Author Topic: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait  (Read 33432 times)

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D-Rider

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #75 on: May 03, 2012, 08:39:29 AM »

I didn't play it a ton, but the mesmer clones didn't do a ton for me.  They either tanked a mob or got one shotted and disappeared.  I'm sure there is still a ton of tweaking left to do, but that was my initial impression at least.

Mesmer Clones seem put to better use just by Shattering them for more Damage or Distortion to protect yourself in melee.

Yeah, if you're playing a mesmer with the mindset of a pet class or something, then you're doing it wrong. :P  Shater, shatter, shatter.

Solstafir

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #76 on: May 03, 2012, 05:01:14 PM »
I thought each weapon set for the Thief has their own initiative but you only regenerate imitative with the weapon set your currently using. Which meant that when both your Weapon Sets are full of Initiative, you can spike a lot of damage by switching between them.

Or did that change in the latest beta this past weekend?
I... actually don't recall either way. That would be both good and bad. The spike potential would of course be nice, but if you really wanted to use a skill from your second moveset and had switched when you were low on initiative... well, I suppose there's the myriad of initiative restoring skills and mechanics, then.

D-Rider

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #77 on: May 10, 2012, 02:07:12 PM »
Stress test coming up on Monday.  11 A.M to 6 P.M. Pacific.

Probably the least stressful stretch of time I can think of.

Solstafir

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #78 on: May 10, 2012, 02:13:38 PM »
Stress test coming up on Monday.  11 A.M to 6 P.M. Pacific.

Probably the least stressful stretch of time I can think of.
I saw the times and laughed. Hope they enjoy all the stress the servers get while folks are at work and school and the like.

Parn

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #79 on: May 10, 2012, 04:45:57 PM »
Europe says hi.

D-Rider

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #80 on: May 29, 2012, 02:15:09 PM »
The next beta event starts June 8.  Mark your calendars. :P

D-Rider

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #81 on: June 09, 2012, 09:07:52 PM »
Welp, this beta event certainly is a lot more stable than the first one.  I've been able to crank up my settings a pretty good bit compared to the last time.  Well, except for Divinity's Reach and the Black Citadel, I have to tune it down a bit there.  I have no idea why I have to lower it for those places and not Hoelbrak.

Looks like they changed mesmer illusions around a bit, too.  Or maybe I'm crazy. :P  But it seems like they do a lot more damage than they used to, and it looks like shattering them does less.  Which isn't bad, because the first time around it was best to shatter the hell out of them as soon as possible.

I'm dedicating the rest of this BWE to necromancer and engineer. :P

Akanbe-

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #82 on: June 11, 2012, 03:53:25 PM »
I was busy all weekend so I didn't get to play any, but I'm glad to hear they optimized the engine better.  Definitely needed it.  Did they add/change anything else significantly?

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D-Rider

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #83 on: June 11, 2012, 09:45:46 PM »
The biggest change was setting up a tier system for the abilities you use your skill points on.  You can't just pick and choose at will anymore.  Which is probably gonna be a good change, but I really wanted to get a flamethrower for my engineer this time around but couldn't. :P

D-Rider

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #84 on: June 28, 2012, 10:59:41 AM »
Looks like we've got a release date.

Considering how solid the game looked during the last beta, I'm not surprised it's coming so soon.

Solstafir

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #85 on: June 29, 2012, 03:58:03 PM »
I didn't play it the last beta weekend, but played the two before that. And then there's the last one coming up. And only two months until launch! Excellent.

D-Rider

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #86 on: July 20, 2012, 09:55:13 PM »
Friendly reminder that today is the start of the last beta weekend event.  Playable sylvari and asura.  Good times.  You should be playing.

Taelus

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #87 on: July 20, 2012, 11:03:32 PM »
 I can't believe how much they've improved this game since the first beta. I played that one and now this one, and it's just all sorts of fun.
Friends, waffles, work. Or waffles, friends, work. Doesn't matter, but work is third.


D-Rider

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #88 on: July 21, 2012, 01:20:50 AM »
And now my plans are wrecked, because sylvari are interesting.  I thought I'd be norn all the way. :P

Taelus

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Re: Guild Wars 2: Were-Vikings, Technomidgets, and Plant-Based Pedobait
« Reply #89 on: July 21, 2012, 08:41:24 AM »
I made a sylvari. It brought me back to playing a sylvan in Dark Age of Camelot. SOLD.
Friends, waffles, work. Or waffles, friends, work. Doesn't matter, but work is third.