy if they can pair their main hand dagger with an offhand dagger as well, Necromancer however, got a power focused (with a strange bleeding for some reason coming on the 14th patch) with a condition offhand dagger which can send off conditions and blind, but also have a decent AoE Bleed. Only the warhorn is any real use for the dagger main necro right now. My Idea for a makeover of the Main Dagger Necro: Conditions! We already have a decent set of weapons which greatly benefit from power but only two proper Condition weapons to the "great condi" class,. one of them which is locked behind the expansion: Harbinger. Granting these things in a balanced way would be beneficial for the Main Dagger Necro. Necrotic Slash/Stab/Bite. Not so much Necrotic but more leeching as its mostly doing lifeforce generation right now. It could be: Necrotic Slash: Apply bleeding for a short duration much like the scepter but with a small increase in duration since its melee (its a kitten slash after all) Melee range Necrotic Stab: Apply Torment & Vulnerability, one stack of each. Melee Range Necrotic Bite: Inflict poison (short duration) & chill (not more than one second) (Makes sense for a bite to fester) Melee Range Necrotic Siphon (instead of Life Siphon): Low power scaling damage which leeches life but applies conditions on each critical hit. (Randomly between bleeding, poison or torment with different duration timer) Short range of 300. Dark Pact: Inflict Heavy bleeding, Poison and torment on your enemy but at risk at own health, either inflicting half these stacks on one self also or taking 20% of ones current life. High cooldown (Makes sense since the Necromancer was meant to be the "Lets suffer together" class to begin with) Short range of 400. With a change to the Quickening Thirst trait: Gain 5% increased damage against Bleeding foes. Dagger skills which critical hit, apply one stack of bleeding (We are playing a necromantic sacrificial dagger build after all) Thanks for reading if you managed, hope to hear your thoughts about Necromancer dagger in general and feedback on my ideas.
  2. The dagger on necromancer even with this tiny buff is still underperforming so much, that there is no use of ever wielding a dagger in main weapon slot unless you kid around while leveling. You need to make Dagger the closerange weapon with insane attack speeds and maybe stack conditions, instead of this "life force" generation which is no a problem for most experienced necromancers anyway. I could see people use the dagger main IF it had conditions, maybe some bleeding on the first hit, poison on the second hit and both of those and chill for 1 second on the third hit. Making it the close combat variant of the "new" elementalist scepter in terms of speed. Something that has synergy with condition build across the different elite specs. Change the Life Siphon aswell, making it deal less power damage and more about the crit which Condi necromancer is focusing on (traitline wise) so that if Life Siphon crits, it deals an additional stack of a condition (randomly between poison, bleed or torment) would make sense. This is how the elite specs would benefit: Reaper with Deathly chills will have a superior melee weapon which deals conditions and chills for the Deathly chill proc every 3rd time. Scourge would have the melee weapon it always wanted with its Shroud ability which is more of a melee tool anyway, along with some sustain from Life Siphon. Harbinger would like the Scourge, get a melee focused weapon which functions as helping sustain with Life Siphon and with Doom Approaches (the grandmaster trait which deals torment to enemies in close proximity) SOMETHING has to happened to main hand dagger on necro as its utterly underwhelming for any build. And since Axe is mostly an extremely well crafted power weapon which functions in both close and ranged proximity, why have dagger be the "power" melee weapon of necro when any with the Heart of Thorns expansion would just use Greatsword on reaper as its far better than ever using dagger.
  3. Its funny, this patch would have been the big Boons for every support build, but kitten, Necro got completely left out. HealScourge is already the best at ensuring survival for the team with immense barriers, decent over time heals and fast revives for ALOT of players. They lost all their boons back in the day and that was only Might.. Now they got NOTHING but a small bonus to heal with Warhorn which mostly would be used in PvP.. kitten just give the Necro some kitten healing/boon potential already.
  4. Well if we are strictly speaking WvW, it was never balanced with Perma stealth thiefs, infinite range Mechanist agro builds or some classes just being broken in general. Not only did the Rise minions die extremely quickly, they had bad Agro on players. They had a cooldown on Death nova so it wouldn't trigger constantly. Lag spikes is more likely your own PC's fault. If these actually was would pose a problem, we could make them shades, as in, they dont take damage and nerf their lifetime.
