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Getting into raids. Beginner's guide.
2020.03.08 11:28 SaltyChronoGetting into raids. Beginner's guide.
#Getting into raids. Beginners guide You want to start raiding and have no idea where to start? It’s a good place for you. Let’s start by clearing some common incomprehension. Raids in Guild Wars 2 are not hard, they don’t need an easy mode. GW2 does have a few hard bosses, but in like From Software games most of the difficulty is your side. It’s either way of thinking “it’s too hard I will not be able to do it”, having a bad build, or both of these things at the same time. Let's start at the very beginning.
Classes, builds and gear
First, you need to decide what class you want to play in raids. Its good idea to have a power, a condition-based and a support class. For the beginning, the easiest to gear up is power classes since you can easily use them on most of the bosses in GW2. You can get builds on SnowCrows page. https://snowcrows.com/ Just remember this is a speed-clearing guild, you can copy their builds but rotations and DPS is something to work on. You don’t need full ascended armor and stat infusions. For power, classes try to copy stat combinations on gear since it’s aiming to hit max possible critical chance. For condition-based builds, you can easily use full vipers. For power gear, you can buy all exotic armor on TP. Condition-based builds will need more work. You can craft them but if you don’t want to do that, the best way to get them is by doing Verdant Brink events and buying Bladed armor, the chest armor can have a chance to drop after full meta event so don’t leave map until meta ends. As for runes: power classes can buy exotic Scholar, Thief or Pack (depending on your class) runes on TP. Condition and healing builds need to buy runes from the dungeon vendor in LA. To get dungeon currency you can either do dungeons or complete dungeon reward tracks in PvP / WvW. You need to insert same runes on each armor piece so their effect stacks – so each of six armor piece have the same kind of rune to enable all bonuses. For trinkets: there is a lot of sources for ascended trinkets and getting them is just time-consuming. You can buy core Tyria stats from many vendors (including guild merchant that sell them for guild commendations) but they’re unique, meaning you can have only one of that trinket on a character. Fractals, PvP and WvW modes have options to buy ascended trinkets with all stats available for currencies from that mode, they also offer you an item that reset stats (so you can select them again) of all trinkets from that mode and on top, those trinkets are not unique so playing this mode is a better choice. But the easiest way of obtaining ascended trinkets are Living World episodes, especial LW3 maps, with map currency. LW trinkets should offer a selection of all stats but they’re spread between episodes. Currently, Icebrood Saga offers ring and earring, but please remember they also require to complete certain achievements to be able to buy them. Exotic weapons have a similar problem as armor. Power classes can buy them and condition builds need to craft them. As for ascended weapons, each elite specialization has a collection that rewards an ascended weapon as the reward. Ascended weapons for power classes are also rewarded from Knight of the Thorn quest that starts after completing Heart of Thorns story. Put sigils in both weapons. For power classes its Superior Sigil of Force and Superior Sigil of Impact but for beginning you should use any of Superior Sigils of Slaying or Accuracy and move to Impact after getting ascended weapon. For condition and healing builds check builds on https://snowcrows.com/ for your class. Also, if you get ascended drop in the game but with wrong stats, you can easily change stats on ascended gear at Mystic Forge. To do this follow guide on wiki: https://wiki.guildwars2.com/wiki/Stat_changing Once you start raiding you'll get raids currency: Magnetite Shards and Gaeting Crystals that you can use to buy any ascended gear with all stats available at Aerodrome merchant. Watch what chest you buy and what kind of weapon you select. Assaulter's weapons and armor contain Assasin, Berserker, Diviner and Harrier stats used in power builds, Malicious contain Viper and Plaguedoctor's stats, Healer contains all healing stats like Harrier, Magi, Plaguedoctor's or Minstrel's (used on Chronomancer tanking builds), Defender’s items offer both Harrier and Minstrel stats. If you are unsure which is in the chest, check the /wiki to make sure before selecting. Build summary: Now when you know where to get all gear we need to discuss one more thing. Ascended armor is actually last thing to aim for gear wise since it don't have much higher stats than exotics. Things look differently with weapons and trinkets, they give you much more stats than exotic version and should be priority but buying exotic versions to have completed build is very good idea. You can use Superior Rune of the Pack instead of runes of scholar until getting ascended armor since they’re cheaper, offer same stats and staying over 90% to get bonus from this runes will be hard at beginning. Cheap alternative to Sigil of Impact are Sigil of Slaying (since all of them offer same flat bonus to dps) or Accuracy (to increase chance for critical hit. It's useful in open world but not needed in raids and fractals). Sigil of Impact are used for their bonus dmg for CC’d enemies like KC burnphase. Cost of buying all exotic gear is not that high and it will be good starting point to both raids and farming better gear, think about it as gear progression system. Cost of exotic gear using staff daredevil as example in time of writing this part:
price in gold
rune of the pack
sigil of slaying
sigil of force
no back item
DPS wise moving to full ascended build will look like this:
Do you actually need “good build”? Yes, such builds most of the time have higher auto attacks than many open-world builds that you can find on metabattle. If you don’t believe me, I benchmarked all my classes and builds auto attacks:
Full realistic boons, small 1M HP golem with all conditions enabled (excluding Holomancer). Numbers were taken before 25.02.2020 balance patch. Mesmer
Condi Engi (No Food, using utility w/o cast time) quick numbers*: Flamethrower ~13k, grenades ~11,3k, pistol ~10,5k Big thanks to Griever for providing this numbers Guardian (no retaliation since it’s autoattacks test)
Never stand in front of bosses. There is a very good reason why the tank faces it away. For players without toughness, each hit will deal massive damage (depending on boss)
Doing mechanics is more important than doing DPS. If someone in your team fails mechanics someone else needs to take their place if no one will do that, this might end with wiping the whole squad that could be easily avoided.
Food and utilities should be your best friends. While using them cost about 50 silver for thirty minutes, the effects that they provide are really worth it.
Ascended food. Getting cooking to level 500 might take some gold and time but it's worth it. If you can prepare -10% dmg food since it has the best value overall. Reddit, Reddit, Reddit
Be patient. Learning bosses in actual fights might take time.
Don’t gg (/gg in chat kills you in raids and fractals) if this is not really necessary. Many groups give up to early if few players die when boss still would be easily killable.
Practice your rotations from time to time but don’t overdo it. Half an hour once a week should be fine.
Discord is needed for communication. If you see a discord invite in squad message just join that server. It will help coordination and there is always a chance you will find a static group to raid with that will also help you learn bosses you don’t know yet.
Doing daily fractals is also a good idea, they not only are a good source of gold but also let you progress with gear. And on at end of this ride, you will get access to Nightmare and Shattered Observatory fractals in challenge mode (currently on 99 and 100 levels) that one of the best challenging content available in the game.
You should also start doing Strike Missions since they have progressing difficulty and teach you mechanics from actual raid bosses (like stacking 4 people in green fields).
Practice rotations in open world events and bosses.
Never fake KP/Li/Ld. Some groups can easily clear raids with nine or even fewer people so they can take you with them if you ping even few KP or tell them it's your first time but you watched guides and practised rotations.
It’s important to set Shaders and Character Model Limit to at least medium during raids, so you can see helpful arena markings, mechanics etc.
