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Guild Wars 2: Heart of Thorns - 1 month 7 days ago The outpost Pact Encampment is located in the middle of the map. When day time begins, do the nine chain events there. The events are: Clear the Pact Camp of Mordrem Escort the chief engineer to safety Escort the master-at-arms to safety Escort the ship's doctor to safety Once the three escort missions are complete, the rest of the event chain will continue. Encourage the Pact encampment defenders to pick a leader The order of these three events changes based on the outcome of the election. Safeguard survivors attempting to reach the Pact encampment Help calibrate the Mordrem early warning system Recover cannon components from the wreckage Each event chain converges back for these next events, and follow the same order regardless of elected leader Rescue the captive sylvari from vigilantes Question sylvari refugees and determine where their loyalties lie Destroy tendrils and their source EditAchievements Achievements in this area AP Video Pact CamperComplete the Pact Encampment outpost.
Simply complete the events listed above. 5 Equitable ElectorParticipate in the election of all 3 potential Pact leaders. This event occurs in Pact Encampment outpost. In the 3rd event of the chain, you will have to elect 1 of the 3 NPCs that you escorted to the camp to become the leader. Only one NPC can become the leader per event chain. You will need to coordinate with other players to ensure that the NPCs you need for the achievement wins. You have to do this 3 separate times. 5 Excellent Judge of CharacterPardon an innocent sylvari held in the Pact Encampment. During the event to Interrogate Sylvari Suspects, obtain a backpack from a nearby NPC. Use the backpack to determine if the Sylvari you are talking to is innocent or not. Two bars will appear around your character. If the green bar is higher than the red bar, pick the innocent option and you will get this achievement. See All Top Contributors » Need assistance with editing this wiki? Check out these resources: Beginner's Guide to Wikis
Mother of Wyverns | Noble Crash Site | Night and the Enemy Guild Wars 2: Heart of Thorns Wiki Guide How to Edit Interactive Maps Bugs, Glitches, and Other Problemspatagonia backpack fuego sale Wiki Contacts & Staffplay doh backpack asda 2,000 gems for each player (only if 8 teams or more)best laptop backpack wirecutter 800 gems for each player (only if 8 teams or more)kriega backpack sale To claim your prizes please submit a query at esl.gg/GW2Prizes Need help or support? Join #esl.gw2 on Quakenet IRC or open a support ticket Is this your first cup? Here are the important steps: Follow the instructions on the right to sign up and check in
If check in is enabled, make sure to check in on time Wait for your first match to show up on the right Get in contact with your opponent and play the match Enter the result and ask your opponent to confirm Wait for your next matchDuring the cup, use chat if it is available, otherwise please contact support. Nature's Prophet is a ranged intelligence hero, whose play style is different from most intelligence heroes, because he can be almost anywhere at any given time with his Teleportation. This ability allows him to participate in most ganks and pushes at a moment's notice. With Sprout, he creates a ring of trees, trapping anyone within them in place, serving to disable anyone caught within them. The trees around him serve as his objects of power; using them, he summons sentient tree beings known as Treants from trees on the map with his Nature's Call ability. Wrath of Nature is the main and only directly damaging spell in his arsenal, but it can potentially be very powerful, as it can inflict increased damage with each bounce off subsequent enemies and can clear out multiple creep waves with its moderate cooldown and mana cost.
Commonly played as a ganker, offlaner and jungler and known as a strong pusher, Nature's Prophet has superb farming capabilities and global presence, giving him the power to be anywhere on the map. Late-game, Nature's Prophet makes himself useful by constantly distracting and annoying the enemy team by pushing. If attention is not given to him, he can single-handedly win the game by constantly taking several towers or even the Ancient. "I woke within the seed and saw my destiny, and many were its branches." Carry / Jungler / Pusher / Escape / Nuker When Verodicia, Goddess of the Woods, had finished filling in the green places, having planted the coiled-up spirit in the seed, having lured the twining waters from deep within the rock, having sworn the sun its full attention to the growing things, she realized that her own time had reached its end, and like one of the leaves whose fate she had imprinted in the seed, she would fall without seeing the fruiting of her dream. It pained her to leave the world bereft, for the sprouts had not yet broken through the soil--and they would be tender and vulnerable to every sort of harm.
She found in her seed pouch one last seed that she had missed in the sowing. She spoke a single word into the seed and swallowed it as she fell. Her vast body decomposed throughout the long winter, becoming the humus that would feed the seedlings in the spring. And on the morning of the vernal equinox, before the rest of the forest had begun to wake, that last seed ripened and burst in an instant. From it stepped Nature's Prophet, in full leaf, strong and wise, possessing Verodicia's power to foresee where he would be needed most in defense of the green places--and any who might be fortunate enough to call him an ally. AbilityTarget Point / Target Unit Cast RangeTrees Spawn RadiusDuration 11/10/9/8 Cannot directly target spell immune enemies, targets ground instead. Can target spell immune allies. Blocked fully only when directly targeted. Does not block when ground targeted. Verdant overgrowth is a common ailment reported by Nature's Prophet's attackers. Can directly be cast on any unit which is not a building or a ward and not invulnerable or hidden.