  5. This is also just a rough estimate of how I could imagine a new spec. Please describe why you think this way 🙂
  6. After have been playing GW2 since Beta, trying all the classes but mostly loved the Light armored Necromancer and Mesmer especially the Minstrel, I have come up with an idea for a new Necromancer Elite specialization which revolves around Musical Mantras and Death. Seeing classes such as Guardian, Druid and Engineer having heal builds which only not allows extremely good heals, but also ALOT of utility or boon generation, which the HealScourge unfairly lacks. Ofcourse the HealScourge can be extremely strong as it can Instant revive alot of team, but with no proper boon generation, it is mostly overlooked as a heal build. I also hate the idea of Dagger being used so little as a main-hand weapon, but as it is far from any competitive build since its more build around strange survival, I see the reason why players dont like it. Now the current Necromancer Main-hand Dagger would be great for this setup. Gravesinger: The Gravesinger revels in song, shadow and demise, using the dark arts to even the balance of life and death. Combining music with the shades of the dead, forcing out dark magic to buff allies or rip the enemy apart, being a bard of ghosts which is not afraid of death, the Gravesinger faces his/her enemies close up and without fail. Shield Off-hand I: 30 Sec Cooldown Grave Reminiscence. (Range: 300) Block and after 3 strikes, lash out in a cone with the shield, fearing and chilling enemies around you for 2 seconds. If released before that, grant yourself and nearby allies alacrity based on your health percentage. 75-100%: 2 seconds. 50-75%: 4 seconds. Below 50%: 6 seconds. Number of targets: 5 Shield Off-hand II: 40 Sec Cooldown Celestial Tombstone (Radius 240) Create a ring which grants 4-Might every second (6 Duration) for 5 seconds, each given might, heals 150 health. Number of targets: 5 If you are below 25% health, increase the healing to 300. Singer Shroud II: 15% Icy Lyrics: Cooldown: 5 Chill nearby enemies for 2 seconds and remove 1 of either chill, cripple or slow from 5 nearby allies. Singer Shroud I: 20% Minstrels Stroke: Cooldown: 15 Deal three quick strikes which deal 200 damage each, gain 1 might for each nearby 5 allies for each enemy hit. Number of targets: 5 Singer Shroud III: 40% Relentless Runes: Cooldown: 25 Grant Quickness to nearby 5 allies for 5 seconds. Slow 5 nearby enemies for 3 seconds. Singer Shroud IV: 50% Final Sonette: Cooldown: 30 Heal nearby allies by 100 health per second for 10 seconds. Grant protection and resolution to these five allies for half the duration. Mantra heal: Sweet Agony Cooldown/Ready: 35 Sacrifice 25% current health and gain Protection for 5 seconds, after the five seconds, heal 5% to yourself and 2,5% to allies each second for the next 5 seconds. Range: 400. Utility: Haunted Applaud. Cooldown/Ready: 45 Single use. Grant three stacks of Haunted Strikes to five nearby allies. Haunted Strike: Next five strikes deal an extra 250 damage (scales with power) which heals 200. Range: 600. (Solo boosted; Next 6 strikes deal an extra 400 damage, which heals 300) Utility: Everlasting Strife. Cooldown/Ready: 15/10 2 Charges. Break Stun. Summon two Gravelings which deal damage as stated in Minor Master. Utility: Delightful Suffering. Cooldown/Ready: 15/10 2 Charges. Lose 5% health, gain regeneration for 5 seconds and remove 4 conditions. Utility: Fresh from the Grave. Cooldown/Ready: 25/10 2 Charge. Gain Swiftness for 10 seconds and superspeed for 5 seconds. Mantra Elite: Avarice Cooldown/Ready: 75 Single use. Grants nearby 5 allies immunity to damage for the next three seconds, if the damage would have exceeded 100% of the casters health, refresh the immunity with another three seconds and grant Resolution & Stability for 5 seconds. Range: 600 Minor Adept: Allows the Necromancer to equip an off-hand shield and gain access to Mantras. Gain the ability to summon Gravelings with abilities and traits. Gravelings count as Minions. Major Adept I: Tombstone Defense Wielding a shield grants 150 Healing power and shield abilities grant 5 seconds of Fury. Reduce