All DPS players should rez any downed players as soon as possible. Don't leave this only to support, it will take longer and might end up with that player dying due boss mechanics.
To practice rotation use training golem in Aerodrome (entrance is near bank). Use console to add boons and class specific buffs to yourself, then spawn golem using console near golem preview on left. You can check what to add to yourself, what conditions and hitbox size you need to add to golem here: https://snowcrows.com/benchmarks/#pills-buffs
Always stack with the group. All of your heals and boons are going to be on top of the stack.
Many bosses in raids and the open-world have break bars under their health bar. Depending on the fight, different bad things can happen to the whole squad or to one player selected by the boss so it’s important to use CC (crowd control) skills. Each class have a selection of such skills that are either hard or soft CC. By soft CC we consider any condition that affects moving the enemies like cripple, chill, immobilize, fear or slow. Hard CC are skills that affect enemy by either moving it or interrupting skills. They’re daze, launch, stun or knockback. You can check all effects and how much break bar damage they do on the wiki: https://wiki.guildwars2.com/wiki/Defiance_bar#Skill_details
Most of the teams you find on LFG use standard team composition that includes two chronomancers, two druids, banner warrior (BS) and 5 DPS classes (power or condi depending on boss). This is considered the safest composition when coming to pugging but this is wrong. Teams need only one druid and the second one should be replaced by any other healing class like healing tempest, firebrand or, in the worst-case scenario, healing scourge. Teams need only one druid to provide necessary boons by spirits and might by using celestial avatar but the druid is not best healer so the team can and should replace it by another class. Many static teams run compositions containing hybrid classes such as condition quickness firebrand (quickbrand) that is good DPS and provide permanent quickness and alacrity renegade that is not that bad DPS (or healing build that also brings alacrity) and bring permanent alacrity for 10 people. Depending on boss this might look like this: chronomancer as the tank or simply support, druid, quickbrand, alacrity renegade, BS and 5 DPS classes. What is the difference? Chronomancer doesn’t need to provide alacrity so it can use this place for any skill that is needed on a boss and both quickbrand and renegade have much higher DPS chronomancer making fights shorter.
KP, Li and Ld
What are those? These stand for Kill Proof, Legendary Insights and Legendary Divinations that drops once a week after killing the boss (you can kill bosses multiple times during the week but you will only get KP and LI/LD on for the first kill). This is a bad “skill” system developed by players to pug players from LFG. Why is it so bad? First of all, they do not reflect player skills at all. You can have a good player just starting raiding that can do mechanics and good and a player with a lot of KP and LI that can do only good DPS and having his concentration only on pushing DPS numbers. On top of that, numbers of KP dropping from bosses is random (from 1 to 5) so it does not even reflect how many times you killed the boss. Each boss drops just one Li or Ld (depending on if its HoT or PoF raids) but this also shows the only number of overall boss kills and not experience on a certain boss. Not even mentioning that this also blocks new players from entering many groups and actually getting KP. Each boss drops an item that is considered kill proof like Vale Guardian Fragments. Those were designed as guild decorations but as I mentioned now are used differently. Another KP is legendary armor that shows you killed all bosses in wings 1-4 and gathered 150 Li. Titles can also be used as kill proof. 'Envoy Herald' shows you gathered 3 complete sets of legendary armor worth 750 Li. 'Voice of the Void' show that player cleared Dhuum in challenge mode, that is the hardest content in the game.
Raid Training guilds:
If you don’t have a guild that does raiding or people in your guild don’t want to join raids you should join one of the training guilds that help new players. You can find their discord channels on this page: https://snowcrows.com/raids/training/
The most important thing on VG is not getting teleported. When you see a yellow border around your screen this means you’re standing on a blue field that spawned under your character that in 3 seconds will teleport you in a random place on the arena. Considering that most groups just overheal green mechanics this can mean either getting downed or death.
The split guardians have CC bar that you need to break before you will be able to kill them but remember that VG himself will get break bar just after split-phase so save hard CC on the actual boss.
Never use pull on this fight since you can pull seekers on your squad and kill them. So dragon hunters should never double press greatsword 5… they never should do that anyway unless pulling small ads is needed
Try to not get into eggs. When you see small AOE under your character move away. You can’t block it and can’t dodge it, you simply can’t be over any of these small fields (this include AEO that spawned under your allies)
Don’t use CC on small spirits. They got immobilized by a druid and you can overwrite their cc so they can start moving again
You need to judge if you want to break the CC bar fast or slow. This depends on your group DPS. If squad can’t pass fist DPS check at 66% you should do slow or not CC him at all since the boss will spawn 5 black rings (that exploding inflicts 25 stacks of vulnerability) with the last one covering the whole area. Just remember that during the CC phase Gorseval has retaliation on him so every hit will be reflected to you so watch out
If Gorseval is over 15% hp when CC is below 33% ends you should move, destroy a wall, glide on updraft until his one-shot skill ends and then glide to the centre of the arena. Another CC phase will start a few seconds after you land there.
If you have ranged attacks destroy orbs spawning on split phase (when 4 spirits spawn) while moving between spirits
Dodging flame wall is impossible and it will instantly kill. Just before its spawns Sabetha yells Burn, burn and its telegraph will be shown on the floor. Since its always going counterclockwise you can just cross it on the other side and you will be safe without needing to move around the boss.
You can kite where the flame wall will spawn by stacking all players on one side. Preferably on the side where cannon will spawn making doing cannons and throwing greens easier
Watch if you got green. If you do, throw it on the platform where player doing cannons is waiting.
If you’re DPS player and destroying cannon failed you should go to that cannon as backup and just kill it. Destroying cannons do not take too long and you have updraft just at boss arena in case of bad flame wall happening when you will be coming back.
Kill all mid-bosses. Even if Sabetha already got back concentrate on mid-boss.
What to do with poison skills are easy. If you have special action skill go to the wall in between fountains and use it. If you don’t have it go to the fountain that was not yet used (used ones are red) to cleanse yourself.
Always CC player selected for sacrifice. If you don’t do that, the selected player will simply die and the fight will become longer.
Bombs explode second after red AOE under players fill up so don’t go back to the boss until that happens. You also shouldn’t use axe 3 on mirage (if you’re playing it) when this mechanics is happening
If you see Matthias jumping into the air just simply dodge, same if he starts spinning his staff.
When chronomancer drop portal to the towers try not to kill all ads, leave one alive or all of them will respawn
If you’re chronomancer doing cave and have any Elementalist in squad ask them for fire greatsword. It makes going through the cave easier, allowing you to take either healing mantra or mantra of resolve to clear condition on you since getting feared just after you land on tower happens.
Using moa signet on wargs spawning during boss fight is fun. You should try it.
When you got fixed after CC phase always stay on arrow marker. This is very important.
When split happen tank and the fixated person always stay on boss. After returning, focus on killing statue.
When KC will jump into the air he will stay in the same place. Don’t move from that spot. This is very important. You must kill statues in the place where KC jumped up.
Greens on split-phase need only two people. DPS and the fixated person stay on the arrow marker while support players should go to the other two. If any support got fixated take his place.
One Chronomancer (especially in single chrono comp) should run illusion inspiration trait line. When pushing ball phase start to get one clone on any small ads, enter C-Split, put Time Warp on the team, pull orb with focus and place well of recall. After C-split put wells and cast signet and pull with focus again.
