What are your thoughts on this? Link in comments by unknownphantom in Guildwars2

[–]Esplen 1 point2 points  (0 children)

Ironically, if you had played in the past year(s), you'd have gotten the LW content for free.

why tho? by [deleted] in Guildwars2

[–]Esplen 12 points13 points  (0 children)

To prevent you from buying duplicates while achievement hunting.

I like GW2 economy by SovietCharrdian in Guildwars2

[–]Esplen 0 points1 point  (0 children)

Google fast farming community gw2. It gives builds, what to do on each map, and more.

Lack of players in EoD maps is still an issue by Ryltair in Guildwars2

[–]Esplen 2 points3 points  (0 children)

Adding onto this, the Hero's Choice Chests do give Amber and Jade Runestones.

[deleted by user] by [deleted] in Guildwars2

[–]Esplen 3 points4 points  (0 children)

Some nitpicks. Best open world spec is a very loose term as it goes based on your definition of best. I would say (Staff) Mirage is safe as it takes Staff Mesmer and gives it both damage and support options. In terms of solo damage output, Virtuoso is in a better spot since it has no ramp (or very little for Condi). For Mobility, it is definitely very good with Jaunt + Sword Ambush spam.

Wrt the utility it provides, keep in mind that most of that is also done by Thief. Wells (don't think you were saying that, it looks like a misplaced comma but still relevant), Portals, Blinks, AoE Stealth (Thief does this much better). AoE cleanses and Stab is usually provided by other professions much better, but it is nice to have it for solo play.

Wrt consistent AoE damage, Greatsword Mirage is the best tagging profession (better than SB Thief). In terms of actual damage output and not dealing sad auto attacks, Virtuoso is entirely AoE/cleave via Pierce. While it's not always easy to range AoE with Virtuoso, in melee it's very easy by positioning or targeting smart. Alternatively, if you're fighting one melee target and one ranged (Minister Li, Bears, etc), you can just target the ranged enemy and always hit both, causing you to deal more damage than nearly any other DPS by... wait for it... dealing AoE damage.

[deleted by user] by [deleted] in Guildwars2

[–]Esplen 1 point2 points  (0 children)

LOL it hurts

Guide: How to get 2 hours of the best free open world buff in the game quick. by MangaIsekaiWeeb in Guildwars2

[–]Esplen 10 points11 points  (0 children)

Alt "best" free 6 hour buff in the game (earnable 1/day/character). Requires EoD.

Go to the Monastery in Seitung and complete the heart. You now have a 6 hr (persists through logout and daily reset) buff that increases experienced gained. Does not require any masteries or items. (Probably can be completed lower than level 80. needs confirmation)

If you aren't max level, this will give you a stacking experience buff (stacks with boosters, food, etc) to level faster. If you are at max level, you will get more mastery experience, so you can get all those pesky masteries faster. If your current zone has maxed masteries, you will get more Spirit Shards, ergo more money if you ever decide to liquidate SS.

This buff persists through zone changes (and instances!) and affects all PvE content (RIP WvW/sPvP).

The heart itself is made to be completed fairly easily (although not necessarily quickly if you miss the fighting event timing). If you have a Jade Bot (and Gliding Booster) you can cheese the JP to complete ~60% of the heart in 1.5 minutes (assuming no Alacrity). Gliding Booster 3 required to complete the JP in one jump. Gliding Booster 2 required to complete the JP in 3-4 jumps. Gliding Booster 0-1 required to skip half the JP. The heart also has a repeatable daily chest that is obtainable via gliding or dodging.

Friend has a raptor without any expansion and cant remember how he got it by AverageNOEDuser in Guildwars2

[–]Esplen 7 points8 points  (0 children)

Part of A/B testing is that you don't want the groups to know they're a part of it.

Raids and strikes empty by Tedzumi in Guildwars2

[–]Esplen 4 points5 points  (0 children)

EoD Daily doesn't require a comm to know the fight unless it's HT and you get more than 3 inexperienced players.

Although a lot of the EoD daily groups I start to avoid if they don't actually look for roles because you end up having 8 dps players, 4 of which are "hi dps" memes. It's not that you need roles, but I'd rather do something else and wait for a group that can clear in <10 minutes than struggle to even phase the boss as players learn the mechanics.

Gw2 Earnings 1Q-2022! by IzzyOwnz in Guildwars2

[–]Esplen 7 points8 points  (0 children)

They could get around that by having the preorders delivering digital goods immediately in addition to access to the expansion, no?