the cooldown of Shield abilities by 15%. Major Adept II: Remedy and Agony Removing conditions from yourself, will instead transfer them to the nearest enemy. Major Adept III: Deceitful Appearance Upon removing a boon, also deal 300 extra damage with 150 life steal for each boon removed. Minor Master: For each condition removed on yourself, summon a Graveling. Gravelings deal 200 damage per hit, which heals Gravesinger for 100. Gravelings summons lasts 5 seconds. Major Master I: Deadly Serenity Self healing is shared with the five nearest allies by a 70% efficiency. Outside healing sources are reduced by 70% to the Gravesinger. Major Master II: Friendly Reminder Mantras and Vampiric Presence no longer affect allies but increase in effect and duration for the user and is shared with Gravelings. Major Master III: Hungering Ferocity Attacks deal an additional 150 damage and steal life for 50. Increase damage within 130 range by 5%. Increases outgoing damage by an additional 5% when under 50% health. Minor Grandmaster: Spending 100% Singer Shroud capacity over 10 seconds summons a Graveling. When Gravelings die, they remove 1 condition on 5 nearby allies. Gravelings attacks heal the Gravesinger for 150 per hit. Major Grandmaster I: Friend of Death While above 75% health, share one boon every second to five allies. (50% duration) While below 25% health, consume one boon every second to heal yourself and allies. (50% share with allies) Major Grandmaster II Compassionate Companions. Gravesinger now summons Gravelings when using Mantras. Each Graveling deals an additional 150 damage per hit and Gravelings now last 10 seconds. Major Grandmaster III: Last Laugh. Upon receiving fatal damage (10%), heal 25% max health and remove 2 conditions.
  7. After have been playing GW2 since Beta, trying all the classes but mostly loved the Light armored Necromancer and Mesmer especially the Minstrel, I have come up with an idea for a new Necromancer Elite specialization which revolves around Musical Mantras and Death. Seeing classes such as Guardian, Druid and Engineer having heal builds which only not allows extremely good heals, but also ALOT of utility or boon generation, which the HealScourge unfairly lacks. Ofcourse the HealScourge can be extremely strong as it can Instant revive alot of team, but with no proper boon generation, it is mostly overlooked as a heal build. I also hate the idea of Dagger being used so little as a main-hand weapon, but as it is far from any competitive build since its more build around strange survival, I see the reason why players dont like it. Now the current Necromancer Main-hand Dagger would be great for this setup. This is where I present you with.. Tadadadaaaaa. The Gravesinger! A mage who wields a shield / tombstone. The Gravesinger revels in song, shadow and demise, using the dark arts to even the balance of life and death. Combining musical mantras with shades of the dead, forcing out dark magic to buff allies or rip the enemy apart, being a bard of ghosts which is not afraid of death, the Gravesinger faces his/her enemies close up and without fail. These was my base ideas for the Gravesinger. Shield Off-hand I: 30 Sec Cooldown Grave Reminiscence. (Range: 300) Block and after 3 strikes, lash out in a cone with the shield, fearing and chilling enemies around you for 2 seconds. If released before that, grant yourself and nearby allies alacrity based on your health percentage. 75-100%: 2 seconds. 50-75%: 4 seconds. Below 50%: 6 seconds. Number of targets: 5 Shield Off-hand II: 40 Sec Cooldown Celestial Tombstone (Radius 240) Create a ring which grants 4-Might every second (6 Duration) for 5 seconds, each given might, heals 150 health. Number of targets: 5 If you are below 25% health, increase the healing to 300. Singer Shroud II: 15% Icy Lyrics: Cooldown: 5 Chill nearby enemies for 2 seconds and remove 1 of either chill, cripple or slow from 5 nearby allies. Singer Shroud I: 20% Minstrels Stroke: Cooldown: 15 Deal three quick strikes which deal 200 damage each, gain 1 might for each nearby 5 allies for each enemy hit. Number of targets: 5 Singer Shroud III: 40% Relentless Runes: Cooldown: 25 Grant Quickness