To make the jump down on gate look under feet of your character. Stand along the wall, turn 45 degrees to the left and dodge down (not jump down, jumping down will kill you)
Chronomancer portaling people down should take mimic and use it before opening the portal. This will allow you to portal team back up after the door will be opened, eliminating the risk that they will be ported back by statues.
Set shaders to medium otherwise, you will not be able to sing ring in the middle of the arena
Always stay inside the ring in centre, if you get agony just move to other side of the boss
Agony can’t overlap with other players hitbox and not with another red AOE
When Cair is teleporting around the arena he will always leave green circle under him if his health is above 50%
Stability skills like Stand you Ground on Guardians allow you to skip going into green. You will get a stack of condition making you move slower but you can use special action skill to move away from teleport fields
Agony is given to furthest player when green phase ends. This can be used by support players to grab this mechanics and let dps players do their job in peace.
Samarog attacks lock him at animation, he can’t turn around during attack. This can be used to keep him in one place all the time. Also after he starts to attack the tank can simply walk under his hitbox to not get hit at all.
During split phase, all players should stand on right side of Samarog, where Rigom spawns. This will allow you to push him faster under Samarog shield.
While you may think ranged strat is safer, it’s not. It puts pressure on tank, you will lose one player that will have to kite blacks and fight will take way longer due to people having to use ranged attacks (check Dragonhunter scepter AA benchmarks above). All of this will increase chances of failure so try to avoid ranged strategy as much as possible
Actual black spawn few seconds after red aoe appeared under players so you can easily walk away – just don’t dodge pizza attack back to blacks
Take tears from the floor when you’re fighting Deimos and never take them when you get ported up until under 10% phase
If you have a problem finding the correct clone to kill at thief phase, it has different staff. Avoid standing in between the 4 of them since they do quite a bit of damage.
Communicate with the team how many stacks you have
While you need to control your DPS in this fight, don’t go too low since it still has a timer on it
Get eater to 50% after starting the fight, then move to spider. Kill a spider, throw orbs (by using special action skill) on the green field under the boss, then kill him to spawn orbs. If someone misses orbs you will have to kill ignore Eater and kill next spider.
A common tactics is ignoring 1st ghost and sending 5 people into the air on 2nd, with 4 people collecting orbs and one sacrificing himself to break CC bar
Save swords for 2nd hand slam, this way it will get all 10 stacks allowing you to burst it faster
Always CC and kill shield ads. They can slow down people doing mechanics during burst phase and increase risk of missing shield (this will give CA retaliation) or sword (this will increase dmg attacks)
To easily manage players put markers on south, northeast and northwest. This way you can assign players to marker, making them responsible to all mechanics (pushing (if you’re not pulling to mid) and destroying pyres) in that whole area.
Wyvern can be tanked by any class since its mostly about positioning. Stay close to center of platform. Wyvern have only four attacks. First is AA chain starting from swipe that you need to block or dodge and smash that can be avoided by simply standing in center of its hitbox. For fire breath attack move few steps to the left, next always will be aoe attack that ends on your position you need to move few steps to the right.
Main tank can take portal to skip most of Jumping Puzzle part. Place it on corner of the triangle right to the Zamaros platform.
While first hands on split-phase spawn at the north, from second split-phase you should start doing them from southeast since Adina will start attacking the northwest.
When running between hands its good to have stability, reflects or shields. This can be provided by Guardian’s stand your ground or Revenant barrier on Ventari
Try to remember when you were standing at the beginning, drop pillar at the same place as it was (if you got this mechanic) and always take the same pillar. This saves a lot of time commander time to assign people in pairs
2020.02.17 18:43 Gate_Big_FittyGeneral Ideas for a better gw2. Some ideas to look at ^_^
So my guild mates and i started to look at the game in different way. Instead of being the salty WvWers that we once were. But we have made a list in a google doc. That will be a on going project and idea sponge for us. We are wanting to share these ideas with the general gw2 audience. We would love to hear the feed back and what others are wanting from the game. Please keep the feedback positive and in a constructive manner. Guild Wars 2 General Ideas Class Balance ideas Warrior
Warrior hammer rotation needs a slight change, The five skill (backbreaker) is a long cast and the reward is a high cc and damage. But if we swap to the CC only i feel the cast will need to be lessened and or keep it the same cast and increase the CC to a mini Earthshaker.
Overall, hammer for warrior has been nerfed to the point of being useless, where I can see other classes taking its place quite easily.
Winds of Disenchantment. Maybe Scale what it does. I.E if you are a power build make it do dps, if you are a healesupport maybe it can pulse aoe heals.
Shake it off Add a regen that stacks duration for each condi moved (post nerf to the amount of condis removed with it) 6 down to 4
Adding an elite shout for warrior that gives a 3-5 target cap endure for 3 seconds.
Elementalist Water trait line cleanse for weaver more group support maybe new trait that changes skills on tempest to condition to boon on allies with an underused weapon for short duration such as war horn and make new skills for it. Engineer Add utility to holosmith for wvw… Thief Make a stealth healer for group play and trait for weapon to rip boons maybe on staff five now that it doesn't do damage Guardian make the pages less with shorter cool downs into the tomes, or initiative where you have to build something up before going into the tomes then have a short-timer while in the tomes then thief initiative while in the tome; making some skills use more initiative or "pages" while in the tome with no cooldowns but stronger skills remove you from the tome quicker by using more pages. You would have to build stacks to re-enter the tome. F1 could have something to do with burning an enemy, F2 could be healing and or cleansing, F3 could be blocking. It could show on buff bar stacking to say 25 and then each tome could open separately depending on your actions out of the tomes. Revenant Make the Ventari table be like gyros on scrapper when you active the "6" Skill, it would stay above you wherever you go, using the 6 skill again moves the tablet with the use of energy to a location for a short duration then resets. utility and elite skills can be used when the tablet is above you or at a location. Ranger give it a place in WvW zergs with Stance share... make the radius much larger of stances and let allies receive the full buffed trait to the duration of stances. I wanted this to be a thing when PoF dropped but never happened. Mesmer Give it a role with boon ripping and buffing allies in WvW with wells that rip boons and give a short duration of a boon at the location of the Chrono like 600 radius to 5 players. Make each well do different boon groups to match the skills flavor. Necromancer Please make it the support, barrier, condition clear, heal class that it should be. Even with all the nerfs in the past, if played right, can still support ,with barriers, and do massive DPS (not good to me). should have the trade-off of no DPS to support by giving barrier. Wvw Defensive / Tactic ideas Tactics
The Tactic system in Guild wars 2 is unique and a rewards and interactive way to help defend your structures. But I believe that the human element (Trolling) can waste them. I think an automatic system would help out a lot. Also making them build into the upgrading system for Keeps/Towers. You could even make Keeps and towers have different tactics on upgrades. For example, Tier 1 for keeps would be hardened ( Increase gate/siege/Guard) HP values. Tier 2 you would Structural invulnerability pop at a flat percent of either wall or gate hp. Tier 3 would be an Emergency way point. This tactic would auto pop on inner walls/gates being damaged to a certain % such as 40-30% giving enough time for people to get there without being camped on the way point.(Also have it auto proc a link in Team chat to help make sure people have seen it)
Stone Mist Automatic Tactics system Tier 1 Harden (Gates/Siege/Guards HP) Tier 2 Cloaking Waters/Gunship Tier 3 EWP. The Same idea as on keeps they will auto proc at a certain percentage of inner damage. (Airship should proc when Lord is engaged)
Rewarding people more for defending their keeps/towers. ESO (Elder scrolls Online) Has a system that rewards the peoples for defending or attacking something the longer and more bodies in that objective. I would suggest a scaling reward or badges of honor or something that isn't too broken in terms of values.
