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voltaicbore.8012

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  1. Adding to the virtuoso pile. Deadeye is nice for roleplaying a sniper and pulling of some impressive single-target numbers when the situation is right, but I find virtuoso easier to move, sustain, and cleave targets almost everywhere.
  2. #1 advice I always give people who think boons are confusing/think combat has no depth: read all your tooltips. Reading your tooltips for weapons, active abilities, and passive abilities you're already interested in equipping will be a natural way to achieve @Ember.8510's sensible advice Let's say you really like mainhand axe for ranger. Mousing over the autoattack will tell you that autoattacks give you the might boon, and the tooltip itself will tell you what might does. Let's say then you really like the effect might provides, then you can start mousing over more passives, actives, and weapon skills (all of which are available to look at in your Hero panel) and finding things that either give you more might, or do things like extend/duplicate the might stacks that you already have. Conditions work the same way, in terms of tooltip information. My #2 piece of advice is to get the 3rd-party arcdps addon. While addons are of course not officially supported, arc is about as close as you can get to an officially endorsed one (Anet once said in writing that they have no issue with Arc/what it does). It's not a super involved process (literally just dropping a single .dll file into your game directory). arcdps does have a lot of functions you're probably not interested in, but the big headline feature is the dps meter/breakdown. This should address your inability to see which abilities actually hit hard, and to see what effect changes in build, playstyle, etc. are actually doing. As it stands now, you're just guessing (and badly, because the core open world doesn't give you much to guess from). I'll also second @Sobx.1758 's advice about trying harder content. You don't even have to leave core Tyria for this; Every single story mode dungeon and the vast majority of explorable mode dungeons are soloable (I solo 16ish of them on a near daily basis), and packed with plenty of threatening enemies.
  3. I did the same when it came to mounts. In every other game, mounts are floaty, weird, and overall unimpressive - I was absolutely certain that Anet wasn't capable of anything better. But after PoF launched, I was very happy to be proven absolutely wrong, and I am quite open about having been proven wrong. Here's to hoping that housing will turn out for you, the way mounts turned out for me.
  4. I second this approach, it makes sense to a lot of folks coming in from other games. LW are smaller DLC packs, expansions are much larger DLC that take more time and (at least traditionally) add deeply impactful/gameplay-changing updates. You get to avoid the weird conversation about "well I (and many others) actually got LW all for free because we were actively playing when they launched, but you have to pay, sucks to be you."
  5. This is what I've been saying for a while now - this is what initially hooked me into GW2. The magic of core maps is that they feel like they exist on a level apart from whatever players are up to. Nowadays, as several people have already noted in this thread, maps feel like old-school video game levels (in a bad way). There's usually no depth to them beyond serving as a shallow backdrop for the Commander's shenanigans. Functionally, they might as well be a flat 2D sprite behind a side-scrolling adventure. New Kaineng is the single greatest offender. The "slum" of Grub Ward is only a slum because they added NPCs audibly complaining about it. We never actually get a look inside (aside from Mai Trin's little pigsty during the story) typical residences or Ministry offices. It's just a giant movie set, filled with things that are only supposed to look like real things. To be fair that's what game maps/levels actually are, but old city maps like DR or the Black Citadel masterfully give us the illusion that they're more than that. I've given up on getting that old magic back. You see flickers of it here and there in maps like Amnytas, where there's the map room and other facilities that you could imagine being used for something other than a "kill X mobs for Y minutes" event, but the completely unpacified nature of the map prevents us from being able to experience it. It's all about pushing out the next bit of content to force meta farming/grudging player engagement. I'm not sure the current team (if they're even capable of doing what early GW2 Anet made) is in a position to make anything like that ever again.
  6. Too lazy to check, but pretty sure OP is the same guy who regularly makes threads suggesting X gameplay element (like cooldowns) should reflect Y "immersion" preference ("my super awesome fighting character should be able to spam moves back-to-back). @DarkK.7368, if you actually care about getting out of silver/performing combat more effectively, stop trying to impose your personal desires on the game. Why not look at how the game actually is (not soulslike, benefits heavily from weapon swap, etc.), to figure out what actually works? But of course, as soon as someone suggests things that reflect the reality of the game, you have your typical fallback: "but but but I was talking about fun/immersion, not effectiveness!" Well don't be surprised if few people have suggestions you want to hear, turns out a lot of us have a different idea of "fun."
