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Forgotten Legend.9281

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  1. And fix the mastery that allows us to use a built up essence skill against all 3 essence creatures... it doesn't work in Drizzlewood
  2. You only get the choice of original core stats.... you choose the stat first, then the armor piece. If you want different stats, you need to use the mystic forge recipe, providing that you have the core mastery (HoT expac is required I believe) in order to buy certain ingredients, and an armor craft at 400 in order to craft the (most likely) account bound insignia. Some insignias can be bartered for depending on which expansion they came in.
  3. well, in THAT case... nothing's ever going to come of the "investigation" because they'll be too busy "investigating" the plates of bacon at the entrances to the keeps... and there are enough players referencing bacon in game that they'll never accuse any single one of us for distracting them...
  4. maybe someone hid inside each tower and then ported a few teammates in for the quick kill and cap... sure, for that many people hiding in that many towers at once would require reliance on negligence of the enemies... but hey, i've seen boonballs be that negligent to not kill enemy thiefs and mesmers in towers after capping them...
  5. Maces are a SOTO weapon unlock. I don't know if you can unlock them if you don't own SOTO to unlock the collection. Greatsword used to be the go-to 2nd weapon set on ranger forever, due to it's mobility and burst potential. Also, you can take Vulture Stance and the trait that heals you when you apply poison. (Still works with power builds with Barrage, Rapid Fire, and Whirling axe for heals in open world) Also, snow owl offers more mobility and a heal as an offensive merged pet. You can also take the GM soul beast trait that allows you to swap pets while merged. In open world, I actually enjoy sword + axe for the mobility (including evade frames while leaping) + pull + AoE that also reflects missiles, though I admit it's clunky when dueling other players. Longbow can give you the range to be able to +1 other fights from a distance with the possible element of surprise due to the enemy's concentration on its target. Arrowcart Soulbeast can be fun in WvW, too. In open world using a bear to tank for you while using longbow is a cliche for a reason: it's very forgiving in open world, and let's you merge / unmerge as you learn the Espec. Mintswirl ice cream is an inexpensive level 80 lifesteal food that can help with your sustain. There are pets that give more CC, too... in both their merged and unmerged skills, if you feel you need more CC For PvP advice, I recommend updating your opening post to specifically ask for it, as I certainly don't PvP. I also don't raid or strikes or T4 fractals enough to talk about those game modes. It really would help to know what you're using your ranger to play. You'll build your ranger differently in a raid than you will for solo-play in the open world PS folks will tell you that anything is fine in open world content.
  6. The Skritt camp and Tamini camp are two very large wasted areas on Alpine maps, and two very large reasons to retire the map and to redesign it into an actual battleground without wasting a third of the land mass...
  7. oh, they gave up on policing the game mode early on. I think they stopped really caring about policing it ever since it was clear that GW2 PvP was longer no included in official Esports tournaments way back before HoT was announced. I say "no longer" in the sense that GW1 PvP was included in Esports for awhile... and so GW2 PvP was given the benefit of the doubt at first, and then quickly fell out of favor... it was actually rather obvious when Anet stopped policing the bad behavior... before HoT and shortly therafter, i actually PvP'd as endgame content, because i got bored in PvE and wasn't in a WvW guild. actually ranked up to 57 before i quit because of the constant AFKing. 9 out of 10 matches i played were very quickly 3v5s... all because people gave up when the score was 200- 100 ish.... i've played games where we came back from a 200 point deficit and won, because the team came together and outplayed the enemy. So i couldn't stomach the quitter attitudes 8ish years ago. Now my hand-eye coordination is crap after an injury, and i can no longer duel, so PvP mode is a thing of the past... Also, if Anet gave up on policing the game 8 years ago.... i highly doubt they'd improve enough to properly run a PvP mode in yet a 3rd game... unless by some miracle they somehow get the funding to hire enough moderators to actually ban people as they cheat / AFK / etc...
  8. PvP needs 2 things: 1: no AFKing during a match. If anyone AFKs, the match ends and no stats get recorded. And/or there needs to be separate solo Q and team Q. Team Q'ers and solo Q'ers never fight each other, period. 2: a server that doesn't allow any client side cheating. People hack their clients to add their invulnerability or teleport hacks or whatever cheat they want to use. If it's not on the server, it doesn't go through. IE, if someone uses an invulnerability hack, they still take full damage because the hack isn't on the server. If they try to Teleport hack, they can't because the command doesn't link with code on the server. Item 2 should apply to the whole game, every single game mode. PS: it is my opinion that PVP was killed by PVPers with their constant cheating, win-trading, and AFKing. A New game won't solve any of that.