Rewarding winning servers, There used to be a 3 Chest reward, So i would suggest that we give the servers extra skirmish chests for winning. 3 going to the winner server 2 for second place and 1 for the losing server.
Warclaw mounts Either need to be nerfed heavily( no stomp and cc immunity) or removed from the game mode. The fact that Anet removed Guard stacks from the game mode a long time ago (saying that it was unfair to the newer wvw players) having leveled a few alts and getting the mounts. I would say that the mount is a bigger power creep than the guard stacks. The evades and CC immunity is broken enough not to mention the free hp. Also the ability to safely stomp 3 downs at a time is unreal. Seeing and being part of a guild group that abused this is kinda unfair. (keeping one member back out of combat on a mount to quickly stomp down enemies. Rinse and repeat.
Automated WvW tournaments, Having them run as long as the linking last. Also banning any movement during the tournaments. Giving two month on two month off to let people move and readjust their home servers. The rewards could be extra mystic coins and WvW exclusive skins. Also setting an activity amount for people to claim the rewards, making it a set amount of hours per week to maintain the end reward.
General Game ideas - Adding or updating the mentor ability in Guild wars 2 and allowing you to Check off or show what areas of the game you are comfortable or able to mentor in. I.E WvW mentors PvP mentors and even raids and fractals. But allowing newer players the chance to ask questions to a veteran player in these fields. Balancing out PPK and PPT, There are a fews ways of going about this my guild mates have discussed this a lot, Either having a stack buff on you that will make the kills you are getting worthless for the server but it wouldnt change the loot you are getting. This Buff would in turn also give the enemy servers 2-3 times the amount of points for killing you.This would balance out the stacking of ppk servers. Another idea would be to have an event in WvW about every 1-2 hours that make PPT or PPK the source of War score. So in the 1-2 hour time frame the servers would have to focus on either ppking or ppting. Rework ranking in WvW and revamp Alpine Towers/Keep lords,First let me be clear I do not like the Red borderlands land out at all, I dislike the openness of the keeps and the distance of travel between keeps. The Red server is supposed to be the underdog and needs support with winning against the other servers. Giving them red borderlands is a big disadvantage, That is also the reason you can treb SmC from Red keep in ebg. However back to the topic, I like the idea of having a unique towekeep lords. The tower lay out for Red borderlands is easier to fight in and makes it much nicer overall. The lord areas don't really force you into a tiny stacked up ball to be easily nuked on. Also if you insist on having Red borderlands being Desert why not go the extra mile and add new themed maps that match the colors? Blue could stay on the same Alpine map but Green could go into either jungle or grass flat lands. Also the idea of having multiple levels on a WvW map is horrible and shouldn't be a Vertical scaling map at all. The one big reason most people dislike Red bl is the Size and the fact that it is a Vertical scaling map.Also rework the trait system in WvW, Having 10000 ranks and only using 1226 of those ranks is kinda meh, you removed guard stacks which would of helped a ton with the slow power creep that you kept pushing until recently. Giving a slight reward to the dedicated enough to hit 10k, Maybe give out armoweapon skins or even titles. These shouldn't be easy to get and easily accessed by everyone. Overall Combat Crowd control- Overall like the no big damage on CC, but CC should feel more rewarding and quicker with less duration to give the combat more fluid motion on losing the damage. Power Damage- The cuts to power will need to be revisited once outliers are shown after patch. Only real concern with it. Condition Damage Reapplication of conditions of multiple stacks needs a look at for wvw because of the lack of consistent condition clear across all classes as well as traits of classes that add more conditions based on adding another condition such as Necro. And Rev where one damaging condition makes another damaging condition start or be reapplied instantly maybe should get an internal cool down. Conditions Duration- ( not all of this but different Ideas)(Should be the stat that increases damage of conditions alone. expertise should affect damaging conditions only the amount of condition overload to clear soft CC over damaging conditions because of order of application or separate priority of cleanse to to give each condition a “threat” level to clear first. Boon Duration Boons being applied should be toned down to the “stack and empower days” but access to group boons should not be relied on by one or two classes. Stability should counter all hard CC at lower stacking duration as long as the boon is up like old stab. Resistance needs to do a negative damaging condition percentage, and nullify all soft CC and be as accessible as stability is. Toughness- A class that goes fully into toughness should not be able to be one shot, but not be able to kill a class with no toughness also. Toughness should give a base negative condition damage buff such as the buff Renegade gets on it’s healing skill ( percent increases with more toughness (0-10/20%?). Resistance should be reworked into a percentage damaging conditions and 100% on soft cc’s only together with toughness should be equaled out to 100% together of damaging conditions Vitality - Should be the stat that is the counter to condition duration and group power burst. Precision - Removing free precision traits and with no active play was a good for the stat. Ferocity- With power nerfs should fall in line with overall power keep nerf. Boons- The amount of Conditions to boon conversion traits does not match the amount of corruption traits. More traits that change weapon skills into a “purify” skill to counter corruption traits, and skills. Light fields should counter AOE condition fields only when blasted. Finishers And Fields incorporate finishers more into group play and have a larger effect Evades Reduce the amount of spam of classes that use it in lieu of stability and add some shareable stability to those classes Fractal Changes - Reworking and revitalizing the fractal scene, Making a leader board that resets weekly or monthly. Having Weekly Affixes that change and also having seasons. It would give pve a competitive environment and give us replay ability. Arenas - giving us a 3v3 arena variant, making it so we can have a group play that allows a bunkehealer in the comp instead of double dps classes.
2019.09.22 13:56 chuunisPutting 'guild' and 'wars' into Guild Wars
So here we go: A. Guild Wars mode New WvW/GvG map, but it focuses on smaller scale battles between different guilds. Map is size of the regular PoF PvE map (make it slightly larger if needed) and 400 people is allowed on map. There is no conventional sieges (maybe some manually activated pre-set traps and ballistas). Map would have several guild-controlled spawn points, those points would be more toward the middle of the map. Other guilds entering the map would be given one of many spawn points on the edge of the map. To ensure there is no spawn-camping, edge spawn area would be restricted so it doesn't allow PvP (this allows the guild to assemble into a larger group before venturing forward). Additionally, there are smaller spawn points for guildless people and roamers. These points are many and random, people would spawn into an area that doesn't have players nearby to discourage spawn-camps. Guildless people and roamers can find few (2 or 3) safe secret bases where they can meet and form a hidden temporary guild/pact. This allows them to take central points more easily. At any time you can leave this temporary guild and back-stab your buddies. Limits: single guild can taxi in 80 people maximum (this obviously benefits larger guilds that can get more people in). B. Guild Royale Every 9 hours, there is Guild Royale happening. There are 2 modes; solo mode and group of 5 mode (can enter up to 5-man party). Map is smaller than the regular PvE map, and it contains things like mazes, thick forested places, caves, underwater, old castles etc (map that creates surprise encounters) with few open spaces to allow limited scouting... Each guild can send a single player (solo) or single group (group of 5) into one instance of Guild Royale. The spawn points are random on the edges of the map and there are special champions sometimes spawning on map that give benefits. Benefits involve buffs like permanent fury or short term stealth on demand (few seconds, few uses)... Benefits could also be gained by killing player enemies or finding secret hidden caches on map. The goal is of course kill everyone and survive, the playable area shrinks in a way that outside playable area players get ticking poison and mobs start spawning (stronger mobs with stealth detection the further out you are). Along with regular prizes, winner guild gets announced in all global chats along with names of winners. C. ??? Tl;dr: I want something new and this is my 2 random propositions that I think would be cool to see in game that could potentially revitalise forgotten game modes (WvW/PvP)
2018.08.31 06:09 GourgeistguyI soloed Verdant Brink and Story Dungeons as Reaper. Here's how to do it!