to nearby 5 allies for 5 seconds. Slow 5 nearby enemies for 3 seconds. Singer Shroud IV: 50% Final Sonette: Cooldown: 30 Heal nearby allies by 100 health per second for 10 seconds. Grant protection and resolution to these five allies for half the duration. Mantra heal: Sweet Agony Cooldown/Ready: 35 Sacrifice 25% current health and gain Protection for 5 seconds, after the five seconds, heal 5% to yourself and 2,5% to allies each second for the next 5 seconds. Range: 400. Utility: Haunted Applaud. Cooldown/Ready: 45 Single use. Grant three stacks of Haunted Strikes to five nearby allies. Haunted Strike: Next five strikes deal an extra 250 damage (scales with power) which heals 200. Range: 600. (Solo boosted; Next 6 strikes deal an extra 400 damage, which heals 300) Utility: Everlasting Strife. Cooldown/Ready: 15/10 2 Charges. Break Stun. Summon two Gravelings which deal damage as stated in Minor Master. Utility: Delightful Suffering. Cooldown/Ready: 15/10 2 Charges. Lose 5% health, gain regeneration for 5 seconds and remove 4 conditions. Utility: Fresh from the Grave. Cooldown/Ready: 25/10 2 Charge. Gain Swiftness for 10 seconds and superspeed for 5 seconds. Mantra Elite: Avarice Cooldown/Ready: 75 Single use. Grants nearby 5 allies immunity to damage for the next three seconds, if the damage would have exceeded 100% of the casters health, refresh the immunity with another three seconds and grant Resolution & Stability for 5 seconds. Range: 600 Minor Adept: Allows the Necromancer to equip an off-hand shield and gain access to Mantras. Gain the ability to summon Gravelings with abilities and traits. Gravelings count as Minions. Major Adept I: Tombstone Defense Wielding a shield grants 150 Healing power and shield abilities grant 5 seconds of Fury. Reduce the cooldown of Shield abilities by 15%. Major Adept II: Remedy and Agony Removing conditions from yourself, will instead transfer them to the nearest enemy. Major Adept III: Deceitful Appearance Upon removing a boon, also deal 300 extra damage with 150 life steal for each boon removed. Minor Master: For each condition removed on yourself, summon a Graveling. Gravelings deal 200 damage per hit, which heals Gravesinger for 100. Gravelings summons lasts 5 seconds. Major Master I: Deadly Serenity Self healing is shared with the five nearest allies by a 70% efficiency. Outside healing sources are reduced by 70% to the Gravesinger. Major Master II: Friendly Reminder Mantras and Vampiric Presence no longer affect allies but increase in effect and duration for the user and is shared with Gravelings. Major Master III: Hungering Ferocity Attacks deal an additional 150 damage and steal life for 50. Increase damage within 130 range by 5%. Increases outgoing damage by an additional 5% when under 50% health. Minor Grandmaster: Spending 100% Singer Shroud capacity over 10 seconds summons a Graveling. When Gravelings die, they remove 1 condition on 5 nearby allies. Gravelings attacks heal the Gravesinger for 150 per hit. Major Grandmaster I: Friend of Death While above 75% health, share one boon every second to five allies. (50% duration) While below 25% health, consume one boon every second to heal yourself and allies. (50% share with allies) Major Grandmaster II Compassionate Companions. Gravesinger now summons Gravelings when using Mantras. Each Graveling deals an additional 150 damage per hit and Gravelings now last 10 seconds. Major Grandmaster III: Last Laugh. Upon receiving fatal damage (10%), heal 25% max health and remove 2 conditions.
  8. I missed my chance at getting the Starborn cape back in the Black Lion chest, and sadly again when it was buy-able with the Statuettes. It would be so awesome for my Necro Asura Main which already have the Starborn magery hat 😄 I would gladly give double the Statuettes for it as I have plenty and I have been waiting for that skin. But so far, it just seems I completely missed my chance of ever getting it. Anyone know if there is a slim chance of me getting it?
  9. As stated above, I have been unable to complete since it is bugged out. I followed the Wiki trail and its DEAD. Nothing happens at all in it anymore.. ANet, fix this already.