  9. I'd like the wall on the branch (leading from the Heitor fight to the 2nd waypoint) to actually collapse after defeating Heitor. (This could be a new event where an NPC leads an artillery barrage.) It would make the map feel better, like you're actually progressing from zone to zone through the meta. I know it's not needed, but it would make the zone feel more natural.
  10. Anet, please add a feature to the forums to allow me to block entire threads so I don't have to see all this childish drama in my "new comments" thread...
  11. People keep talking about graphics in MMOs needing to be updated, but in my opinion, MMOs will always suffer worse graphics than single-player games because of the client + server + internet coding and necessary relationship. Look at Archeage. They advertised using CRYENGINE3... and couldn't even come close to CRYSIS 3 in terms of graphics. and Crysis 3 is older by several years. Archeage's graphics sucked in comparison. I agree with DreamyAbaddon on this one. Any more Guild Wars titles in the next decade need to NOT be MMOs. Single player GW games would actually be interesting and could double up on some graphics design. New zones in the single player games could be used in GW2, and old zones in GW2 could be reused in the single player games. I only have time for one MMO. i've said it before that if there is a GW3 MMO anytime soon... i'll most likely abandon the franchise, because i'm tired of starting over from scratch just because the devs won't support the game anymore with new content, or because the devs decide to increase the grindfest nature of the game beyond the ability to enjoy multiple characters.
  12. i'm not opposed to having melee builds... i'm actually all for the diversity of having many options. i'm complaining that there's so many more melee builds than ranged. i'm complaining that there's no ranged e-specs. i'm complaining that there's very little diversity in ranged builds for Elementalist compared to melee builds. Elementalist is a ranged class that has far more melee builds. it would be like if warrior, a melee class, had 6 ranged weapons and only 3 melee ones. compare to Mesmer... that has how many 1200 range weapons? staff, dagger, greatsword, rifle... Elemenatlist has ONE as a ranged class, because Anet keeps rehashing all the melee ideas over and over again like catalyst rehashing dagger dagger into hammer and rehashing weaver's stances into augments. i was disappointed how Anet rehashed signets into shouts for Tempest. there's very little diversity for Elementalist because of this constant rehashing
  13. my biggest gripe about elementalist, is that OTHER classes are better specialists in elemental speciality... for example, Necromancers are vastly superior ice mages with all their chill, especially in Reaper. Guardians are vastly superior fire mages with their Justice Virtue passives with Permeating Might and synergy with other burning traits. Warrior's Berzerker can output tons of burning. Elementalist is supposed to be the superior elemental mage, NOT the other classes. my second biggest gripe, is that the devs constantly give us weapons that fill the same roles as pervious weapons... such as how hammer filles the same role as dagger + dagger, and how pistol fills the same role as scepter. my third biggest gripe, is that, while Elementalist is described as a ranged class, it is constantly pushed as a melee class, with tempest overloads, half its weapons (sword, daggers, hammer) many utility categories (weaver stances, catalyst stances, shouts). And why do all the elemental traitlines need a minor that give melee / pointblank AoE skills when Elementalist is a ranged class? my fourth, is that Elementalist should cast more conditions. Being limited to fire and bleeding as the only damaging conditions is a disgrace. Especially considering my biggest gripe, that OTHER classes are better elemental mages. Elementalists should be able to apply poison and torment: poison as a water condition (a person can drown from water) and torment as a synergistic condition to the other elements. i know torment was introduced as a death magic condition, but it's evolved into a mists related condition, and every single class (as the commander in t he story) has gone through the mists several times. my fifth, is that the traits feel too generic and copy each other in other traitlines... like why does an elite spec need a "while attuning to water" trait? why does every single traitline need an aura trait? Why do so many traits in different traitlines give the same conditions/ boons in the same attunements? ( fire always gives might/burning, air always gives vuln. etc) it's stale and boring. in GW1. elementalist could be specced as a long ranged artillery unit, while in GW2, it's designed as a PvP melee / close ranged class i have to say, these special mentions actually sound pretty good. I agree with this. Anet made a big deal about making weapon specific traits into something that would benefit everyone, even if they didn't take the weapon. Attunement traits are essentially the same thing, as attunements are said be Anet to be the equivalent of weapons for the class.
  14. that's weird... it works fine for me... (shining blade on necro, predator on mesmer, eureka on ranger) just double checking... (this is mainly for folks who haven't played the new content yet) i'm assuming you've completed the collection in the story (when asked to go collect stuff for research) or in WvW (talk to Dugan), or a combination of the two... (you need to finish the collection to unlock the new weapons proficiencies.) edit: if you have, then this is indeed something bad
  15. There are already squad symbols implemented in game, like square, circle, triangle, X, swirly, etc... It's up to the Commander / Lieutenants to define what the symbols mean in their own squad. https://wiki.guildwars2.com/wiki/Commander#Markers
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