Hey guys, I feel proud of finally being able to finish the dungeon story modes and Verdant Brink map, inluding HPs, as a solo player. I'm currently halfway through Auric Basin, just lacking Golem and Balth HPs (I doubt I'll be able to do the Balth one tho), and here is how I did it for those who might need some tips for the class and soloing stuff! First of all, use this build as a base and don't underestimate it. https://metabattle.com/wiki/Build:Reaper_-_Power_Minion_Master With the latest Reaper changes, this build manages to deal extremely high damage and it easily stays alive. READ IT, THUMBS UP TO THE AUTHOR. I used no stat infusions, only ascended Greatsword, Axe and Rings, and no Food or Utility buffs. The build is identical to the one displayed in Metabattle, all Berserker Stats with Scholar Runes. I run Axe and Focus instead of Warhorn. Now, without further ado, here's what to do.
Unlike popular belief that Reaper can and should facetank stuff, don't. Although Necromancers have very high base HP, it's still a precious resource and without care most Champions and Elites can drain it in the blink of an eye. HPs like the Chak in Auric Basin or the Bat in Verdant Brink have insanely bursty attacks that will chunk away more than half your HP and can chain into auto attacks which can down you.
Also, don't think of Reaper Shroud as a second HP bar and only use it this way unless there's no other option to avoid damage. Being out of Reaper Shroud is a DPS loss and you should be using it offensively, against tougher opponents use it for Hit and Run Tactics, and try to save your 5 for Breakbars;
Most Champions are very tough to melee against, so I highly advance killing them with Axe and Focus. Focus 4 gains Regeneration and Axe 2 is quite bursty, and its DPS is enough to let you kill Champions before the Hero Point Challenge Timer finishes. Against trash mobs in dungeons using GS is good since it has amazing cleave and AOE damage in 4. When the champions are below 50% you can start spamming GS 2 while moving arround them avoiding attacks by sidestepping, or if they are very dangerous or have lots of close distance CC, like the Mushroom King, the Bat or the Golem Bosses from Sorrow's Embrace, avoid closing in and keep using Axe.
Minions are your source of Toughness and survivability, once one falls down you become squishier, so your priority is to use Raise whenever it's out of CD, and immediately recasting your downed minions once you can. I've found that it takes time even for champions to down them so most of time you should be fine.
The guide already covers this and I kinda already mentioned it, but sidestepping and dodging are way better than entering shroud to prevent damage. I've found most of the annoying abilities come in the form of AOE spams, luckily you have enough HP to survive some of those, but whatever you do, try not to position yourself in places where sidestepping or dodging will be hard.
When you enter Reaper Shroud, if your enemy has lots of knockdowns, pushes and such annoying abilities, activate 3 immediately. It will help you be tankier and give you stability. Don't detonate it unless you need to break a bar quickly and the other skills weren't enough.
Breaking bars is easy as Reaper and you should do it often, as you'll have some respite and windows to use your burst sills, like GS 4 and RS 4. Shroud 5, Flesh Golem recast, and GS 5 are usually enough to break a bar.
Against single targets where you won't be able to proc Death Nova, take Corrupter's Favor. I found the extra survivability it gives you to make things even easier and against some bosses you can NOW facetank (which I still highly advice not to do, it's better to start breaking that habit!)
Speaking of single targets, if you're finding an enemy extremely difficult, take Blood Magic instead of Spite for extra survivability, you'll still deal enough damage to make it trough, sometimes even more if you're less worried about being downed.
Against the aftermentioned harder enemies, run Dagger and Warhorn instead of Greatsword. Most of times they will be too annoying or powerful to safely spam GS 2 when they are under 50%, and the life drain in Dagger 2 is very useful to keep up fighting. Also, Warhorn 4 is a very nice Breakbar skill. When running Dagger take Quickening Thirst, the Metabattle guide already covers that, helps with sidestepping.
Seriously, use Runes of the Scholar or Runes of Strength. I've seen people recommending Ranger Runes and Wurm Runes but I've found Strength and Spite Traitline to have very good synergy, and if you're feeling confident, definitely take Scholar over Strength.
BE PATIENT. Since Reaper lacks mobility and stealth, I found that most of the time it's even safer to kill the adds from dungeons than trying to skip. If you try to skip, then yes, you can use Reaper Shroud and Shroud 2 to advance quickly, to prevent taking too much HP damage, but since running away you won't be generating Life Force, once you run out of it you're on your own. Dagger and Quickening Thirst help to run away from adds.
Maybe I'm missing some stuff but trust me, you can do it! If anyone else has some tips, feel free to comment, I'll learn too! NOTE; I got my Full Reaper Traitline from PoF Hero Points, that's why I could solo Verdant Brink and almost all Auric Basin. This is just meant to show and give tips on what you can do as a solo reaper, try to finish the traitline first to have an easier time!
2018.03.22 14:24 VageGozerThoughts of a random player after playing the entire story from start to Living World season 4 episode 2.
So I just spend the last month or so playing through the entire Guild Wars 2 story with a new character (not a new account). I wanted to see how long it would take to get from new to now. Before showing the time spend, a few notes:
I am far from a lore fanatic. I played the game as a casual, primarily insterested in the story. So unless mentioned otherwise, I didn't repeat (meta) events. When spending time exploring, it was mostly gathering skill points, doing events that either blocked my progress or happened to be on the way to my next story instance, being afk/waiting around, finishing achievements, gathering map-specific recources, or playing Fashion Wars.
Some parts of the story required me to explore, so I did (and took my sweet time doing it). This type of exploring I included in the time spend on the story.
I read and listened to every important character within the story. I did not interact with every single guard to see what they had to say, I only interacted with the NPC's who actually wanted to tell me something.
In order to not get stuck due to lack of levels, I started with a lvl50 Experience Scroll.
I already had all the important masteries, so I couldn't record the time spend grinding those out.
Times are rough estimates
Played a profession I always wanted to know how to play, but never took the time to learn: (human) Elementalist.
