*Tip's 'theme': Jack Johnson - Upside Down. I like quite a few of the First: Aife! Malomedies ;_; Niamh!
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http://www.guildwars2guru.com/forum/fiery-greatsword-needs-some-buff-t21029.html - Aug 26, 2011
Helliion - The Fiery Greatsword needs some buff
http://www.youtube.com/watch?v=VwO354PQWXk shows an Elementalist using the elite: Fiery Greatsword but the elite doesn't seem to be useful. The opponent Elementalist chose tornado which easily overpowers the Fiery Greatsword. It seem like the Elementalist was doing better without the Greatsword.
I think that this Elite skill (Fiery Greatsword) needs some love. Right now the Greatsword seems like another set of weapon skill that is on par with the rest of the weapons, but it is an Elite spell so it should be stronger than other weapon.
When Tornado is used the elementalist has increase survivability and control (deflecting projectiles and knocking back enemies in range) but the trade off is that the elementalist lose their ability to do good damage while in the tornado form. (i hope)
When the Elementalist use Fiery Greatsword his survivability decrease (due to him fighting in meele range) in other words making him a naked warrior because he is light armor class. The damage done by the Fiery Greatsword doesn't make much difference than when he was using a staff. Also the summoning and the picking up time of the sword is very slow.
The damage of the Fiery Greatsword needs to be Higher or the Recharge time and Prep time needs to be lower in order to make this elite useful IMO.
What you guys think?
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Brian
Sylvari Specialist
I think that the Fiery Greatsword should be shown in the hands of someone who was not a complete noob. Also Tornado is a hard counter to melee and the melee range.
Seriously.
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prince of thorns
Quote: Originally Posted by Helliion
What you guys think?
I think it's too early to declare whether or not an elite skill needs to be buffed based on a handful of video wherein the skill is being demonstrated by someone who is probably playing the game for the first time. Besides, the flaming greatsword (my first time seeing it, that's beyond badass) shouldn't be able to easily defeat an elite meant to disrupt close-range or melee combatants.
As is, it's an additional weapon set for a class that only has access to four in combat and has a very damaging meteor AOE that seems to last right up until it's available again.
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prince of thorns
Fahrar Cub
Quote: Originally Posted by Gyr
I had never seen elemental weapons summoned before, but the Fiery Greatsword being summoned is AWESOME. Is the initial summon like an AOE nuke? If so that's even more AWESOME.
Seriously, it's a flaming sword falling from the sky like a meteor
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Gaiawolf
Sylvari Specialist
You are all looking at the wrong part of the vid!
For one, that charr was a pretty bad player. She spent half the time spamming Windborne Speed whenever it recharged and then still hobbled along only taking a few steps here and there wasting the skill - let alone saving it for when you need to retreat, evade attacks, or chase someone down - by spamming Water Blaster no less! Yeah, that will stop a runner. When it came to the greatsword I think she swung it 1-2 times and spent the rest of the time turning her back to the tornado.
Two, it's a mismatch. Not all elites are going to be great at countering each other. Tornado due to its KB is really good against melee. I have a feeling the FG will be better when brawlers like warrios, guardians, and many mobs try to rush you (in fact it is... read below ).
Now I realize we are all noobs here and we cannot expect great play, this player just wasn't thinking and we should not judge a skill based on such play.
Now to the main point: Forget the charr's use of FG. Go to 9:01 into the vid and look at the human teammate using FG the way it should be used! She saved that charr's ass and fought off a warrior until it ran out.
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Zezan
Pale Tree Seedling
Quote: Originally Posted by Skyy High
The Fiery Greatsword comes with a number of skills. One of those was Firestorm.
The answer is clear. They must give the skillset....
Hamstring.
I'm not even kidding, I want Hamstring on this elite. Replace Fiery Whirl or Fiery Rush with it, call it Fiery Hamstring if you must, give it the secondary effect of a charge or a flamewall if so desired, whatever. Just put Hamstring on this set.
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alright i saw this and i had to make an account and reply. Fiery Whirl slows targets hit by it. Fiery Rush stops them from running for like 1 second.