  7. Ye that kind of rubbed me the wrong way as well. A sizable Salma district house would have been nice, and my charr would be fine RPing as a slumlord in a Gladium Canton apartment as well. I shouldn't complain though - my characters have been playing house out in the Verdant Brink guild hall so far, so an actual homestead in the wilds isn't that far off I guess.
  8. Eh. I don't particularly mind the possibility of players getting scammed, but I do mind chat getting clogged with "WTS" offers. That happens in every single game with player-to-player trading. Of course you'd probably tell me to turn off chat or use filters. In turn I'd tell you to go find another feature-rich game to play, whichever one all your friends ran off to, that is rife with trade spam, duel request spam, and other "QoL" since launch.
  9. I am actually curious, and I suspect that at minimum your build is likely better than my current hodgepodge untamed build. My only interest in your build is to adapt it for PvE. If your build works anywhere close to the level you claim, it would be extremely helpful as I recently had a hand injury. Would be nice to go back to soloing fractals on my ranger, instead of being stuck on mechanist.
  10. I would like the traits/instructions for this build. Where should I send the gift cards so you can finally free your frozen assets, O great Nigerian princelord?
  11. This is one of my greatest gripes/concerns with the direction of the game, one that doesn't look to be addressed at all thus far. Core Tyria excels at making Tyria feel like a world where the NPCs actually live and have agency, but increasingly Tyria has become a hollow movie set - nothing but a paper-thin backdrop for whatever the Commander/Poobah is up to. Continued focus on managing quantity of output gives me little hope that we'll ever get this quality back. I'll keep playing as long as GW2 retains gameplay/mechanical interest for me, but it sure would be nice to get some narrative pull back into the mix.
  12. Yeah I was one of the ones saying "if the rewards are good enough, maybe I'll go for some more clears," but you said it best: it's up against very stiff competition. It's really hard for a "still needs work" meta from a lackluster xpac to compete with the 40g/hr fishies.
  13. I think it's fine, given the current state of player population/skill on Nayos. Failed on my first attempt, and cleared the next two tries. Organization certainly helps, but all 3 of my attempts were pugs. On that first (failed) attempt, the issue was that the group was too focused on closing the rifts. It wasn't until someone spoke up and said "hey guys, the timer is low, maybe we shoul, you know.... hit the boss?" At that point we saw that we needed far fewer people on rifts, and it was only because we realized it too late that we failed. The other two times the tag only called out when needed (if the rifts were not getting enough attention) and it worked out fine. I agree it doesn't feel particularly fun, for reasons I haven't cared to fully investigate for myself. After that third clear, I probably won't do the final meta again unless the extra mastery reward turns out super lucrative, or it's in the weekly.
  14. This is my one and only hope for GW3. I'm not opposed to trying GW3 if it has an interesting gameplay hook, but I really hope they just keep GW2 running and playable like they've done with the original GW. I burn through the new release content so fast that I'm already playing like "maintenance mode" most of the time - repeating things I like to do, finding little personal RP projects to pursue, etc.
  15. I'd like to reiterate this. I personally play new games quite slowly, almost entirely solo. I spent a long time learning a few classes, then learning 1x meta build and 2-3 other builds of my own making, then acquiring 2-3 full exotic gear sets mostly through solo dungeon clears. Exotic gear came so easily along the way, because I wasn't in a rush. But this was when HoT was the only expansion released, and before living world season 3 was out. So even if I took it quite slow in the beginning, I had so little to catch up on. Fewer maps, fewer currencies, and even fewer traits/specs to learn. Even if the game was not good then (just as it's still not good now) at teaching all this stuff, there was just less to learn. I could reasonably learn everything at a very slow pace, and once I caught up, I became a "veteran" and only had to learn what each expac added as they came along. I can understand how players starting now don't feel like they have the luxury of taking it as slow as I did. There's a lot more content now, so many more choices that feel like you could be making the wrong choice. Here's the magic of GW2 though - there is never a point where you Must do the "Right" Thing, Right Now. In fact, the greatest disservice you can do is commit too early to just one idea of how to play, without even knowing how to make it work for you. I think the best approach is to not be afraid of deviating from your initial ideas to meet the challenges of the game. Once you crack the code, so to speak (of learning how to balance killing vs staying alive), you might be surprised at how effective "healing" builds can be in solo combat. But give yourself the chance to learn, which in turn comes from playing without following some other dude's guide like it's the bible. Read your tooltips, get gear piece by piece, learn attack patterns, learn your timings, etc.
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