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Melissia wrote: Completed three runs of twilight arbor explorable. IT wasn't actually really that difficult, but that was only a level 55 explorable, so I guess that explains it.
But having a guardian was absofreakinglutely necessary. Not for healing though. For the rapid, wide cone attack on what is either their staff or their scepter.
But hey, still, I have 180 twilight arbor tokens now. That's nice.
Then that would be the one that is vital for TA explore.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
You can. I don't know how long it'll remain free though.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
I could use some help with CM story mode. Can never seem to find a party.
Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
I kinda got bored of my mesmer and was thinking of making a guardian instead (besides, this way I would have two of each weight class, as it were)... what's their weapon choice? I know greatsword, sword, mace, hammer, shield, scepter, staff...
This message was edited 1 time. Last update was at 2012/09/28 01:37:31
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Throw on the focus and the torch and you've got them all.
Personally love the Greatsword all around and scepter/shield is a good ranged back up set with some support options. I carry a staff for dungeon runs, because having someone who just dedicates themselves to supporting the party makes dungeons so much easier and sometimes you have to do it yourself after all. Sword shield is cool too but it didn't fit my style. The only weapons I never tried were the focus and the torch.
I was thinking of staff and mace or sword and torch. Will have to play around with it.
This message was edited 1 time. Last update was at 2012/09/28 02:41:27
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
Sword/Torch works magnificently. Very offensive combination that throws around a lot of burning.
I run Greatsword/Mace & Shield on my Guardian. Greatsword is fairly obviously great at doing damage, while Mace & Shield provides some great durability and light support, and is excellent for boss fights.
This message was edited 1 time. Last update was at 2012/09/28 08:15:01
Wow, tried pvp earlier and it's really really hard or i'm just bad. Was very confusing at first but I started to get the hang of it and almost killed someone in my last match.
I'm a guardian so was running Sword/Torch/scepter/sheild for the most part. The problem I had those was the time I teled close with sword, set them on fire and slashed them with my slashy sword move I was really out of ways to kill them. Rangers seem particuarlly hard to kill as they can run away and shoot me full of arrows at the same time.
Did try the greatsword but it's difficult getting close.
WARBOSS TZOO wrote:Grab your club, hit her over the head, and drag her back to your cave. The classics are classic for a reason.
I rather like sword/torch myself. Staff is kinda meh thus far? But hammer is fun.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Did try the greatsword but it's difficult getting close.
I find that's the hardest challenge for Guardian's in PvP, closing the distance.
Use Judge's Intervention or Retreat. It's easier to do this with a sword or the great sword than other weapons. Alternatively, follow other players and hang back. Wait for a warrior or a thief to come at your allies and then intercept them. You might not kill them as they can easily run away from you, but scaring them off or distracting them can save a team mate.
Another option is to do what Guardians do better than anyone in SPvP. Sit a point and wait for the enemy to show up. Call out to your team when they do and hold the point as long as you can and hope for back up to arrive.
This message was edited 2 times. Last update was at 2012/09/30 01:26:03
sword also has flashing blade, which helps you catch up to the enemy a bit.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
WvWvW is fun and confusing. The guardian doesn't seem to have anything over the range of 1,200, which makes it really difficult to kill people in big battles.
Spent a while with a small group of about 10 where we basically roamed the countryside round a enemy area, capturing supple villages and then ambushing the enemies who came to take them back.
WARBOSS TZOO wrote:Grab your club, hit her over the head, and drag her back to your cave. The classics are classic for a reason.
Scepter is the Guardians only 1200 option. The Guardian however is definitely not a ranged combatant. So yeah this hurts Guardians in large battles which tend to be poke fights.
In larger fights where you lack ranged damage you could play as support for your team, reviving people, throwing a few heals/protective barriers, then when the enemey comes in closer swap weapons and break some heads.
This message was edited 1 time. Last update was at 2012/10/01 04:18:54
Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
Sure ,but basic pvp is a bit bland. It has less meaning and replayability than wvwvw.
This message was edited 1 time. Last update was at 2012/10/01 18:38:17
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Just... the gameplay for basic pvp isn't really spectacular. Actually I think it's inferior to GW1's Factions pvp...