Firestorm is this elite's show stopping move. large aoe, centered on yourself. doing roughly 800-900 damage a second to everyone around you for 4 or 5 seconds. The first skill is a channel move that moves you forward and swings repeatedly really fast, does great amounts of damage.
Frankly this skill is insanely usefull considering the mobility options of it, and the sheer damage potential.
The downside? if someone notices you carrying a gaint great sword that looks like you punched a balrog in the face and ninja'd its weapon. They will try to cc you until the time runs out.. if they dont notice, the flaming lava object that looks as if someone is compensating for something. they die.
Personal opinion: I loved using it when a warrior was charging me thinking me squishy and i go flame on.... actually killed him one time before he had a chance to get his heal off.
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Guild Wars 2 - Underwater combat!
Welcome to my stream of consciousness ramblings! I’m heading back to the ArenaNet offices for another day of I-cannot-believe-this-is-really-happening, but for now it’s time to relive yesterday and share everything I found and enjoyed. It was incredibly hard to keep a lid on things until the designated time! I’ll jump first and foremost into what I know you guys want to hear about: Underwater combat! I’ve experienced underwater combat in two MMOs before now, and they were both fine. Dungeons and Dragons Online fits the mechanic into the lore by allowing it in a certain quest set, in which an amphibious race grants you a bubble of sort to fight in. It’s essentially regular combat slowed down and with an ability to breathe underwater. RIFT has underwater combat that I thought was fairly impressive. If you’re not familiar, it’s regular ground combat with a third plane involved. I always found the sound effect impressive, since it sounded like you were underwater. Then I jumped into underwater combat in Guild Wars 2. I wish someone had captured the expression I felt on my face when I realized that as soon as I was underwater all my skills changed. What?! As an elementalist, I gained four underwater skills:
Magma Orb: Shoot a blob of molten rock that explodes after a delay
Boil: Boil the water around your foe
Steam: Superheat the water around your foe, blinding and burning them
Lava Chains: Cripple multiple foes with lava chains
As awesome as these skills - and the entire concept of having underwater skills - was, I had a more pressing concern. All this time I’ve been dying to know one thing: How do you breathe?! Is it a breath-holding thing? Magic? Giant bubble around your head? Clever asura technology? As it happened, my last guess was the closest. As soon as you’re fully submerged, a small breathing apparatus appears over your character’s face and you can stay under indefinitely. That’s it. No muss, no fuss, no “find this potion, drink it, and you have ten minutes.” It’s remarkably simple and clean, and the breathing apparatus is - dare I say it? Sorta cute. It might be that my human ele had the typical loveliness of a Guild Wars/Guild Wars 2 character, but I found myself charmed at the image of the top half of her little face peeking over the mask.
The method of transitioning, so to speak, is interesting. When you’re on land you have your normal skills and when you are fully underwater you have your water skills, but when you’re “in-between” or swimming with your head above water, you have no skills. It’s got to be one or the other. I noticed something else when popping up and down on the surface of the water to confirm this: when you surface, the water splashes the camera, leaving drops on your screen that slide away after a moment. I loved it ; it’s those little details that are part of the greater whole that makes me so enamored of this game and its predecessor.
Once I’d gotten a good look at everything, I was ready to start exploring and fighting. It’s obvious that the ANet team has been enjoying creating this new world, because it was stunning. I honestly could not decide what to look at first, and I got really irritated with the local wildlife attacking me. “Argh, shark! Knock it OFF!” I had no interest in killing at the moment, I wanted to explore! (Kudos to my team for being so incredibly patient with me. I was so interested in admiring the environment and screenshotting every tiny thing that I was a completely useless team member. It was embarrassing.) There were shipwrecks to see, little rock overhangs to explore, plants to look at, but things wouldn’t stop trying to eat me.
