Jump to content

  •  
  • Log In with Google      Sign In   
  • Create Account


Most Liked Content


#102043 Team Legacy Starting A New Chapter

Posted by Orz on 13 October 2012 - 04:09 AM

Dear Guild Wars 2 Community,

Team Legacy is formally announcing our move to the Isle of Janthir server.  Our reasons are simple and we feel it's important to share them so you can understand our decision.

After Guild Wars 2 released, we spent many weeks on Eredon Terrace working to foster a cooperative and fun community.  We had a lot of fantastic help from great players working toward this goal.  However, it has recently become quite apparent that the server community is splitting.  Some members chose to create a hostile environment for our guild and anyone associated with us.  The tarnishing and destruction of everything we had worked so diligently toward caused us to reevaluate our choice of server.  We did this apart from any other guild; our decision did not influence them and their decisions did not influence us.

Team Legacy leadership tried to remedy our unfortunate situation before introducing the idea of a server transfer to the guild.  They also left the ultimate decision up to the guild as a whole through a vote of all active members, recruit through veteran.  With an overwhelming majority, our members chose to leave Eredon Terrace in order to find a server that would welcome our players, value community as we do, have WvW participation with players working toward common goals, and have a place to call home.  It was a complete guild decision and not one handed down by leadership.

Rather than let the negativity affect our enjoyment of a game we love, we are moving on and leaving it behind us.  We will take the lessons we've learned and continue to pursue our goals of providing for our guild, our community, and most of all, our friends.  While we regret to be leaving behind some wonderful players on Eredon Terrace, we sincerely look forward to returning the warm welcome we've received on the Isle of Janthir.  We are here to represent our new server well, to foster a cooperative and fun community, and to proudly stand with those whom share our time and energy on this great game we all love.

We look forward to seeing you in WvW, whether as friends or enemies!

Orz


#87969 [Math] Might, Vulnerability, and Toughness isn't good in sPvP

Posted by Pandara_RA! on 15 June 2012 - 10:59 AM

Let's talk about damage. By damage I mean...

(P + M * 35) * (W/ 1000) * SC / (T + A - (V * 30) ) = Total Damage

P = Your power
w = Your weapon's skill coefficient
M = Might stacks
V = Vulnerability stacks
T = Toughness
A = Target's Armor
W = Weapon power

Thanks reddit for the fixed formula


(Bear in mind this isn't exactly perfect math, it's just something that seems super close to what is there in game after testing hits about a billion times and recording the findings. No one truely knows the real formula as of yet, though in the case of using vuln/might this one works pretty close.)

THIS! whew, now that we got that out of the way, don't worry if you aren't a LvL 40 Math Mage yet because I'll walk this thing out partly.

The weapon coefficant:
Every skill on your bar has a coefficant, you can very quickly get a rough idea what yours is by looking at your damage, then add 100 power from your gear and compare the two numbers, if you want a more in depth look you'll need to dig deeper than just that and test power levels of 100-200-300 etc to find those pesky .153 ratios like on the engi!

Example:
Before adding armor: 400
After: 500

400/500 =.8 meaning for every 100 power you add you'll get 80 damage added to that skill!

Why Might stacking in general tends to be a poor choice for sPvP:
In short the reason why might is bad is because:

  • Very few skills have coefficants above a .3 ratio, with only a few exceptions hitting ~.5 meaning at 10 stacks of might (350 power) only might add 175 raw damage at most to only the strongest skills, for most ranged attackers the coefficants never break .3, or even .2!
  • Might can be hard countered by boon removals
  • In order to might stack for most classes you will need to give up many powerful traits/armor/sigils to get it, it's rarely something "free", besides the cases where you get might without any investment (built into a weapon set you were going to use anyways)
  • Might stacking for many Professions require skill cooldowns or taking stills that offer no utility.
  • Duration of might is on the short side, meaning stacking up to the higher numbers of 20-25 stacks isn't possible w/o min-maxing on runes.
  • Extending might duration is hard to do through runes as the most possible is +60% from runes by using 2 runes from 3 different sets to grab all 3 of the +20% duration extentions
  • Choosing Might on hit/might on weapon swap on sigils is a trap, compare them to the sigil of Air/fire (1,400/1200 damage crits respectivly) 3 stacks of might = 105 power or about 50 extra damage per hit for the next 6-8 hits or 300 damage and about 650 only if all 6 crit.

Why Vuln Stacking is even worse choice for sPvP:

  • Vuln removes only 30 armor per vuln stack vs a lvl 80 target (everyone in sPvP) (-0.3125 * Level + 5 Defense per stack says the wiki) some say it's 30, though even at 30...
  • 1 stack of vuln raises damage by only about 1.5% per stack, but only for the next attack and there after.
  • There isn't really any way to extend vuln duration by too much, meaning Vuln will tend to never be in a high stack amount, but rather around 10-14 stacks though it may touch into the higher stacks 20-25 for a very short duration wit the aid of the "condition duration" runes.
  • This is extremely important because at 25 stacks you increase damage to the target by only 33%
  • at 15 stacks you increase your damage by about 15%
  • 15% of 500 is peanuts at 75 damage
  • 15% of 5,000 (3-8 autos, or a chain of power skills) is still peanuts. (750 damage additional)
  • 15% of 15,000 is 2250. remember this number for later.
  • One air sigil hits 1,500 damage ( about every 5 seconds, compare that to 2,250 damage over 6-8 seconds single target...with somehow dealing 15,000 damage during that time it's not even a close choice, it's ludicrous.
  • Gets removed by condition removal. Which is everywhere and spamable.
  • Doesn't increase condition damage at all. Meaning running vuln extentions through condition duration on runes doesn't synergize.
  • Most Weapon sets that use Vuln have poor coefficants and are ranged.

Why do you keep saying for sPvP?
SPvP isn't a 20vs20 , it's a 3v3 if your lucky and a 4v4 rarely. Where this matters most is vulnerability, as vuln not only effects your damage but everyones elses damage as well, in sPvP you can't expect everyone to be able to focus on your target just for a bonus 15% extra damage, though in world vs world a random zerg will more than likely use it if you threw it on a WvW boss.

Finally why toughness isn't very good.

  • Toughness doesn't have many amulets with stats you want, where zekers amulet or knight do
  • Toughness isn't directly % based like how armor works in many games, it's closer to flat scaling.
  • Vitality has a crazy good 10:1 flat scaling ratio. Making toughness only efficient with really high hp pools. Though currently you can't really get vitality high enough to take advantage of toughness without killing your healing or damage output.
  • Toughness only blocks normal damage.
  • Per 100 toughness will block about 34 damage for every 1,000 applied and only if it isn't from conditions.
  • Per 100 Vitality will absorb 1,000 damage. Striaght up. conditions/damage Vitality don't care.
  • Toughness does get better as you use heals though you can't always heal multiple times in fights
  • In sPvP you have no clue who you are fighting, if it's a full spike/burst or condition team your toughness isn't very effective at all compared to living.
  • Surviving a full burst by having a high pool of hp allows for you to heal at least once, meaning peopel with toughness want high vitality, toughness, and healing, though currently that combo is easy to obtain due to the way the amulets give stats.



#85927 Live stream pc gamer on dev. build server showing new ui, trait/utility syste...

Posted by Bridger on 02 June 2012 - 03:05 PM

Someone on Guru brought up a good point.  We're all assuming that "the best" traits will be the ones gated at 30 points.  That may be true, but it may be something else.  The problem ANet is trying to solve is not "strong traits," but rather "broken combinations" of traits.  If a single trait is too strong it's easy enough to nerf it.  If, however, a specific combination of traits is too strong, it might not be so simple as to just nerf the traits involved.  Often that could make the traits worthless to take individually.

The answer here might be that the traits that get gated to 30 are the ones that are OP when combined with other traits (that they also stick at tier 3).  This allows ANet to avoid nerfing a perfectly good trait (on it's own), but preventing too many of these "strong combining traits" to be taken at the same time.



I'm going to wait until we see it in action (and the finished set of traits) before I freak out about this.


#37284 Links to Everything

Posted by Orz on 14 May 2011 - 02:14 PM

This thread is for awesome programs/websites over the last 3 years I have found to be useful, and free if available! I will keep this updated as members post. Please post anything you would like to see added from anti-virus program to Windows 7 desktop gadgets. Paid items are marked by a *. Names in italics after the link are those who highly recommend the software or page.

If you find a link that is bad, please inform me and I will find a replacement or remove it. Even though these have been personally or known to have been guild tested as safe, it is recommended you scan all downloads with an antivirus program.

Team Legacy Google+ - https://plus.google....001813562/posts
Team Legacy Twitter - https://twitter.com/TeamLegacyNet

Guides
Spoiler

Audio/Video Capturing
Spoiler

Computer Protection
Spoiler

Cool Web Pages and Downloads
Spoiler

Driver/Bug Fixes
Spoiler

Graphics
Spoiler

Home Office Productivity
Spoiler

Informational Topics
Spoiler

Music
Spoiler

Operating System Productivity
Spoiler

Tech/Hardware
Spoiler

Web Browser/Extensions/Add-ons
Spoiler

Voice/Text Chat



#71977 How the Professions Differ - Trait Lines

Posted by Bridger on 20 March 2012 - 05:03 PM

It’s been a few weeks since the trait system has been revealed, and some are suggesting that there are issues with it, so I decided to sit down and do some research.  One of the things that was nagging at me when I read through the traits/attributes article “Play Your Way” was that the fact that not all the trait lines were the same.  Some professions got specific combinations of trait lines that other professions did not.  It was hard to really see how everything fit together while I was staring at a wall of text, so I decided to make a visual examination possible.

First let me start by saying that none of this takes into accounts the weapon properties of the various professions, and only looks at 30/30/10 style trait builds for specialized roles (glass canon, survivable, support, Condition Master, etc.).  For reference on what all of these attributes do, see this page in the wiki.


Posted Image



One of the first things i noticed was that when you break things down this way, there are certain combinations that only ever occur once or twice, and some specific patterns that repeat.  Lets examine them.


Guardian
  • Only profession that has a support attribute (concentration) tied with an offensive attribute (power).
  • Only profession that has a defensive attribute (toughness) tied with an offensive attribute (prowess).
These two facts seem to reinforce the guardians role as a ‘defender’ and ‘support’ character, but also allow him/her to provide damage while fulfilling such roles.  Someone who specs in these two lines will get themselves some advanced capacity to support, survive, and deal considerably more damage.  No matter how you build him, if you want to go “full support” or “full defense” you’ll be getting some points to your offensive power.  A very interesting twist, as other professions do have the option to go full support/defense without touching any offensive stats at all.  This also means it’s pretty impossible to build a full “glass canon” on a guardian.  There are no two lines that grant you only offensive power and condition damage.


Ranger/Elementalist
  • These professions each have a defense attribute (Toughness) and condition damage (malice) attribute.  
  • These professions also share the same first line (Power/Expertise).  
Combined, these two lines give the impression of a survivable damage dealing DoT applying machine.  No other profession can get power + both condition attributes + a defensive attribute in only two lines.  These professions seem suited to build hybrid survival/damage dealers using conditions.


Warrior/Guardian/Necromancer
  • These professions all share the unique penalty of not being able to get precision and prowess in the same trait line.  
  • Warrior and Necromancer each have Offense/Condition (power/expertise) and Offense/Condition (malice/precision) on their first two lines.
This means that unlike every other profession, these three cannot fully maximize their critical damage potential in a single trait line.  In addition, the Warrior/Necromancer can maximize their condition damage, their power, and their critical hit chance in the first two lines.  This is a very offensive combination.  For any other profession to maximize its condition damage, they’d need to pick a line other than power/precision, and thus take the profession specific attribute instead of power or precision.  I expect the most damaging condition based builds to come from the warrior and necromancer for this reason.


General Trends

Most professions can spec fully into two lines and get all defensive (vitality/toughness) and support (concentration/compassion) attributes.  The only two exceptions are ranger/elementalists.  It will be a bit harder for these two professions to pull off a very survivable support build.
There is no way to get all defense or all conditions or all support in the same line.  If you want to choose one of these options you will have to take something else along with it.  This is different from offense, as there are trait lines in 5 of the professions that grant you both critical damage and increased crit chance.  I suspect this is to ensure that overall characters are always stronger in attack than defense, to ensure that eventually one side will win a conflict.  A single trait line that stacked toughness and vitality seems like it might be a bit too powerful.

The goal of the traits seems to be mostly splitting up roles, rather than solidifying them.  You can be a condition tank, or a damaging conditioner; a support tank, or a conditional support, but you cannot be just “one” thing when you build your traits.  You are being forced to choose at the very least two roles, which seems to fit Arenanet’s design philosophy of breaking the holy trinity.  They are forcing people to spec multiple trait lines and each of those lines tends to give you two different things.  In addition, we know that armor with different types of attributes will give you more total points than armor with only one attribute.  This further reinforces the philosophy against min/maxing.

I really see this system being extremely flexible.  I’ve only really examined the viability of 30/30/10 builds in this post, but it seems to me that 30/20/20 and 20/20/20/10 might be viable in certain situations also.  I can’t wait to get my hands on this game and tinker around with it.


#56106 Current Top Picks for "Graphics Cards"

Posted by unff on 09 December 2011 - 03:32 PM

WARNING:  Extremely simplified analogy follows:

Think of processor cores as mathematicians, and RAM as the mathematician's notebook. Your CPU is a collection of master mathematicians with one really big notebook (or two notebooks if you run dual-channel RAM, but that's beyond the scope of this analogy). The master mathematicians are happy to give internal processes and hardware processes a page or two to write on as needed.  Your GPU is a herd of mathematicians that have art fetishes.  VRAM is their notebook.  Sure, they can borrow a page from the CPU, but wouldn't having their own notebook be more efficient? Also, the more mathematicians available, in either pool, the more resources you have at your disposal, making tasks like drawing triangles faster.

So yes, slapping more cores in because they can makes it better, and VRAM is a good thing in any situation.


#44603 GW2 guilds

Posted by Freelancer on 04 July 2011 - 03:26 AM

Let your guild know that in order to be taken seriously, they really need start considering the basics of professionalism.

1. Get your own domain/vps server/hosting provider. That means paying actual money, typically from a job. Not your parents.
2. Learn to use IP spoofers/proxy servers before pretending to be some random stranger, if at all.
3. Don't fail at subliminally advertising your site. It just makes you look bad.

If you wish to advertise in the future, contact me at freelancer@teamlegacy.net . We can then discuss options.


#108739 Team Legacy will be playing as Daggerfall Covenant

Posted by Voison on 28 January 2013 - 09:30 PM

Hey all,

 

If you were present for our last meeting, you know that Team Legacy is looking to choose a faction for The Elder Scrolls Online. We held a vote, and the Daggerfall Covenant is the faction the majority of the guild voted for.

 

We made this decision based on the philosophy of the Daggerfall Covenant, with considerations to where other guilds have announced they will be going. If things change significantly, or if the guild's opinion changes once a plurality of members have playtested the game, we might change our decision.

What does this mean? The Daggerfall Covenant's three main races are the Bretons, the Redguard, and the Orcs. So, Lok'tar ogar, which is orc for deal with it, Alliance scum. : D

We don't yet know if race choice will impact combat, but judging by the dispersion of the races it's a safe bet. So, when considering what role you might choose in ESO, it wouldn't hurt to look at what the races of Daggerfall are like.

 

The Bretons are kind of like 'halflings'. Being half human and half elf, they have a superior magic talent, so they might be the primary scholar race for this faction. They look like fine-featured humans, so in character creation there will be a large spectrum. According to the lore they specialize in trade, but that probably can't have a major impact in-game.

 

The dark-skinned Redguard look to be the "medium armor" class. In Skyrim they had bonuses in archery and one-handed weapons, so if you enjoyed the thief, engineer, or ranger in Guild Wars 2, or similar classes in other games, the Redguard might have favorable stats for that playstyle (assuming there are racial bonuses at all). Their capital is Sentinel, and their lands are the Alik'r Desert, which the dev team has promised will be more interesting than the average MMO desert.

 

Lastly, the Orcs are without a doubt the melee class. Technically, within the universe they are called "Orsimer," and their kingdom was called "Orsinium," but they're really just Orcs. They're green, they were the second tallest race in Skyrim under the High Elves, and they have big tusks, so if you want a unique look, you'll find it in the orcs. Normally the Redguard and Breton would not ally with the orcs, because historically there's been a lot of fighting there, but they're like the Duke of ESO races. You hate them until they're playing for you.

 

The knights of the covenant are called the Lion Guard (sounds familiar) and they protect High King Emeric, who is a merchant leader. The Daggerfall Covenant controls High Rock, Hammerfell, and Orsinium, and its capital is the trading city of Wayrest, which sits in the deepest part of a large bay. This is the part where you sigh in relief that there's no water combat.

 

Overall, the Daggerfall Covenant seems like a solid choice. We'll see if they appeal to us in-game, but for now, get hyped. Zug zug!

 

If you have any questions or concerns, you can contact a council member and they can help you out.




#87371 A summary of Beta Profession Forum [BWE2]

Posted by arob210 on 12 June 2012 - 07:04 AM

This is a light heart recording of what players said about there classes, and what the devs responded to on the Official GW2 forums.

Disclaimer: All of the dev comments made in this write up are not quotes, nor are they concreate proof of change.

Necromancer:

Players said some of the following:
1. Players were generally happy with this class
2. When enemy Mesmer uses moa morph on a minion master necro, all current minions die. No comment made by Anet on this combat function
3. Some skills not viable for the necro.
4. Several Complaints on minions being to easily killed/ AI complaints
5. Some threads on the Necro being op. (Comments most likely made by players who did not play necro as their main.)

Dev comments:
1.Spectral Walk is going to be reworked similar to the Thief Shadow Step ability.
2. Going to rework death shroud underwater.
3. Going to fix glitch involving necro's dodging

Elementalist:

Players said some of the following:
1. Not enough damage
2. Like the healing
3. More people liked the class than hated it. Good Guides on the forum. Good conversation
4. "Ele's have WAY to many skills to unlock"
5. Alot of people think that the cooldown on certain skills are too long

Dev comments:
1. Going to rework the weapon skill acquisition for Ele's (or at least look into a solution).
2. The scepter hurl ability is bugged. They intend to fix this before BWE3
3. If you are running a dagger dagger build, bring a stun breaker.

Warrior (By Starpie!):

Players said some of the following:
1. Players were generally disappointed with this class.
2. Plenty of suggestions about making shields more viable.
3. Discussion of needing more snares or better mobility.
4. Several complaints about the skill Hundred Blades being OP.

Dev comments:
1. Longbow is going to be worked on and will be improved and updated before BWE3.
2. They are going to work on balancing as a whole.

Ranger:

Players said some of the following:
1. The pets are broken.
2. The pets are squishy.
3. The pets do no damage.
4. The pets are bad.
(On a more serious note...)
5. Players did not like the down skills for the ranger
6. Players were overall, not very happy with this class.
7. Players love the greatsword.

Dev comments:
1. Plan to fix the pets, calm down...
2. Plan to rework 1h sword some.
3. Plans to implement three utility skills that involve the pets.

Guardian:

Players said some of the following:
1. Players loved this class. Guardians got a lot of love.
2. Players felt the staff could use some work.
3.Good conversation across the forum, good discussion of builds.

Dev comments:
1. Plan to increase range on scepter to 1200 from 900.
2. They do not have the "Bandwidth" to add weapons to classes at this point in development. (I know this point has little to specifically do with the Guardian, but I liked the comment... and it was in the guardian thread)

Thief:

Disclaimer: Despite the skill cap being a bit higher on the theif than other classes,I love the thief, I will alway play a thief, I did very well with the thief in SPvP, I like steal the way it is.

What the player said:
1. This forum was flamed to hell... most people that posted HATE the thief.....
2. "Do away with initative!!!!!"
3. "Anet you suck!!!!"
4. Player had legitiment complaints about the steal ability
5. "Thieves can't do anything good! Worst class in game!!!"
6."Give us a perma stealth skill!!!! you use to have it in the game! give it back to us!!"

Dev Comments:
1. Planning to limit the amount of things you COULD get from stealing, so the player knows what he or she may get when he or she steals something from a particular enemy.
2. Thieves when reviving do not have any initiative, Anet plans to change this.
3. Plans to fix a couple of trait bugs.

Engineer:
Comments made by the players:
1. Player were in general, not happy with the class
2. Players felt that this class was gimmicky and not viable
3. Player were more....mature about the things they posted.
4. Threads were made for literally, every single kit...
5. Threads were made involving weapon swaping and such.

Dev Comments:
1. Plan to address bug with engineer combo fields
2. Plan to buff the wrench ability, heal turret

Mesmer (by Colto!):

Players comments:
1. Players were generally happy with the class. However, a overall consensus that the shatters need to be changed in some way.
2.Overwhelming response asking for clones to not overwrite phantasms.
3.Off-hand sword and Scepter both being overshadowed by other choices
4.Downed skills found to be wanting in comparison to other classes
5.Clones found to be overly weak especially with the shatter damage being reduced.

Dev comments:
1.The class is rough around the edges, Intend to smooth it out a lot more then the other classes.
2. Illusionary leap fixed to have the swapping part of the skill.


#87228 Thanks TL!

Posted by Epic on 11 June 2012 - 07:17 PM

I just wanted to say thanks to Team Legacy as a whole for making this weekend so enjoyable. I was able to WvW for most of the weekend when I wanted with a bunch of the TL members. Most major guilds wouldn't open up their TeamSpeak like you guys do, so I greatly appreciate it. I never felt like I was ignored or disrespected for any questions or comments while doing the jumping puzzle or just running around in general. Looking forward to playing more with you guys in the upcoming BWE's and hopefully after launch to.


#69237 Guild Wars 2 Motivational Poster Contest

Posted by Aku on 06 March 2012 - 04:48 AM

Posted Image


#100519 Chat Commands

Posted by TheReign on 18 September 2012 - 03:40 AM

I'm happy to say that I figured all of these out on my own (and many aren't on the wiki), except for a few of the emotes and the wiki command.  If you have any more, feel free to let me know and I'll add them.

Note: All of these commands work under the English locale of GW2.  I have not tested them under any of the other three locales, but I would assume that they work there too.

Chat Commands:

Guild Chat

Speak in chat that only your guild can see.

[table]
EnglishSpanishFrenchGerman
[td]/g[/td][td][/td][td]/g[/td][td]/g[/td]
[td]/gu[/td][td][/td][td]/gu[/td][td]/gi[/td]
[td]/guild[/td][td][/td][td]/guilde[/td][td]/gilde[/td]
[/table]
  • /c
Say Chat

Speak in chat that only players around your immediate location can see.

[table]
EnglishSpanishFrenchGerman
[td]/s[/td][td][/td][td][/td][td][/td]
[td]/say[/td][td]/decir[/td][td]/dire[/td][td]/sagen[/td]
[td]/l[/td][td]/l[/td][td]/l[/td][td]/l[/td]
[td]/local[/td][td]/local[/td][td]/local[/td][td]/lokal[/td]
[/table]

Map Chat

Speak in chat that only players on your current map can see.

[table]
EnglishSpanishFrenchGerman
[td]/m[/td][td]/m[/td][td]/ca[/td][td]/k[/td]
[td]/map[/td][td]/mapa[/td][td]/carte[/td][td]/karte[/td]
[td]/y[/td][td][/td][td]/cr[/td][td][/td]
[td]/yell[/td][td]/gritar[/td][td]/crier[/td][td]/schreien[/td]
[/table]

Party Chat

Speak in chat that only players in your current party can see.

[table]
EnglishSpanishFrenchGerman
[td]/p[/td][td]/gr[/td][td]/gr[/td][td]/gr[/td]
[td]/party[/td][td]/grupo[/td][td]/groupe[/td][td]/gruppe[/td]
[/table]

Squad Chat

Speak in chat that only players in your current squad can see.

[table]
EnglishSpanishFrenchGerman
[td][/td][td]/es[/td][td]/es[/td][td][/td]
[td]/squad[/td][td]/escuadra[/td][td]/escouade[/td][td][/td]
[/table]
  • /d
Team Chat

Speak in chat that only players on your team can see (Only works in WvW).

[table]
EnglishSpanishFrenchGerman
[td]/t[/td][td]/eq[/td][td]/eq[/td][td]/t[/td]
[td]/team[/td][td]/equipo[/td][td]/equipe[/td][td]/team[/td]
[/table]

Whisper Chat

Speak in a private chat with only one player.

[table]
EnglishSpanishFrenchGerman
[td]/w[/td][td]/su[/td][td]/ch[/td][td]/f[/td]
[td]/whisper[/td][td]/susurrar[/td][td]/chuchoter[/td][td][/td]
[td][/td][td][/td][td][/td][td]/b[/td]
[td]/tell[/td][td][/td][td][/td][td]/berichten[/td]
[/table]

Command Structure: /whisper <player> <message>

Reply to Last Whisper

If someone sends you a whisper, you can reply to them easily by typing one of these commands.

[table]
EnglishSpanishFrenchGerman
[td]/r[/td][td]/r[/td][td]/r[/td][td]/a[/td]
[td]/reply[/td][td]/responder[/td][td]/repondre[/td][td]/antworten[/td]
[td][/td][td]/contestar[/td][td][/td][td][/td]
[/table]

Emotes

You can use these commands to create your own emote.
  • /e
  • /em
  • /me
  • /emote
Command Structure: /emote <message>
Output: <character name> <message>

Hints Window

Use these commands to bring up the hints window.
  • /help
  • /?
Command Structure: /help <phrase> or /? <phrase>

Note: Typing a word or phrase after /help will search for it within the help dialog.

Support Window

Brings up the support window.
  • /support
  • /bug
Join an Existing Pary

You can join an existing party.

[table]
EnglishSpanishFrenchGerman
[td]/join[/td][td]/unirse[/td][td][/td][td]/beitreten[/td]
[/table]

Command Structure: /join <player>

Note: If the party is full, an error will be shown.
Note: If the target player is not in a party, then nothing happens.

Invite a Person to Your Party

[table]
EnglishSpanishFrenchGerman
[td]/invite[/td][td]/invitar[/td][td]/inviter[/td][td]/einladen[/td]
[/table]

Command Structure: /invite <player>

Kick a Person from Your Party
  • /kick
Command Structure: /kick <player>

Note: This doesn't appear to work when inside of WvW and the player is offline.

Leave a Party
  • /leave
Invite a Person to Your Guild
  • /ginvite
Join a Squad
  • /squadjoin
Command Structure: /squadjoin <commander> or /squadjoin <player>

Note: You can only join the squad of a person with a commander icon.
Note: If you insert a player after the command, if that player is in a squad, you join that player's squad leader's squad.

Leave a Squad
  • /squadleave
Squad Info
  • /squadinfo
Friend a player
  • /friend
Command Structure: /friend <player>

Unfriend a Player
  • /unfriend
Command Structure: /unfriend <player>

Block a Player
  • /block
  • /ignore
Command Structure: /block <player>

Unblock a Player
  • /unblock
  • /unignore
Command Structure: /unblock <player>

Looking For Group

Enter or leave the looking for group status.
  • /lfg
Age

Find out how long you have played.

[table]
EnglishSpanishFrenchGerman
[td]/age[/td][td]/edad[/td][td]/age[/td][td]/alter[/td]
[/table]

Deaths

Find out how many times you have died.

[table]
EnglishSpanishFrenchGerman
[td]/deaths[/td][td]/muertes[/td][td][/td][td][/td]
[/table]

Wiki

Search the Guild Wars 2 official wiki.
  • /wiki
Command Structure: /wiki <article>

Note: Opens in your default browser.

Emotes

[table]
EnglishSpanishFrenchGerman
[td]/beckon[/td][td]/llamar[/td][td][/td][td][/td]
[td]/bow[/td][td][/td][td][/td][td][/td]
[td]/cheer[/td][td]/animar[/td][td][/td][td]/jubeln[/td]
[td]/cower[/td][td][/td][td][/td][td]/ducken[/td]
[td]/cry[/td][td][/td][td][/td][td][/td]
[td]/dance[/td][td][/td][td][/td][td][/td]
[td]/kneel[/td][td][/td][td][/td][td][/td]
[td]/laugh[/td][td][/td][td][/td][td][/td]
[td]/no[/td][td][/td][td]/non[/td][td]/nein[/td]
[td]/point[/td][td][/td][td][/td][td][/td]
[td]/ponder[/td][td][/td][td][/td][td][/td]
[td]/salute[/td][td][/td][td]/salut[/td][td][/td]
[td]/shrug[/td][td][/td][td][/td][td][/td]
[td]/sit[/td][td][/td][td][/td][td][/td]
[td]/sleep[/td][td][/td][td][/td][td][/td]
[td]/surprised[/td][td][/td][td][/td][td][/td]
[td]/threaten[/td][td][/td][td][/td][td][/td]
[td]/wave[/td][td][/td][td][/td][td]/winken[/td]
[td]/yes[/td][td][/td][td]/oui[/td][td][/td]
[/table]

Unknown Commands
  • /roar
  • /jump
  • /pout
  • /scare
  • /boo
  • /guitar
  • /violin
  • /sigh
  • /pickme
  • /head
  • /highfive
  • /reverencia (Google Translate of bow -> Spanish)
  • /applaudir (Google Translate of cheer -> French)
Note: These are accepted commands, but I'm not seeing what they do.


#88220 History of TeamLegacy runs much further than you think

Posted by Amoner on 16 June 2012 - 05:35 PM

I don't think a lot of new members appreciate the legacy of the Team Legacy, but during my research work on Reddit I stumbled upon a rare relic from the past of our guild...

I present to you one of our earlier founding fathers...

Posted Image


#74091 Hearts vs. Dynamic Events

Posted by Fatalis on 31 March 2012 - 06:36 PM

Hey guys, I made a video detailing the differences between Hearts and Events in GW2.



I know many people here are just in it for the PvP, but this is for the people who are interested in PvE, and for people who are just confused on the topic in general.

Enjoy.


#69917 Guild Wars 2 Motivational Poster Contest

Posted by Kaden on 09 March 2012 - 08:27 PM

Posted Image


#60654 I wish all Traffic cops were like this.

Posted by Freelancer on 24 January 2012 - 01:17 PM




#89694 Release Date Guessing Game

Posted by Orz on 28 June 2012 - 06:44 PM

I would have never guessed my birthday, but I just got my present early.


#110708 BETA Information (3/1/13)

Posted by Arctix on 01 March 2013 - 08:23 PM

378ea159451379dfbd4a483d342a3be3.jpg

 

 

The Elder Scrolls Online beta is approaching, and we have more details for you about the program, how it works, and when it starts. Read on for new beta information.
 
Our first invites are going out this month. We know many of you have questions about the program, so we’ve put together this article to give you some answers and help prepare you to beta test ESO. Thank you for all your enthusiasm about testing, and we look forward to seeing you in the game.

 

 

 

When does testing start?

 

We held our first small friends-and-family test on February 28th.  Invitations to the general public for the first round of beta events will be sent around the end of March. We’ll post notifications on our website and social media channels whenever we send a batch of invitations. When we do, check the  e-mail address you used to register for the beta. If you’ve been selected, you’ll receive an invitation with instructions.

 

What is a beta event?

 

In the beginning of the beta program, invitations will be for scheduled play sessions. This means that the game will only be available for play during specific times (provided in the invitation). Every beta event will have a clear focus; our developers will be looking for feedback on specific areas, features, or other gameplay elements.

 

How long are beta events and when are they held?

 

At first, beta events will generally be held on the weekends, and each test will have limited windows of access to the game. You’ll receive your invitation in advance so you can make time to participate. While there will only be a few events per month early on, they will be held more frequently as we approach launch. As we progress through testing, we’ll also begin scheduling longer tests that allow testers to provide more detailed feedback on topics like progression.

 

How many testers will be invited?

 

We’re starting with smaller groups of focused testers during March and April. However, as we approach launch, beta events will get bigger. Our AvA tests will likely require thousands of participants, and stress tests will be even larger!

 

How do you choose testers?

 

We’ll select testers based on different criteria for each beta event depending on our needs for that test. For instance, we may invite players who indicated a preference for a certain type of content (PvE, PvP, crafting) or who reside in a certain territory for particular events, and for others, computer specs may play an important role. We’re not only looking for one type of tester or only for testers with top-of-the-line PCs; a broad range will be selected.

 

What happens if I’m selected?

 

If you’re invited to test, you’ll receive an e-mail at the address you registered with for the beta. The invitation will include a download link for the game client. You should expect a download size of around 20GB, so it’s best to start downloading as soon as you receive your invitation.

 

Can I be invited to multiple beta events?

 

Yes, it’s possible to be selected for multiple beta events. However, an invitation to one beta event does not guarantee that you’ll be invited to additional events. When you receive an invitation, it will be for a specific beta event.

 

What kind of feedback will I be asked for?

 

Your invitation will contain information about the focus of the test you’ve been invited to, so make sure to read it! You’ll be asked to complete surveys and submit feedback and bugs in-game as you play, and you may be asked to participate in additional surveys once the in-game portion of the test has concluded. The beta forums will also be available for feedback and discussion. 

 

How do I avoid beta scams?

 

As we ramp up for beta events, it’s likely you’ll see more attempts by scammers to trick you into sharing your personal information with them. We’ve seen many video, e-mail, and website scams pretending to offer access to The Elder Scrolls Online beta. Here are a few tips to help you protect yourself from scammers:

  • Always check elderscrollsonline.com for official announcements. We will make official updates when we send invitations.
  • Don’t click on links you aren’t sure about, whether they’re on a website or in an e-mail. Copy or type the URL in the address bar in your browser to be safe.

If you have any questions about an e-mail you've received or a site you think could be questionable, contact our Support Team and they’ll be happy to help.

http://www.elderscro...stions-answered (Official post by Zenimax)

 

------------

 

ESO Facebook: http://www.facebook....erScrollsOnline

ESO Twitter: https://twitter.com/TESOnline

ESO official website: http://www.elderscrollsonline.com/en/




#73923 Guild Wars 2 Sketch -Updated 03/30

Posted by Dracut on 30 March 2012 - 07:08 PM

Hey guys,

Here is a Friday GW2 toon for you.

Hope you chuckle a bit.


Posted Image



Looking to upgrade your pc for GW2? Check out Team Legacy's "Best Picks"
While we do a ton of research, your always welcome to debate with us at the PC Discussion Forum.