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
General Fixed bugs for various stuck events and skill challenges. Fixed bugs for various map areas that allowed players to get outside of the playable space. Fixed a bug in dungeon speed-clearing code. Players should no longer experience reward reductions without triggering the speed-clearing debuff. Fixed a bug that was automatically killing players as they entered Sharkmaw Caverns in Lion’s Arch. Fixed an exploit in renown regions that allowed players to quickly complete them by interacting with objects while their inventory was full. Fixed a bug that caused charr characters to enter a state where any fall resulted in a long falling yell. Fixed a bug that caused older characters to have their monthly achievement reset upon completion before the current month ended. Fixed the conversion on all items that were changed from soulbound to account bound to actually be account bound now. Fixed a bug that was preventing certain music from playing. Fixed an issue with the loot table for undead grubs. Fixed a camera bug which occasionally caused the camera to get too close to the player’s backside. Updated the Barrel and Green Plant environmental weapons to disappear after lying on the ground for a set time. This will prevent map issues caused by hundreds of these bundles idling on the ground. Updated Rune of the Adventurer and Sigil of Energy to each grant 25% endurance when activated. Updated map completion rewards for Plains of Ashford and all World-versus-World maps to match the map level/content. Added an appropriate error message for players when trying to accept too many guild invites. Armor that is currently equipped can no longer be transmuted. Keg Brawl has received some updates: Lob: This skill is now ground-targeted. Throw: This skill now has the range of the old Lob but with a casting time. Master Weaponsmiths now sell their goods for coin instead of karma, as was originally intended. Miss Mipp at Almuten Mansion now sells Curry Buns instead of directly selling outdated buffs. Surfacing while downed underwater no longer grants invulnerability. This change was made to stop players from exploiting the surface of the water to maintain permanent invulnerability. The Trading Post will properly refresh when using item context menus from your inventory. Transmuted cultural armor now prevents opposing races from equipping it. Valkyrie armor boxes will now properly contain a coat instead of two helms when crafted.
Story Fixed bugs in the story step “Ships of the Line.” Fixed blocking bugs in the following story steps: “Forging the Pact,” “Killing Fields,” “Shell Shock,” “Short Fuse,” “The Battle of Fort Trinity,” “The Machine in Action,” and “Tower Down.” Updated difficulty of the following story steps: “Killing Fields,” “Lines of Communication,” “Minotaur Rampant,” “Mired Deep,” “Ships of the Line,” “The Battle of Fort Trinity,” “The Greater Good,” and “The Queen’s Justice.”
Events Fixed a bug that was periodically preventing the Claw of Jormag event from completing. Added catapults and scaling veterans to the bridge repair event in Kessex Hills.
Dungeons Crucible of Eternity Reduced the difficulty of creatures and bosses, particularly health and armor. Citadel of Flame Fixed exploits that allowing players to speed clear paths of this dungeon. Reduced difficulty of the Searing Effigy. Arah Fixed map exploit that was allowing players to speed-clear paths of this dungeon. Fixed a blocking bug in story mode.
Player versus Player Games will no longer autobalance after one team has reached 80% of the maximum score if the game ends by score. Games will no longer autobalance when within two minutes of the end of the game if the game ends by time. Autobalance functionality has been updated to give a new volunteer bonus to any players who volunteer for balancing, as well as giving any players balanced the winner bonus. When volunteers are lacking, random selection will be used. The text for this system has also been updated. World versus World Updated the Red Portal Keep in the Eternal Battlegrounds to ensure the “no siege” debuff encompasses the entire start point. Fixed a bug with Keep Lords in World versus World where they could become immune to damage.
Professions
General Profession bundle weapons (engineer kits, elementalist conjure skills, warrior banners) can now save their autoattack status. The following profession skills now hit 3 targets instead of 1: Elementalist Dagger: Lightning Whip, Lightning Touch Mesmer Spear: Stab, Jab, Evasive Strike Ranger Spear: Stab, Jab, Evasive Strike, Dart, Counterstrike Thief Spear: Stab, Jab, Poison Tip Strike, Nine Tailed Strike Warrior Spear: Stab, Jab, Impale, Mariner’s Frenzy, Parry
Elementalist Flame Burst: This skill will no longer fire if the target is behind the player. Lightning Surge: This skill no longer has infinite range and cannot fire at targets behind the player. It also is properly affected by line of sight and works with the Arcana trait Blasting Staff.