Core Guild Wars 2 (with dungeons story-mode): ~32 hours; ~2hour of exploring Character age: 34 hours Living World Season 1: ~5 minutes (for obvious reasons) Living World Season 2: ~12 hours; 1hour exploring Character age: 47 hours Guild Wars 2 Heart of Thorns: ~10 hours (no mastery farming, and all map-events played once, because in my opinion these events are part of the story); ~1hour exploring Character age: 58 hours Current Events (Caladbolg): ~ 1 hour Living World Season 3 (full map completion): ~20 hours; ~5hours exporing, finishing achievements, gathering map-specific recources, playing Fashion Wars *Character age: 84 Guild Wars 2 Path of Fire: ~10 hours; ~2hours exporing Character age: 96 hours Living World Season 4 Episode 1: ~3 hours; ~2hours of Current events (Defeat invading Awakened) Episode 2: ~ 4 hours (mainly due to a golem getting stuck and preventing me from killing them, blocking any progress) Character age: 105 hours; story alone: 91 hours. A few lore-related questions and some notes: Lore-related questions
Is there a reason why the character can't communicate with anyone other than Taimi? We gave Kerida/Livia something to communicate with, why not give the same to the other members of Dragon's Watch?
We get to see how Logan Thackery was doing after being captured by Mordremoth, but not a single word on Zojia (or am I missing something)?
Are we supposed to let Livia just go without questioning her? Sure, we really wanted to know where Balthazar went, but not a single word about the Scepter of Orr or any other question to (probably) the oldest living human being? I think the Scepter will have some importance in upcoming episode, but I feel like this is a missed upportunity.
Why didn't Taimi ask the Exalted about Kesho or about the Exalted Sadizi? Those names alone might create a reaction that tells her more than the way the Exalted reacted to her asking about Vlast.
The rest of Dragon's Watch seem a little too casual about someone reviving themselves. Shouldn't Kasmeer be a little more interested in the area we just went to and the state it is in now, or is she only a Kormir fan?
We still don't know who E is?
The core GW2 story was pretty good at making choices meaningful (different story paths, different allies). What I missed however, is any further concequences of those choices. I want to remind you of the Raisu Palace mission in Guild Wars Factions. For those not familiar: the player chose 2 different allies at the start of the misison. Those allies would change different parts of the mission, some would make certain areas easier, others could make you completely skip a part. It didn't change the way the mission ended, it changed the way the mission was played. Other than some weapons, the chosen Order and allies don't really feel impactful. It just changes what character-models we are fighting with. (Unless I am missing something:) The skrit don't have tunnels we can use to get in and get out of fights; the Grawl don't have any weird magic to fight with; the Quaggan don't show up with sharks we can ride. The choice just seems so arbitrary.
Beyond the core story of GW2, these choices are irrelevant. I know this is a pretty common critique, but I want to take it a little further. I want to story to be influenced by the profession we chose to be. Head of the Snake-episode started doing that by allowing Engineers to use disabled turrets, Necromancers to steal skeletons, and Rangers to charm the hound. I was hoping this would be implemented more. The same way the Raisu Palace mission is influenced by choice of allies, I want our profession to be an actual important part of the story. Some examples (would probably be better in a dungeon-style instance than actual story): Warrior: take environmental weapons (boulders / massive wooden boards) / weapons from defeated enemies Guardian: protective shields to protect against barrages (just like Braham did in A Bug in the System) Revenant: channel other heroes (Gwen, Eir, Snaff) to do.... something usefull Ranger: charm animals and be able to use them on pressure plates Engineer: make random explosions / open pathways otherwise blocked by debris Thief: take out snipers and scouts / party stealth (I know this is already used in some dungeons/fractals, and I'm glad it is.) Elementalist: Exstinguish flames / destroy (or use) flaming boulders Mesmer: trick enemy guards to help / pacify a large amount of enemies for short amount of time Necromancer: raise skeletons These abilities wouldn't be necessary, but they would make certain areas easier to go through.
Heart of Thorns story is basically "Where are my friends?", "Oh look! An abandoned Asuran city!" "Where are my friend?", "Hey, here's Mordremoth. Let's kill him!". To be fai, the Path of Fire story is also "where is Balthazar?","where is Kesho?", "where is Aurene?", "who am I?", "where is Balthazar?". But it add a lot more depth than just those questions. In HoT, the most exciting part is the egg-chamber, in PoF we go to the Mists.
Killing Lazarus feels more like closing a door than actually part of a story. To me, it seems to be like the devs needed to find something to fill the episode a bit more and said: "well... let's just get rid of the mursaat". The whole One Path Ends-episode feels out of place. Suddenly we get thrown into a story-arc that is about to end. I didn't care enough about the Shinning Blade to want to join. (I didn't do raids so that could be the reason)
Anyone else really bothered by the volume of ambient- and event voice lines when trying to listen to a story-related NPC?
I miss the conversation cinematic. I don't know why they are no longer made, I kinda liked them. it avoids the frustration from the previous point.
Final point (more of a rant): I have never seen an episode with more frustrating bugs or features than A Bug in the System (without counting the creatures): Asuran documents not loading; Golem getting stuck and constantly regenerating health so the story can't continue; enemies that drop important bundles suddenly dissapearing; mounts flying to the sky in the magnetic area (skimmers either get stuck under a roof or fly until being kicked off). Those are just the ones I have encountered.
TL;DR: It took about 100 hours to play from start to now with a new character (not a new account) when focussing on the story only. This only includes the story and very few events. No seasonal events, no mastery grinding, or any other form of repeatable content.
2017.09.14 05:33 Gayest_Charr_Ever[Theorycrafting][PvE] Planning open world builds for all nine classes after PoF (giant wall of text ahead!)
Hey, it's me again, been a little while since I updated my open world builds list. I originally planned to revisit the list six months afterward, or in August, but then ArenaNet announced the release of Path of Fire for September. I did not want to recommend people to play old builds with only core and HoT specs, so I decided to wait and prepare my characters for new builds. Now that gw2skills has updated to include the PoF elite specs, I can show what I'm planning for each class coming up here in about 9 days. Spoiler alert, they are all glass power builds, so some people might be disappointed that I'm discontinuing my engineer and warrior tank-condi builds, but their new elite specs are offering playstyles closer to what I personally prefer. I hope someone who explores condition damage in open world will be able to step forward and offer advice in that area, but it is my opinion through practice that a power build is more generally applicable to open world than a condition build. Some classes did not change very much at all, and will continue to use their HoT specs. And of course, all of this is subject to balance changes that we will receive on PoF release, so check back in this subreddit after PoF for an update. I do not expect the gear and weapons to change much, but traits and utility skill choices have the most potential for change after rebalancing. Moving forward, I will provide builds with the assumption that the reader owns all expansions, with access to all elite specs as well as mounted travel. If you do not have access to a particular elite spec that I utilize in a build, feel free to leave a comment with what you do own and the class you are interested in, and I may be able to create a separate build for that situation. Above all, please keep in mind this is just one single player's opinion with a very specific interest in how to play the game. I don't claim that these builds are the best for any specific scenario or goal; I present these builds as a way to experience general open world play that is viable in as many scenarios as possible, with the opportunity to excel in damage, given the appropriate circumstances. A lot of it is purely subjective preference. If you have any questions about any build, I am willing to go into greater detail in the comments.