  10. Somehow the creators of this Expansion ending meta never played open world MMO's before. This is my experience after playing that eyesore and completely useless meta at Dragon's End, and this is after 30+ failed tries with both good teams, and bad. This Meta is designed for people to know Exactly how to battle it, if not, the map losses.. Makes sense. BUT, far too many factors play in to make this a somewhat straight arrow, these are as followed in no special order. LUCK: How optimized is the random 50+ players builds, any specialized in Quickness or boon generation? Does the boss just start new phases at 20% even though it shouldnt? Making the boss invulnerable while doing extra phases even though it supposed to summon mini bosses.. COME ON TIME: As stated above, somehow new phases just start, while the boss cant be dealt any damage, again, could be a good idea for the fight if it didnt eat up all the time because of pure RNG which it is. I got 23 boss fights phase scripted and ONLY 3 look exactly the same somehow. So RNG is a thing, no matter what any of the devs or players say. This makes those last three minutes completely useless when it just starts a new phase with Invulnerable on it.. At that point, I see entire groups give up because the game cheated on them. RANDOMNESS: Random DC's which happens to people and even me, I got DC'ed at my 6th try and apparently they won the damned fight. Only for me to keep farming that bad design of an meta event. My thoughts: This has to be created by devs who only played with raid groups whom could their stuff and believe the entire player base is like that. Many of my runs in this meta was with a highly grouped Commtag and on many of the runs we did good. But the RNG is just awful and sometimes, it declares that this run should lose already 3 minutes in. I had runs in which 25+ players kept wiping on the easy to spot area alerts and was even close to killing it, because of RNG. Many who join the Open World content does not have Snowcrow builds and that is how the game is, but the amount of health, time and events given at this Meta is not functioning. HOW TO CHANGE THIS?: I believe they could easily change this mess of a meta if they just froze the boss timer at each Unique phase, like the bosses or Green crystals. Having to do two Crystal phases each taking 2-min & 2 mini boss fights also 2-3min is accumulative about 8-9minutes of battle where WE the players, CANT damage the main boss. Almost half the time available, the boss just ignores damage from all sources, the other half of the time, people need to run around the place chasing a tail which is purely RNG based in order to remove the huge damage absorption. I have met many who try to defend this meta by stating, "its the last meta of the expansion, its supposed to be hard" Well, its not hard, its random success. Others claim its supposed to be raid worthy and have nothing to back up those statements. 32 tries all in all, and I dont even want that ugly turtle mount anymore, I tried and the game just wont let me or the maps Im on have it. EDIT: 33 Failed try. Got to 15% and again the boss switches between tail phases as soon as we got the tail.. Just give me that damned mount already and stop cheating players in this mess..
  11. I have completed the achievements that is a prerequisite to unlock Memories of Otter. But I still have not received any notification about having unlocked it.. This had been going on for months now and it will dosent work.
  12. Somehow I missed the Starborn Cape even though I do have the Black Lion Statuettes for it for when it was available to purchase. Will it ever be available again or should I just surrender that idea?
  13. Me, the concerned player trying to legit play the game on a single account, against.. Some dude running 5 accounts on the same spot, performing the legit same actions on all of them at the same time. Even using 3rd party programs to use a key once in a while on his one of many turrets since he got about 3 turrets per account set up. Why am I met with scorn from players who believe this is multi boxing?? I cant compete with progression against someone with 5 times the farm when new content is released. I read the Anet rules on Multiboxing, and even though I think it is stupid, Fine.. let Anet sort that out. But Players setting up 3rd party programs to farm spots with automatic key uses (which is not allowed according to Multiboxing) using another 3rd party program to make 5 accounts follow each others footsteps like clockwork (Again, NOT allowed) I am the one being harassed in map chat after I stated my curiosity about how they are not being removed account wise. Solution? : There is like 20 decent spots for these farmers to set up. Have a GM run around these spots ONCE every few days / once a week to remove these completely obvious botters.. Im so sick and tired of seeing 20 engineers set up with turrets around the world map at certain key places when I go exploring or doing map completion. Who does it even hurt? Certainly not the game since it frees up space for actually playing accounts, not for the those botting as they shouldnt even be doing it in the first place.. Here is my Tinfoil hat idea, Anet is letting them do this because they still want the extra daily log-ins to count toward the overall GW2 stats and make it seem more active than it actually is. I have submitted so MANY reports on these botting accounts and many I still see around, even entire guilds which half consists of non-main account activity as they are only there to farm some easy money. I got tons of screenshots after World bosses of entire platforms of Turrets being active at Teq / Claw of J and other world bosses and even Expansion "endgame" content. And funny enough, shortly after the boss is dead, they all disappear suddenly and I "Funny enough" find them at the next world boss... They are not even trying to hide it, but somehow they cant be punished for completely disregarding Anets own guidelines?? COME ON!
×
×
  • Create New...