Engineer Elixir X: This skill now gains a duration increase from both the Inventions trait Elite Supplies and the Alchemy trait Potent Elixirs. Freeze Grenade: This skill no longer benefits from the Explosives trait Grenadier for 5-second cooldown reduction. Knee Shot: This Firearms trait now effects all immobilize skills for engineers. The effect can only trigger once every 5 seconds to prevent players from exploiting it to stack massive amounts of cripple. Mortar: This skill is now properly affected by the Inventions trait Rifled Turret Barrels. Rifled Barrels: This Firearms trait now works with the Elixir Gun kit when underwater.
Guardian Bane Signet: This skill’s animation will now work properly when activated by greatsword and hammer users. Line of Warding: This skill now lasts for 5 seconds instead of 8 seconds. Merciful Intervention: This skill has been updated to heal when it completes and isn’t aborted. Renewed Focus: This skill now functions better while underwater (players are able to use abilities sooner) and functions with the Virtues trait Elite Focus. This skill now also properly refreshes Virtue of Courage when it is being affected by traits. Shield of Absorption: This skill will now appear correctly for all races. Wrathful Spirit: This Honor trait’s retaliation duration has been decreased from 10 seconds to 3 seconds.
Mesmer Updated all phantasms and clones available to the mesmer to ensure they activate within their range. Updated mantras to now function underwater as they do above water. They also no longer go on full recharge when interrupted. Illusionary Riposte: This skill now functions properly with the Dueling trait Blade Training. Phantasmal Warden: This skill no longer has a 0-second recharge when affected by traits. It now has approximately a 5-second recharge.
Necromancer Blood Is Power: This skill now grants 10 stacks of might but does not grant additional life force. Chill of Death: This Spite trait no longer slows down the player’s autoattack when activated. Epidemic: This skill no longer has infinite range. Haunt: This Shadow Fiend skill now triggers instantly. Last Gasp: This Soul Reaping trait will now apply protection and remove stun as if using Spectral Armor. It also now has the displayed 60-second recharge, and the duration has been reduced to 6 seconds to properly match the skill. Life Transfer: This skill will now work properly with the Soul Reaping trait Path of Midnight. Life Siphon: This skill now properly applies damage at its intended range of 600. Spectral Grasp: This skill now also grants 10% life force when used. It also benefits from the Curses trait Spectral Attunement to properly increase the chill duration to 6 seconds. Spectral Walk: This skill now stops granting life force when struck if the player activates Death Shroud, Plague, or Lich Form. Vampiric: This Blood Magic trait’s interaction with the Bloodthirst trait now increases health siphoning appropriately.
Ranger Entangle: This skill is now properly affected by the Wilderness Survival trait Wilderness Knowledge. Lick Wounds: This skill now functions only with ranger pets.
Mac Beta Client Update: Fixed a bug that prevented players from entering the at sign (@) in the launcher’s log-in fields when using French Apple keyboards. Fixed a bug that prevented gem purchases.
My ele's daggers got a bit more powerful I'd say
This message was edited 4 times. Last update was at 2012/10/03 02:27:04
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
I have effectively no problem hitting my enemies with the lightning whip.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Fixed a bug in targeting that was causing left-dragging to deselect/select targets incorrectly.
Fixed a bug in targeting that was allowing users to deselect all targets using the select next target functionality.
Fixed a bug with human female sword and pistol animations.
Fixed a bug that was causing quickness to get stuck on players and enemies indefinitely.
Fixed the Mystic Forge recipe for Melandru’s Gaze that was rewarding the Mystic Staff instead.
Fixed a potential bug with skill challenge conversations not closing for all parties speaking with the NPC.
Fixed a bug in weaponsmith Destroyer recipes being swapped for Valkyrie and Berserker weapons.
Fixed the Mystic Forge recipes for platinum and mithril ingot conversion taking cloth bolts instead of the appropriate ingots.
This also fixes the issue with linen and silk bolt conversion recipes sometimes rewarding ingots.
Fixed the Mystic Forge recipe for Immobulus requiring a defunct item. It now requires giant eyes instead.
Fixed a bug with Rune of Divinity that was causing it to do 50% more critical damage than listed.
Removed laughing audio from crafting stations in Divinity’s Reach.
Raised the maximum karma limit.
Superior Rune of the Adventurer is now set to give 50% of endurance on heal.
The character select screen now reflects hidden armor choices.
Updated Rune of Earth and Rune of the Grove to have a 25% chance to grant 4 seconds of protection and 30-second
recharge for superior runes, with 45-second recharge for major runes.
We’ve relaxed our anti-exploiting system for loot and events.