Let me begin with mesmer, because the recent buffs to core mesmer DPS has caused me to begin switching my mesmer between two different builds, depending on what I want to do with it. Utility Chronomancer: This build is what I log into every day for dailies. I also use it for Winterberry farming, jumping puzzles, and other mostly non-combat applications. Malicious Sorcery increases gathering speed by 20%, shield skills provide defense and CC to leave mobs behind, and Continuum Split with Mimic allows for rapid triple-Blinking toward your destination. The Continuum Split + Mimic combo is also helpful for making many Portals in a short amount of time. Greatsword Mesmer: This build, as with power mesmer in general, got massive buffs, and now has the highest solo DPS while camping 1200 range out of any build. There is some flexibility with this build, such as using sword/sword on swap with Fencer's Finesse, sword/focus, or even sceptesword, depending on what you want from it. Similarly, utility skills are very flexible, and should be experimented with; Signet of the Ether and Mantra of Pain are the only core staples. Simply summon three phantasms and use the greatsword autoattack from 900+ range to stack and maintain 25 Might. You will need to start a boss fight with 1 of one type of phantasm, and 2 of a higher damaging phantasm, until the cooldown is available to summon the third. For the build I've given, start with sceptefocus and summon a Warden, followed by a Berserker on greatsword, then use Signet of the Ether to summon another Berserker. When you are ready to summon a third Berserker, wait until the Warden is finished attacking before you replace it. I am considering changing this build to sword/sword on swap later, so if you already have that going, you should know it's high on my list of options.
Sword/Dagger Weaver: This build should bring plenty of burst damage and mobility, though its sustained DPS was questionable in its previous state during the betas. PoF may bring buffs to Weaver, though at this point, I am eager to put staff away until it receives buffs again. I do not think staff would be a reasonable choice for open world Weaver; staff already has lots of weaknesses in open world, and being forced to cycle out of Fire is not ideal, since other attunements do not have strong autoattacks. Anyway, it is a fairly straightforward build, selecting the only options there are to enhance direct DPS. The utility skills are probably best left to personal choice depending on the circumstances, though I've selected some that seem strong for open world play, with Signet of Fire remaining a significant part of damage-oriented elementalist builds. The rotation for this build will probably come down to whether or not it's better to do Fire-Air-Air-Fire-Air-Air, or Fire-Fire-Air-Air-Fire-Fire-Air-Air. Fresh Air does not seem to play a key role in this build because of the 4-second global cooldown on attunements; it only makes it faster to fully attune to Air from any other element. The issue is that skill cooldowns are the limiting factor with Fresh Air, so you're often left just autoattacking in Air. Bolt to the Heart is an easy damage modifier regardless of rotation, so it'll probably end up being the main selection for general play.
ECSU Holosmith: The engineer is being blessed with an elite spec that transforms it almost into another class entirely. For this build I have chosen the delicate playstyle of maintaining 50-149 Heat, and additional range flexibility in Photon Forge mode with the 600-range autoattack replacement. This build is possibly the most glassy on my roster, though shield and utility skills help with that a little bit. You basically run around blasting things with Photon Forge skills, and when you're about to overheat, exit Photon Forge and immediately use sword 3 for 6 seconds of Quickness. Follow up with skill 2 while over 100 heat, as well as autoattacks, and go back into Photon Forge the moment you drop below 50 Heat. Try to never stay below 50 Heat for long, even while not fighting, unless you need to mount up, of course.
Zeal/Radiance Dragonhunter: This build is likely not going to change much in PoF. The changes to the Radiance trait line make Retaliation a very important boon for solo play, and I've begun using Hallowed Ground to help maintain some uptime. It remains the build with the highest burst potential in PvE. For those that follow the raid meta, this should look familiar, with just a few things tweaked. The sustained DPS rotation is the same, however it can also be adjusted slightly to dump all of its damage at once in a great burst: Hallowed Ground, focus 5, F1, Procession of Blades, scepter 2, Dragon's Maw, greatsword 4, greatsword 2. For fighting weak trash mobs, one at a time or in groups, cast F1 on something for an instant ~30% damage bonus against it, and lay down scepter 2 and autoattacks; this generally suffices for most mobs, and F1 refreshes its cooldown whenever you kill something. If the target does not trigger traps, such as most world bosses, switch out Purification for Litany of Wrath, Procession of Blades for Sword of Justice, and Dragon's Maw for "Feel My Wrath!"
Minions Reaper: Since shroud-camping got removed as a viable playstyle, power reaper is a lot less reliant on Soul Reaping. The new greatsword trait adds a lot of sustain, so most of the time you'll want to camp greatsword. This build is suited well for higher pressure situations, but does not fall far behind in easy solo play, either. It is a lot more self-sufficient than my previous Valkyreaper build. Scourge has the potential to be a strong solo spec as well, like most necromancer builds. However, it is based on support and condition damage, playstyles that are outside my preferences, and the summons are stationary, which is not ideal for open world. In addition, it cannot utilize the security of a second health bar, only having some Barrier potential instead.
Longbow/Greatsword Soulbeast: With Soulbeast comes some much-needed love for power ranger. The idea of this build is to activate Moa Stance, then cast everything that gives you boons: Quickening Zephyr, "Strength of the Pack!", Worldly Impact, and perhaps a weapon swap to proc Tail Wind and Furious Grip. This build maintains permanent Fury, decent Quickness uptime, and high Might stacks, with up to 100% crit chance. It looks as though you will always want to be in beast mode, especially in solo play, although some rebalancing may happen to change that. One of the most powerful synergies of beast mode is that Maul gives you the 50% damage bonus before the ability lands, so it's a straight 50% damage buff on that skill. "Sic 'Em!" is a strong utility choice in place of the signet, but it adds more of a burst/conserve feel to your sustained damage output, and the weapons and other traits aren't particularly suited for that. Hunter's Shot gives you access to permaswiftness.
Hammer Herald: This build has not changed much at all since I began playing it, and probably won't change much in the expansion, either. It is a reliable and self-sufficient build that's quite easy and safe to play. You'll want this for a leisurely stroll around the desert. It brings exactly 100% crit chance at all times for the most reliable hammer smashing experience. The idea is you turn on some boons (Fury strongly recommended) and smash stuff up. Use the long evade or block skills to dodge instead of your endurance, saving regular dodges for a last resort. Glint's heal is Defiant Stance, and is one of the strongest heals in the open world when used creatively. It can heal you to full and allow you to stand in the fire that much longer. You can also take this build into WvW as-is, and seamlessly move between zerging and roaming, though there are more optimal variants for both of those.
Rifle Deadeye: Possibly my most favorite future build, this replaces ranger as my 1500-range-camping character. It reaches slightly more than 100% crit chance when kneeling, but the extra crit outside of kneeling helps when just running around open world. This build maintains permanent Fury and high Might, and good levels of Quickness when cycling through targets. For general open world roaming, you'll not want to kneel very much. Instead, place Mark on your target and use the Quickness and increased stats to quickly burst it down with rifle 2 or 3 and autoattacks. Your Mark will refresh its cooldown, and you can cast it on the next target, sustaining your Quickness. This makes for a fairly fast-paced gunner playstyle at long range. You can swap to sword/pistol to blind and cleave groups of mobs, and the plethora of stealth abilities I've chosen should be able to get you out of any situation where you've over-pulled. Against world bosses, switch the grandmaster to Maleficent Seven, and find a good spot to kneel. Your rotation will probably consist of using skill 3 to deal damage and build Might while your Malice stacks up, then spamming skill 4 while you have full Malice stacks.
Sustain Spellbreaker: Power warrior has gotten some great tools for an all-melee build for open world. This build prioritizes sustain, as well as Might and Fury uptime, for an aggressive yet survivable playstyle that is notably easier than previous iterations of power warrior. Cast Signet of Rage and "For Great Justice!" on cooldown for almost permanent Fury uptime, and use a greatsword burst every now and then to cover the rest of the uptime. The key traits are Might Makes Right, and Sun and Moon Style. Magebane Tether, dagger autoattacks, Forceful Greatsword, and "For Great Justice!" all have powerful synergy with Might Makes Right. Sun and Moon Style adds additional sustain when wielding an offhand dagger and landing critical strikes. Altogether, this sustain allows you to drop Healing Signet and pick up Natural Healing. While this heal skill drops all of your boons, it is a very large burst heal and condition cleanse, which is important for moments when any amount of sustain just won't cut it. It is meant to be used as an emergency heal, and it fills that niche extremely well. After Deadeye, this is my next favorite elite spec, reinvigorating solo power warrior with a lot of new and useful tools. So, I've presented my ideas for open world after PoF. What are you guys looking at playing? I have some friends eager to explore condition or hybrid builds with some of the new stat combos and other elite specs I won't be using. Leave any thoughts you have in the comments!
2017.08.13 00:29 void2258Quality of Life suggestions for improving the game
Color Blind Mode! There are people who can't play or can't play all modes because they literally can't see things like ability marker circles.
Build templates – let us save armoweapon/equipment/trait builds and restore them with a single click. Current setup discourages experimentation.
Clothing templates – let us save skin setups and restore them at will (just charge the transmutation charges as a group).
Dye templates - Save dye configurations and apply at will to any armor or outfit we want (go by order for dealing with lower numbers of channels).
Let us consume multiple food/utility items at once and stack the duration, instead of having to constantly mouse over and check our skill bar (very useful for raids).
Give us a library in our home instance to store book items so they aren’t clogging inventory. Otherwise we just delete them and read the wiki if we want to go back.
Tonic wardrobe, housing all infinite and finite tonics and accessible by any character whenever they want to use a tonic transform. (Suggested by Grey Winters)
Show actual amounts for the character you are on for percentage food on mouseover (ie show what 3% or ferocity into power will actually mean).
Equip second ring and accessory with menu (ie "equip offhand") as can be done with weapons, instead of always replacing the first ring or accessory unless manually dragging in the equipment menu. (Suggested by Gnobold)
Icon in LFG for groups that shows they are in full maps (but doesn't show if you are in the map in question). Would save a lot of trying to change maps and getting an error message.
Classes & abilities:
Animation Lock - Abilities with animation locks (ie Hundred Blades) should immediately unlock on hitting the dodge key. The need to manually unlock by moving a little before dodge will respond makes these abilities unwieldy and leads to TONS of missed dodges.
Classes with alternate forms - Have a way to look at the alternate form abilities without actually transforming. Especially pertinent for Druid and Necro, since their transforms are on a timer and have to be built up by combat, so it is hard to transform just to be able to read the abilities.
Stealth abilities - An actual countdown would make stealth much more usable, instead of the simple status icon we have now. Given how stealth works, something near the center of the screen would be more appropriate than a tiny icon in the status bar.
Engineer - Return from down/dead state in the same kit you were using when you went down, instead of resetting to default weapon.
Revenant Herald - The Channel wheel beneath the feet of a Rev channeling Glint makes it hard to see the terrain. An alternate tracking method would be of great help (perhaps next to the change legend icon or above the dodge bar).
Ranger -Sword 2 and 3 require so much room and are so hard to control that they make sword almost unusable in areas with complex terrain and/or lethal drops. A slight rework to how they function to make them more controllable and less subject to terrain vagaries would bring the weapon back to usability.
Let us queue up items to buy and sell on the TP and buy or sell them all at once.
Search for skin instead of specific weapons. Getting hundreds of duplicates due to stat variations when you are just looking to unlock and salvage is not useful.
Search for locked skins.
Let us queue up repeated mystic forge transmutations instead of having to re-add the items over and over.
Let us access the bank from the mystic forge panel.
Remember forged items (MF recipes) so we don’t constantly have to jump in and out of the game to look things up on the wiki. The discovery aspect is only fun the first time. Also let us just find recipes for high-level stuff like legendaries that we just look up on the wiki. We shouldn't have to leave the game to play it.
Let us auto-craft sub-items in a recipe instead of having to dig down and do every item one by one. This also avoids overcrafting since you can’t accidentally craft 3 of something when the final item needs only 2, etc.
Remember selected sorting/categories in the crafting panel (so we don’t have to turn off crafting levels every time we log in).
Expand the left panel of crafting and mystic forge. We need more space for manipulating the panels, rather than a giant, mostly empty art panel that has no function.
Put a button for Deposit All right on the interface, instead of in a sub menu.
Have an option to put such a button for sort as well.
Have an option to outline or otherwise mark non-sorting and invisible slots when bag view is off.
Ensure that, if possible, both weapons when replaced by a two-handed weapon, end up in the same bag as the two-handed weapon came from. Currently, the off-hand weapon can end up at the first available slot, which can cause issues with organization and can make it visible when it shouldn't be if an invisible bag was being used for spare weapons.
Allow for the behavior of bags or slots (invisible, autogather X, etc.) to be set, rather than being based on buying a special bag type.
Auto-stack shared inventory slots.
Key/map item wallet. For example the 9 map event items from Bitterfrost should at not be taking up inventory space on every character. This discourages going back to the map because you would rather just not have this junk in your inventory.
Account bind map items instead of soulbinding them. For example the 9 map event items from Bitterfrost should at least be able to be swapped to other characters.
Options for displaying multiple currencies (and key levels, if in wallet) at the bottom of the inventor, ie show Gold, Karma, Gears, and Crowbars when in Verdant Brink, as these are the relevant things to know in VB. Also an option to display on the UI somewhere so they can be tracked without opening inventory.
Make ascended ring, trinket, etc. drops stat-selectable as armor and weapons are, and add HoT and PoF stats to the selection pool for all ascended drops. Right now most non-armoweapon ascended drops are so low value due to useless stat combos that they aren’t even salvaged (not worth the very expensive ascended tools), they are just deleted. This would also remove the multiple tabs from the vendors for separate core and HoT stat selection.
Allow consume all on encrypted fractal boxes (decrypt as many as you have keys).
Move selector console next to the portal.
Show fractal levels available on daily pane for daily fractals, instead of making us go into the achieve panel to figure out the numbers.
Show fractal identity on recommended fractals.
Fix areas where action camera breaks interaction (for example, during the cannon sections of the final core story instance).
Fix cases where even though you are attacking something it is not targeted.
Fix cases where the target will shift back to the main boss even though you have targeted on minions (for example during intermediate phases of the Gerent fight).
Fix cases where camera interacts badly with terrain, rendering players blind due to the camera being behind them (ie when walls are too tight and you have to look in a certain direction).
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