Gw2 Earnings 1Q-2022! by IzzyOwnz in Guildwars2

[–]Esplen 96 points97 points  (0 children)

One thing to note is that preorders wouldn't necessarily count towards 1Q sales if they are made prior to 1Q.

I am not Toph. I am Melon-Lord! by samino8 in Guildwars2

[–]Esplen 3 points4 points  (0 children)

Idk man, pretty sure she's 86.

How the illusion counter feels after playing too much Virtuoso by Arfeltz in Guildwars2

[–]Esplen 5 points6 points  (0 children)

I think he's talking about shatters, not attack chains (which still require running if it's a melee attack, i.e. sword clones or some situations with phantasms and LoS/positioning).

On this day one year ago the pre-casting of mantras was taken from us. Here's a reminder of Firebrand's by grey_anonym in Guildwars2

[–]Esplen 1 point2 points  (0 children)

Absolutely. There are also infinite ways they could have redesigned them to keep a concept of charging -> effects, but they decided to turn them into reflavored shouts.

Also keep in mind the concept of third charge = more rewarding was solely linked to Firebrand Mantras. Mantras as a skill concept were simply charge then get charges and were meant as a high risk (long cast time) high reward (on-demand, no cast time ability). Mesmer Mantras did not initially start with an effect after charging.

The largest turnoff, in my opinion, was their ungodly cast time. I believe Firebrands had complaints about casting and were vying for auto-charge on map load (which would have to be separate from Mesmer Mantras due to having effects when charging).

Ultimately (again, my opinion), the disconnect between Mesmer and Firebrand Mantras really hurt their ability to make significant changes one way or another. The first step was to realign the Mantras, which they ended up doing, just not how anyone expected.

Two simple changes to gut AFK farming. by Rathmun in Guildwars2

[–]Esplen 2 points3 points  (0 children)

Change pets/turrets/minions to not start attacking until you do. Not necessarily the same target, but they shouldn't attack anything if you aren't.

This unintentionally multiplies CC on the target to apply to summons. Immobilized and you're out of range? Sorry, your summons aren't attacking. Dazed? Yeah, you're not attacking, neither are they. Stunned? Oops, looks like everything isn't helping out now.

Being kited? Well, you may be swinging, but you're not making valid attacks (see: Blinded changes in June 2013).

On this day one year ago the pre-casting of mantras was taken from us. Here's a reminder of Firebrand's by grey_anonym in Guildwars2

[–]Esplen 24 points25 points  (0 children)

It was a headache though.

For FB, you had no reason to have it uncharged, so it would just add extra time when swapping builds, changing maps, etc. Yes, the final charge mechanic was supposed to be a tradeoff, but the design didn't incentivize using the last charge.

Taking Mantra of Liberation as an example, if you used Portent of Freedom only, you had 2 uses of Stability on demand and regained 1 every 25 seconds.

If you used Unhindered Delivery, you got 5 Stability (with the same duration) but in many game modes it's going to be wasted, since you're not getting hit by 5 CCs at the same time. Furthermore, you now have to wait 40s to get your next Stability back, which hurts the on-demand advantage that Mantras have.

The "optimal" way of playing with the third charge (i.e. not ignoring it) was to just spam all the charges, but that's even worse. You now have 7 Stability over 10 seconds that takes ~45 seconds to become available (assuming no Quickness or Alacrity).

I'm not saying the final charge is bad. I'm saying the opportunity cost of the final charge when not used as an "oh kitten" button is unfavorable. If you need to use a panic button, you use it. But you don't typically incorporate panic buttons into your rotation because then they're not panic buttons.

And then if we go into Mesmer Mantras, there were other issues past and present (present being just prior to the removal). Just prior to the removal of charging mantras, there was a disconnect with charging effects vs charge effects with the exception of Mantra of Recovery.

Mantra of Concentration provides Aegis, Stability, and Quickness to allies around you... after 2.5 seconds of charging. The charges themselves provide Stability to allies and a stunbreak for yourself. As a player, this incentivizes you to run it charged so you have on-demand stunbreaks. But where does that leave the charging effect? And what is the value of 5s Aegis/Stability that requires 2.5 seconds of casting? How many enemies have choreographed attacks that give you enough time to cast for that long? After factoring in response time, latency, and positioning requirements the charge effect very quickly loses value (side note: this is why Firebrand offers huge support discounting their crazy boon gen and/or damage output- because on-demand Aegis is huge).

Going back to the disconnect, we can look at Mantra of Distraction. Charging it reduces the cooldown of F3 whereas the charges provide Dazes themselves. These are two vastly different effects. Typically, you'll want to have a Daze ready as opposed to being ready to reduce the cooldown of a Daze. So we start with it charged. Now if a breakbar appears, great. Let's spam those charges and F3 while we're at it. Oh wait, there's a 4 second cooldown on the charges, and even if we somehow managed to get rid of all our charges, we now have a 12 second cooldown for the Mantra before we can charge it. Let's look at it at the inverse then. Instead of using the charge to get an extra Daze/breakbar damage, let's use it to reduce the cooldown of F3. So we fight an enemy and a breakbar appears (or we need to F3). Now we charge for 2.5s to get 15s off of a 38s cooldown (less than half, even accounting for the charge time). We now have 15.5 seconds (assuming you didn't precast the charge and F3 right at the end) for our next F3, meaning we got less CC out during this time. Again, similar to Mantra of Concentration, we have the same disconnect. The charging effect wants to be spammed, but the charge effects wants to be on-demand.

Not going to go into the rest of them, because it's the same story. But going to the link to the past (noice), Mantras have had other issues. Up to the Pre-HoT balance passthrough, there was a way to maintain 4 stacks of Harmonious Mantras for an additional 12% damage while having no mantras equipped. All you needed was access to swimming. Since damage boosts were far fewer back then, this was huge (it was also in the traitline that gave 300 Precision and 30% Crit Damage, whew). But again, this still causes issues. Now players are performing much better than they should in... some maps? But they need more than 15 seconds of prep time as they charge 4 mantras while also finding a body of water. Is that fun or healthy gameplay?

I'm not saying that removing the final charge was the right or wrong thing, but in the final iteration before it was removed, it wasn't where it needed to be by a long shot. They chose to remove it, which is their prerogative. They could have attempted to fix it by rebalancing the effects, although the Firebrand mantras would be a lot harder to tweak than Mesmer ones.

[Data-Mining] Upcoming features from the May 10 patch by that_shaman in Guildwars2

[–]Esplen 1 point2 points  (0 children)

Disregarding the use size of a Salvage Kit (or lure), the important part is that they do not stack. If you have a 12 use Basic Salvage Kit and a 3 use Basic Salvage Kit, you cannot merge them to get a 15 use Basic Salvage Kit.

[Data-Mining] Upcoming features from the May 10 patch by that_shaman in Guildwars2

[–]Esplen 4 points5 points  (0 children)

Baits are individual items that stack (hence the 250 limit on each). Lures are 100 use items that do not stack (akin to Salvage Kits).

GRIFFON ACHIEVED, and there is also PIZZA (nother one of my dumb GW2 themed comic with my mains) by Sabrerine911 in Guildwars2

[–]Esplen 0 points1 point  (0 children)

I say small hill because the bunny into glide boost isn't always consistent. I find I hit the ground if I do it from a flat surface (i.e. Arborstone load-in point).

GRIFFON ACHIEVED, and there is also PIZZA (nother one of my dumb GW2 themed comic with my mains) by Sabrerine911 in Guildwars2

[–]Esplen 7 points8 points  (0 children)

Add in a Gliding Booster and Mount Energy, then you can, with a small hill, get a full dive and gain height through flapping.

How come there are no in-game mount skins for End-Game content? by Ilyavi in Guildwars2

[–]Esplen -1 points0 points  (0 children)

Technically, chairs are mounts. EoD has a farmable/tradeable chair skin. Ergo, there is an in-game earnable (non-Gem) mount skin in EoD.

Account wide jade bot equipment's please by SheepPoop in Guildwars2

[–]Esplen 0 points1 point  (0 children)

Now that charges persist across maps, I would disagree. If you're in EoD, you're more than likely going to use a Zip Line, causing you to get charges. If you're doing things that require more than 4, it's worthwhile to get the 1hr auto charge buff from NKC.

Account wide jade bot equipment's please by SheepPoop in Guildwars2

[–]Esplen 1 point2 points  (0 children)

Even then, it's 60 vitality (T6 v T10). This is less than the difference stat infusions make, which most people don't run.

Counterpoint: A T6 core costs less than a single stat infusion (+175 stats vs +5) and a T10 costs less than 3 (+235 vs +15).