I managed to get some exploring in, and as I was doing so saw something in the distance and went to investigate. Quaggan! A … herd? school? A murder of quaggan? I’m not sure what a bunch of them were called, but there they were, gathered around a sunken statue of Melaggan - the Melaggan chapel. I was thrilled and swam all around them, snapping images and greeting each one. (One of them said “Nice shell.” The greeting dialogue in this game is hilarious. Later on, a random norn kid told me I smelled funny, and then gave me finger guns.) Terribly cute little guys, but then some pirates had to come in and bust up the party. I noticed a disturbance out of the corner of my eye and turned in time to see a quaggan Pastkeeper say “Please! Please stop hurting quaggan!” Of course my heart melted for the poor little guy and I swam to the rescue. I realized after that I never saw any of them hulk out, so I’m curious as to what it takes for that to happen.
The group goal was to take on some pirates in a nearby event, and since I was holding the entire group up with my insistence on exploring, I left the quaggan to their worship and took off to join my teammates. The goal was essentially to invade a pirate camp and destroy it, so off we went. Frankly, the less said about this the better. There aren’t many screenshots of this since most of my gameplay was spent yelling ouch and learning in great detail about the downed state. And the defeated state. And why it’s a very bad idea to stand inside a red circle. This was my first experience in higher-level group gameplay for Guild Wars 2 and … well, I was pretty terrible. Once I got a feel for it things improved, but there’s a definite time period where you have to learn the rhythm of battle the hard way. I think my teammates had a similarly painful experience, but to be honest I was too busy being slaughtered to notice for sure. For the record, the elementalist downed skills are:
Grasping Earth: Summon hands that erupt from the ground and immobilize your foe
Discharge Lightning: Blast your foe with lightning
Vapor Form: Assume a mobile, vaporous form
Help me!: Call for help from allies. Makes you invulnerable for a short while
The experience was fantastic, and there was so much to take in that I’m sure I missed some things and have plenty more to discover. For now, though, it’s time to move on to a post about the dungeon! I leave you with an underwater screenshot gallery courtesy of myself and ArenaNet. It’s fairly obvious, I’m sure, but just to be clear: the ones with tons of UI, random scenery, and a redheaded elementalist photobombing every shot are taken by me. The beautifully composed scenes of aquatic wildlife and exciting battle are courtesy of ArenaNet. Enjoy them, then come along and read about the Catacombs!
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Video: City of Lion’s Arch
BY REE SOESBEE MAY 11TH, 2011
The most diverse and cosmopolitan city in Tyria, Lion’s Arch is a melting pot where all the races gather and trade. Lion’s Arch owes no allegiance to any race or nation, but stands on its own - and it does so by virtue of its active navy, its financial strength, and the intelligence and cunning of its leaders.
Lion’s Arch went through multiple changes over the years since its days as the capital of Kryta in the original Guild Wars to its current incarnation as a free city in Guild Wars 2. First destroyed by the rise of the Elder Dragon Zhaitan, the ruins of Lion’s Arch were utilized as a safe harbor by ships looking to escape the horrors of the sea. The wreckage of old Lion’s Arch was slowly turned into a refuge for pirates, smugglers, and other independent vessels. Shantytowns were created, and as the waters slowly receded over the course of decades, a settlement formed that owed no allegiance to Kryta. This settlement was unified by a human named Cobiah Marriner, who fought against the scourge of Orr alongside charr, asura, norn, and any other race that would lend their vessels to the cause. Out of that staunch and allied front, the city of Lion’s Arch was reborn.
For generations, the people of Lion’s Arch have been on the front line of the war with Zhaitan, the dragon of Orr. Their city was destroyed, only to be rebuilt in defiance of the dragon’s power. The elite Lionguard have built a fortress on Claw Island, a small body of land in the harbor, in order to defend against Zhaitan’s attacks. No ship sails from their docks without a wary eye south toward the dark waters of the undead. They live each day with the knowledge that they are a bastion against the destruction that the Dragon would bring - regardless of whether or not the other nations of the world recognize, or care about, their ongoing struggle.
Lion’s Arch is run by the Captain’s Council, a committee of wealthy merchants and sea captains. Those who wish to take an active hand in the city’s governance must prove themselves regardless of their race and heritage. They must be respected as a noted ship commander, and they must have contributed to the city’s growth or health. If they are seen as a leader in the city, then they may purchase one of the seats on the Captain’s Council - when one becomes available. This system of political governance leads to a great deal of one-upmanship among the local captains and on the council itself.
Lion’s Arch is a unique location with very distinctive nautical architecture. Rather than tie the city’s architecture to any race - or to the original city’s structures - we wanted to give Lion’s Arch its own appearance in order to show that it is an independent state. Like other cities in the game, Lion’s Arch will have areas for festivals and holiday celebrations. Further, every service in the game will be available in Lion’s Arch; all trainers, storage access, merchants, crafters.
In a story sense, Lion’s Arch is extremely important. One of the main themes of Guild Wars 2 is bringing together disparate, even opposed groups in order to fight a greater enemy: the Elder Dragons. Alone, no race will survive their awakening. Only together can the races of Tyria survive. Nowhere in Tyria is that belief more strongly held than the city of Lion’s Arch.
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http://www.archeage.com/en/contents/gameinfos/ability/11((I just thought the ability system sounded interesting, but easy to understand, so....))
"Dark Sorcerer": Magic/Conjury/Will
Magic represents Aranzeb, the mage who hides rage and sorrow behind his calm face, and has tried to confront an enormous fate. You can use powerful and traditional magic spells such as flare, meteor, and shield. You will have very balanced skills.
Conjury symbolizes Dahuta, goddess of the sea and change. Dahuta grants your wishes, but the truth lies beyond, just like a sweet dream. Instead of giving direct magic damage to enemies, you can disturb or block their attack with weakening skills such as fear, sleep, float, and tie. You can also summon evil spirits.
Will symbolizes Sal, god of portal and sealing. Sal creates portals which open and close up so firmly that even legends cannot exist. He controls vitality on his own free will. You can use vitality to give powerful magic damage to surrounding enemies or protect mates from magic damage. You can also seal the opponent’s skills or create portals to teleport.
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"Elementalist": Conjury/Magic/Artistry
Conjury symbolizes Dahuta, goddess of the sea and change. Dahuta grants your wishes, but the truth lies beyond, just like a sweet dream. Instead of giving direct magic damage to enemies, you can disturb or block their attack with weakening skills such as fear, sleep, float, and tie. You can also summon evil spirits.
Magic represents Aranzeb, the mage who hides rage and sorrow behind his calm face, and has tried to confront an enormous fate. You can use powerful and traditional magic spells such as flare, meteor, and shield. You will have very balanced skills.
Artistry symbolizes Lucius, the wanderer who has greatest wisdom, but always hides it in his jokes.
You can support your mates by singing and playing instruments. You will be needed in combats to increase moving and recovering speeds.
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"Adventurer": Wild/Magic/Artistry (A version of Tipper?)
Wild represents Tahyan, the warrior of the meadow who tried to defend the alliance with honesty.
You can chase and kill your target through range attacks. You can also tame wild beasts.
Magic represents Aranzeb, the mage who hides rage and sorrow behind his calm face, and has tried to confront an enormous fate. You can use powerful and traditional magic spells such as flare, meteor, and shield. You will have very balanced skills.
Artistry symbolizes Lucius, the wanderer who has greatest wisdom, but always hides it in his jokes.
You can support your mates by singing and playing instruments. You will be needed in combats to increase moving and recovering speeds.
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"Dark Ascetic": Conjury/Magic/Calling (A version of Paren?)
Conjury symbolizes Dahuta, goddess of the sea and change. Dahuta grants your wishes, but the truth lies beyond, just like a sweet dream. Instead of giving direct magic damage to enemies, you can disturb or block their attack with weakening skills such as fear, sleep, float, and tie. You can also summon evil spirits.
Magic represents Aranzeb, the mage who hides rage and sorrow behind his calm face, and has tried to confront an enormous fate. You can use powerful and traditional magic spells such as flare, meteor, and shield. You will have very balanced skills.
Calling represents the assassin who gave up life for one single vocation, and symbolizes Melisara, who tried to kill god. You can quietly approach enemies and give them fatal damage through raid assassination. You can also dash in a breath and attack enemies at long distance. The skills will be very effective in player versus player combats.
Vahsyl Asuran Acolyte -Quote: Originally Posted by CharrGirl Hm after reading it, i cant say i quite understood what the college of synergetic is about...maybe because im not a native english speaker but, it was rather clear about what statics and dynamics were about. So those in synergetic are more philosophical and like to study things more then invent? Is that what it's about or?- Synergetics is more... well not sure what your native language is, so I suggest using google translate and typing in "theory" or "theoretical." It's more when someone believes something but they don't actually have something physical to hold up and say "look, see, proof!" Basically if you were a Statics 'graduate,' your belief system would be based more in precise calculations and making things that are solid. Dynamics are more the 'lets throw everything together and see what happens' and they are probably where the really innovative designs and gadgets get invented, though probably it happens more often than not by accident. Synergetics are more theory based, but it doesn't mean they don't invent. A Synergetic of note, for example, was Snaff I believe. Many of Snaff's inventions focused around the concept of using one's mind to control devices, rather than having them automated. He pioneered many inventions due to his theories that he sought to prove through experimentation and invention. He still however kept most of his work to himself, and didn't seem like an extraordinary social person within Asura society... pretty much only talking to his one apprentice at a time, it seemed. That's another Synergetic 'trait' it seems that sometimes is seen. Although this could also be a result of his jaded encounter with his former apprentice, the current leader of the Inquest. That's how I understand the schools so far anyway. All of them sound unique and fun to be honest, and I could find a way for all of the classes to fit any one of the schools.
http://www.archeage.com/en/contents/gameinfos/ability/11 Combat: Combat symbolizes Kyrios, god of destruction. Kyrios concedes victory to those who have faith in him, but is cruel and destructive to enemies. You can use destructive attack skills in a rage to various surrounding enemies at the same time and your attack speed can be temporarily increased to a great extent through haste. Fortification: Fortification symbolizes Shatigon, god of wealth. Shatigon has the power to bring wealth and creates impregnable fortresses, so strong that even you can get locked up. You can use skills to increase your health and defense or to temporarily become invincible, and sometimes protect your mates by switching the surrounding enemy’s aggro to yourself. Will: Will symbolizes Sal, god of portal and sealing. Sal creates portals which open and close up so firmly that even legends cannot exist. He controls vitality on his own free will. You can use vitality to give powerful magic damage to surrounding enemies or protect mates from magic damage. You can also seal the opponent’s skills or create portals to teleport. Artistry: Artistry symbolizes Lucius, the wanderer who has greatest wisdom, but always hides it in his jokes. You can support your mates by singing and playing instruments. You will be needed in combats to increase moving and recovering speeds. Devotion: Devotion represents the bystander who controls the eon of time and symbolizes Kyprosa, gatekeeper of the dreamworld. You can resurrect your surrounding mates or allies, and restore their health by healing. You have the ability to increase the viability of your mates through healing and resurrection. Conjury: Conjury symbolizes Dahuta, goddess of the sea and change. Dahuta grants your wishes, but the truth lies beyond, just like a sweet dream. Instead of giving direct magic damage to enemies, you can disturb or block their attack with weakening skills such as fear, sleep, float, and tie. You can also summon evil spirits. Death: Death symbolizes Nui, goddess of death. Nui governs the underworld and through her hands helps everyone can rest in peace. You can use the power of the dead to give powerful magic damage to enemies and make them tremble for fear. You can also freely go to death and come back to life by making your soul leave and come back to the body. Magic: Magic represents Aranzeb, the mage who hides rage and sorrow behind his calm face, and has tried to confront an enormous fate. You can use powerful and traditional magic spells such as flare, meteor, and shield. You will have very balanced skills. Wild: Wild represents Tahyan, the warrior of the meadow who tried to defend the alliance with honesty. You can chase and kill your target through range attacks. You can also tame wild beasts. Calling (Assassination): Calling represents the assassin who gave up life for one single vocation, and symbolizes Melisara, who tried to kill god. You can quietly approach enemies and give them fatal damage through raid assassination. You can also dash in a breath and attack enemies at long distance. The skills will be very effective in player versus player combats.