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Old Apr 25, 2008, 01:06 AM // 01:06   #1
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Default Game Update April 24, 2008.

The latest Update for April 24,2008

Quote:
Update #2 - Thursday, April 24, 2008
[edit] Bug Fixes

* Fixed a bug that prevented players from gaining access to the original Guild Wars end run (following the Hell’s Precipice mission).
* Fixed a bug that prevented the Priest of Balthazar from working correctly with PvP characters.

[edit] Bug

* Purchased Gold weapons from the collector introduced in this update,do not mod properly, for example: shield handles will not attach to Gold Deldrimor Shields.

[edit] Update - Thursday, April 24, 2008
[edit] Guild Wars Third Anniversary Celebration

* Made preparations for the Guild Wars Third Anniversary event.
* New end-game area: Players who complete Hell's Precipice (the final mission of the first campaign) will receive a Deldrimor Talisman. This trophy can be exchanged for one of the new Deldrimor weapons. The end-game area is permanent and will remain in place after the anniversary event finishes.
* Beginning at Noon Pacific (-7 GMT) on Friday, April 25, 2008, players will be able to access the Rollerbeetle Racing and Dragon Arena outposts by speaking with special event NPCs located in the Great Temple of Balthazar, Lion's Arch, Kamadan, and Shing Jea Monastery.
* Beginning at Noon Pacific (-7 GMT) on Friday, April 25, 2008, players will be able to access the Boardwalk in Shing Jea Monastery.
* The event will conclude and all special event NPCs will leave at Noon Pacific (-7 GMT) on Tuesday, April 29, 2008.
* For more information, see the Guild Wars Third Anniversary event page.

[edit] Skill Update
[edit] Necromancer

Dark Pact Dark Pact: reverted back to 10..48 damage.
[edit] Bug Fixes

* Fixed a bug that could cause Heroes to occasionally ignore placed flags.
* Improved Hero/Henchmen responses to effects that cause skills to fail, such as Spell Breaker. If the target is immune to a skill, Heroes will now stop activating that skill after a small number of failures.
* Improved Hero AI for the Monk skill Pacifism; Heroes will no longer use the skill on spellcasters unless specifically ordered to.
* Fixed a bug that caused the Monk skill Spirit Bond to heal an incorrect number of times when recast on a target already enchanted with Spirit Bond.
* Fixed a bug that prevented some players from unlocking the Hero Battles outpost.
* Fixed a bug that allowed characters to equip skills from multiple secondary professions.
* Fixed Monk Obsidian Armor to make it appear correctly from the back.
* Fixed a bug that caused multiple copies of the Ram effect (in Rollerbeetle Racing) to interact incorrectly. This skill now cannot be reused until its initial effects wear off.
* Fixed a bug that caused the Paragon primary attribute Leadership to not give Energy to characters when the skills "The Power Is Yours!" and "Never Give Up!" were used.

[edit] Miscellaneous

* Updated the selection of Wayward Wands and Straw Effigies at the end of the Factions campaign to include attributes that could not be found on rods and focus items when that campaign was released.
* Updated the selection of Staves of the Forgotten and Golden Boar Scepters at the end of the Nightfall campaign to include Energy Storage versions.
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Old Apr 25, 2008, 01:20 AM // 01:20   #2
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Great they nerfed "Dark Pact" and I was having so much fun with it at 70 damage which is what it should be considering you have to take a penalty to hit points anyways to use it. Izzy just doesn't like necros he's done everything he can short of just deleting them from the game to delete them from gvg. You really should resign izzy you're too biased toward the holy trinity and rangers.
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Old Apr 25, 2008, 01:31 AM // 01:31   #3
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Quote:
Originally Posted by Master Knightfall
Izzy just doesn't like necros he's done everything he can short of just deleting them from the game to delete them from gvg.
Um, go home.

I'm still pretty happy with this update.
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Old Apr 25, 2008, 01:36 AM // 01:36   #4
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Um, you go home where was it you said it was? Hells Principe? <grin>
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Old Apr 25, 2008, 01:38 AM // 01:38   #5
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Originally Posted by Master Knightfall
Um, you go home where was it you said it was? Hells Principe? <grin>
Huh? Don't get it.

Anyways what monk obby armor bug did they fix? I never noticed a problem before.
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Old Apr 25, 2008, 01:47 AM // 01:47   #6
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Originally Posted by Master Knightfall
Um, you go home where was it you said it was? Hells Principe? <grin>
Coherent insults ftw. Unintelligible idiocy ftl.

If you think Necros are Izzy's least favorite, you must've been around since, what, today? Check out the last temporary update on Rits. Check out any other update for... most anything. Nerfing a single non-elite skill is hardly breaking a profession.

/endofftopic
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Old Apr 25, 2008, 01:47 AM // 01:47   #7
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Deldrimor Weapons? Are these going to be different from Droknar Weapons?

I am not sure if I should expect little or have high hopes...?
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Old Apr 25, 2008, 01:48 AM // 01:48   #8
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* Fixed a bug that allowed characters to equip skills from multiple secondary professions.
um what?
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Old Apr 25, 2008, 01:49 AM // 01:49   #9
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Originally Posted by FelixCarter
Deldrimor Weapons? Are these going to be different from Droknar Weapons?

I am not sure if I should expect little or have high hopes...?
They're out check it http://www.guildwarsguru.com/forum/s...php?t=10282440
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Old Apr 25, 2008, 02:08 AM // 02:08   #10
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Originally Posted by xshadowwolfx
oic...

But I'm guessing same end game mods as Factions, Nightfall, and GW:EN?

Not complaining if that is the case, though. People have been asking for this for a while. More proof that ANet does keep an ear open.
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Old Apr 25, 2008, 02:34 AM // 02:34   #11
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does this mean that they have fixed the wayward wand for the mesmers (the one that requires illusion magic and does half casting for inspiration??) and that there is a fast casting one now????
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Old Apr 25, 2008, 02:52 AM // 02:52   #12
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Originally Posted by Lykan
um what?
I remember a while ago, there was a picture of a Nightfall Ranger gallivanting around with 4+ professions' skills on their bar without a secondary.

The skills are the ones given out for new characters to 'have a taste' of having that profession as a secondary.
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Old Apr 25, 2008, 03:04 AM // 03:04   #13
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Quote:
Originally Posted by Master Knightfall
Great they nerfed "Dark Pact" and I was having so much fun with it at 70 damage which is what it should be considering you have to take a penalty to hit points anyways to use it. Izzy just doesn't like necros he's done everything he can short of just deleting them from the game to delete them from gvg. You really should resign izzy you're too biased toward the holy trinity and rangers.
This is from Developer Updates note:

Dark Pact: increased damage to 10..70.
Dark Pact's damage was not worth its cost. We've raised that damage by more than 20 at the high end, hopefully making this skill a viable way to inflict damage at a Health cost.

Now it's the only one that has been reverted (and without any reason).
I don't see the point.

Last edited by ManMadeGod; Apr 25, 2008 at 03:21 AM // 03:21..
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Old Apr 25, 2008, 03:10 AM // 03:10   #14
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Quote:
Originally Posted by Master Knightfall
Great they nerfed "Dark Pact" and I was having so much fun with it at 70 damage which is what it should be considering you have to take a penalty to hit points anyways to use it. Izzy just doesn't like necros he's done everything he can short of just deleting them from the game to delete them from gvg. You really should resign izzy you're too biased toward the holy trinity and rangers.
You are aware it was just recently buffed right? Meaning this change just reverted the skill back to what it originally was about a week ago?
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Old Apr 25, 2008, 03:22 AM // 03:22   #15
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Originally Posted by Age
* Fixed a bug that caused the Monk skill Spirit Bond to heal an incorrect number of times when recast on a target already enchanted with Spirit Bond.
Interesting - does this mean the 10 hit count will reset with the new cast now?

Could be very good news for dungeon runners!
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Old Apr 25, 2008, 03:38 AM // 03:38   #16
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Originally Posted by Mork from Ork
The thing about Spirit Bond
Yeah I noticed that too. It's been a known issue long enough... I'm glad they fixed it, assuming, of course, that it now actually behaves as it should. Now if they would only remove that hit limit... =)
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Old Apr 25, 2008, 03:42 AM // 03:42   #17
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Originally Posted by Mork from Ork
Interesting - does this mean the 10 hit count will reset with the new cast now?

Could be very good news for dungeon runners!
Maybe for the bad ones. I mean I like this update but any decent 600 knows how to use Spirit Bond as it was after the original nerf.
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Old Apr 25, 2008, 04:24 AM // 04:24   #18
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Originally Posted by BLOODGOAT
Maybe for the bad ones. I mean I like this update but any decent 600 knows how to use Spirit Bond as it was after the original nerf.
Well true - the refresh time was low enough that it was easy to keep it up and keep max energy at same time without BiP. But it was amazing how many so called "professional" runners had no idea how to do it.
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Old Apr 25, 2008, 04:26 AM // 04:26   #19
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Originally Posted by BLOODGOAT
Maybe for the bad ones. I mean I like this update but any decent 600 knows how to use Spirit Bond as it was after the original nerf.
It was annoying though. It's easy to accidentally click on Spirit Bond and with a 1/4 cast, it's difficult to cancel. It's taken my life enough in the UW -_-
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Old Apr 25, 2008, 04:41 AM // 04:41   #20
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Originally Posted by xDusT II
You are aware it was just recently buffed right? Meaning this change just reverted the skill back to what it originally was about a week ago?
Yes I am aware that's why I'm teed. They buffed it 22 points from 48 to 70 and it was useful at that damage output vs the amount of hit points I had to give up. It was perfect at 70, it suks at 48. You have to give up more hit points than it deals now.
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