Creates a tree on every 45th degree of a 150 radius circle, resulting in 8 trees forming a ring and trapping the targeted unit. Destroying one tree is enough to allow units to walk in and out of the ring of trees. Trees created with Sprout act exactly like the other trees on the map. They block vision, pathing and interact with spells the same way. Sprout grants 750 range flying vision around the targeted point for its duration. Cannot be directly cast on ancient creeps, Roshan and creep-heroes. Units not controlled by any player do not try to path around the Sprout trees, but simply walk against them as if they are not there. This effectively causes them to get stuck, until they change directions (e.g. when aggro-ing them). Sprout trees have a different model and are smaller than other trees on the map and they do not have a dying animation. The Prophet keeps his sentinel over the forest, protecting it when in need. Double-tapping the ability automatically targets the team's Fountain.
Cannot be cast while rooted. Unlike the teleports from Town Portal Scroll and Boots of Travel, canceling this one does not consume the cooldown and mana. During the cast time, a visual effect is created around Nature's Prophet and at the target location. These visual effects are visible to everyone. Also plays a sound at the target location, however, this is only audible to enemies when Nature's Prophet is visible to them. Cast RangeRadiusNumber of TreantsTreant Duration 37 Verodicia bestowed the Prophet with the ability to summon the Treant Guard, a mythical sentient army of the wild. Nature's Call can only create as many treants as there are trees in the targeted area. Destroys all trees in the target area, regardless of how many treants are created. Treants always spawn at the center of the area. Must have at least 1 tree within its area to be castable. Targeting an area without trees gives an error message. However, if trees within the targeted area disappear during the cast time, the spell is not canceled, wasting mana and cooldown.
Cast RangeBounce DistanceNumber of BouncesDamage Increment per BounceBase Damage: 110/140/170 ( )Debuff Duration: 0 ( 4) 90/75/60If a unit is killed by Wrath of Nature, or within 4 seconds thereafter, a Nature's Call treant will spawn. These treants' health and damage are based on the current level of Nature's Call. If a hero is killed, a Greater Treant will be created, which has 3 times as much health and damage. Does not block when ground targeted. Nature's Prophet calls Verodicia's fury to strike down those who might ravage the wilderness. Wrath of Nature can be cast on the ground. It automatically jumps on the closest visible enemy. Bounces in 0.25-second intervals. So hitting all targets takes 3.75 seconds. Each bounce increases the current damage by 11%. Does not bounce on invisible units or units in the Fog of War. Can never hit the same unit twice per cast. This is how much damage each bounce deals on each level (before reductions): Level 1: 110 / 122.1 / 135.5 / 150.4 / 167 / 185.4 / 205.7 / 228.4 / 253.5 / 281.4 / 312.3 / 346.7 / 384.8 / 427.2 / 474.1 / 526.3
Level 2: 140 / 155.4 / 172.5 / 191.5 / 212.5 / 235.9 / 261.9 / 290.7 / 322.6 / 358.1 / 397.5 / 441.2 / 489.8 / 543.7 / 603.5 / 669.8 Level 3: 170 / 188.7 / 209.5 / 232.5 / 258.1 / 286.5 / 318 / 352.9 / 391.8 / 434.9 / 482.7 / 535.8 / 594.7 / 660.2 / 732.8 / 813.4 This is how much damage each bounce deals on each level when upgraded (before reductions): Level 1: 135 / 149.9 / 166.3 / 184.6 / 204.9 / 227.5 / 252.5 / 280.3 / 311.1 / 345.3 / 383.3 / 425.5 / 472.3 / 524.2 / 581.9 / 645.9 Level 2: 170 / 188.7 / 209.5 / 232.5 / 258.1 / 286.5 / 318 / 352.9 / 391.8 / 434.9 / 482.7 / 535.8 / 594.7 / 660.2 / 732.8 / 813.4 Level 3: 205 / 227.6 / 252.6 / 280.4 / 311.2 / 345.4 / 383.4 / 425.6 / 472.4 / 524.4 / 582.1 / 646.1 / 717.2 / 796.1 / 883.6 / 980.8 All bounces together can collectively deal up to 4310.9/5486.6/6662.3 ( 5290.6/6662.3/8033.9) damage (before reductions). When having Aghanim's Scepter, places a debuff on all hit enemies. When an enemy dies with the debuff on, a Treant spawns at its location.