Camera
We’ve updated the camera to reduce the amount of camera smoothing currently in the game in order to lower the frequency of related bugs. We’re still looking into other camera issues, but we decided to make this quick change because it greatly improves the gameplay experience.
Events
Fixed a bug that could block “Escort Order of Whispers agents to Jormabakke Stead” in Snowden Drifts from restarting.
Fixed a bug that could cause duplicate versions of Agent Briathell to spawn in Snowden Drifts.
Fixed a bug that could prevent the repair event for “Cascade Bridge” in Lornar’s Pass from triggering.
Dungeons
Caudecus’s Manor
Closed map exploits.
Updated the reward vendor for Caudecus’s Manor to include the missing exotic light helmet.
Citadel of Flame
Closed map exploits.
Twilight Arbor
Upper Spider Path: Increased the attack range of the Nightmare Tree. The area attack and its effect now take place at the same location.
Nightmare Tree Spider Path: The area attack now correctly does damage at the point of the effect.
Forward Upper Husk Path: Added damage to the Nightmare Tree’s immobilize skill. Also added damage to the Nightmare Tree egg launch skill.
Story
Reduced the health of the final boss in “The Source of Orr.”
Forging the Pact: Implemented changes to ensure that the cave section completes reliably.
Pets and Walls Make Stronger Kraals: Fix for possible stall during the taming step.
Battle of Fort Trinity:
You cannot pick up the water orb until you defeat all of the saboteurs.
It’s no longer possible to trap players by closing the fortress doors on them.
Fixed a stall during “Retake the docks” objective.
Fixed a stall if players did not choose a greatest fear earlier in Chapter 7.
Lines of Communication: Batanga will now help you fight the Arcane Eye.
Fixing Blame: Warmaster Gurnn should now kick off his cutscene correctly.
Fixed a rare bug in “Shards of Orr” where Herboza would not become visible.
World versus World
The northernmost keep in all homelands has had its collision adjusted on the inner western gate.
Numerous items have been disabled for use in World versus World to prevent exploits and imbalances. This includes the
Experimental Teleportation Gun, ettin gunk, drake eggs, seed turrets, and more.
Fixed WvW Orb of Power duplication on player disconnect.
Profession
Attributes gained from traits now apply to the downed state.
Elementalist
Glyph of Renewal: This skill will now revive downed allies only, not dead ones.
Signets of Earth, Fire, and Water: These signest [sic] have been updated to not fire at targets behind the player.
Signet of Fire: This skill is now able to hit targets at its indicated range.
Signet of Air: This skill now displays a hovering signet effect over the user when activated.
Whirlpool: This skill’s damage has been decreased by 33%.
Engineer
Grenade Kit: Grenade skills now have the same cast time underwater as they do on land.
Explosives Trait Grenadier: This trait now gives a bonus to underwater grenade skills.
Big Ol’ Bomb: This skill has been updated to be a blast finisher.
Guardian
We are moving towards retaliation being more of a counter to taking many hits rather than a general boon to keep up all the time. We also wanted to improve the combo finisher of the guardian, so we reorganized guardian greatsword skills to the following:
Skill 2: Whirling Wrath (10 second recharge)
Skill 3: Leap of Faith (15 second recharge)
Skill 4: Symbol of Wrath (20 second recharge)
Updated Bane Signet and Signet of Wrath so they can’t be fired at targets behind the player.
Updated Signet of Judgment to apply three seconds of retaliation upon activation with or without traits.
Decreased the activation time of Signet of Judgment.
Mesmer
Signet of Domination can no longer be cast on targets behind the mesmer.
Added a much faster breakout for mesmer underwater mantras.
Phantasmal Warlock: Increased recharge to 20 seconds.
Chaos Armor: Decreased recharge to 35 seconds.
Chaos Storm: Increased recharge to 35 seconds.
Phantasmal Duelist: Increased recharge to 20 seconds.
Phantasmal Swordsman: Increased recharge to 18 seconds.
Necromancer
Updated Chillblains to properly function with the Greater Marks trait.
Signet of Spite can now be cast while on the move.
Ranger
Crossfire: Increased casting time by 40 milliseconds. This was done to fix some glitches in the animation that caused problems with this skill.
Removed the broken audio that played with Natural Healing whenever pets were in combat.
ThiefPistol Whip: Reduced damage by 15%.
Basilisk Venom: Increased stun duration to 1.5 seconds. Stun breakers now work on this skill.
Formatted, this time.
This message was edited 1 time. Last update was at 2012/10/08 14:20:36
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog