Showing Posts For Acrid.9731:
The update awhile back which expanded the crafting materials section of the banks was by and far better than any of us could have hoped for, but surely there is still room for continued improvement with the system.
There is currently a thread in the crafting forum that lists that doubloons don’t have a space in the crafting tab even though they are an uncommon/rare item type for crafting purposes.
Also, I would like to see either bank slots or a new currency type slot for dungeon tokens to be placed. A new bank slot might not be the best way to go about it unless there is a way to change the stack size of that particular item type. So with that in mind maybe we could see a new type of currency slot/tab on the hero screen or inventory screen showing the number of tokens we currently have in possession for each dungeon. Such has been done with the laurel system, karma system, as well as gold and gems, so why not find a way for dungeon tokens as well.
Let’s get as much support as we can on this to try and gain the attention of those higher ups at Anet who might be able to shed some light on proposed methods to address this situation.
Anybody have any updates on drop rate for these? Or we still averaging 1 per 125 or soharvests?
come add your thoughts over on my thread about this exact topic, you might find yourself enlightened, or at the very least in agreement with every freaking word lol
https://forum-en.gw2archive.eu/forum/game/crafting/let-s-discuss-Passion-Flowers/first
Well thankfully Anet keeps upping the drop chances off those easy to find passion vines………..
your best buffs come from having a pet use its special skill, and while pet damage is not necessary for most builds, the rangers design makes it so that your overall output is nowhere near what it should be unless the pet is factored in.
I quit playing my ranger months ago, and I haven’t looked back.
As much as I loved the class, it has too much working against it in the late-game to make it as viable as other classes in a structured team.
If anybody has tried we have yet to get a report on whether or not there is a significant increase in drop chance, but I think something else that has to be looked at is how big a sample size would you really have with less than a month of the laurel items being available. The other thing to take into consideration is whether or not it would be enough of an increase to spend 2 days worth of laurels for the increased percentage rates.
If the chances are high enough I will probably give it a shot since I really want to gather enough to make that exotic set at some point in time, although I am also hoping to see the apothecary stats added to the ascended item rosters.
Come and add your thoughts over on my thread about this exact topic, I have the fully worked out cost comparison of every craftable set and equivalent jewelry, as well as a plea to anet to fix this exact issue.
https://forum-en.gw2archive.eu/forum/game/crafting/let-s-discuss-Passion-Flowers/first
So it seems the prices have yet to drop, anybody know whether or not the advanced harvesting sickles do anything to increase chances on the drops?
bet our chances of getting this fixed are about as good as Ele’s getting all their bugs fixed up
Congrats to me, finally harvested my first Passion Flower after a grand total of about 6 gathering runs through the Cove, now I only need 374 for Exotic set
I swear the single easiest fix would be to change the recipe requirements from 75 flowers per jewel, down to a similar requirement as that of any piece of jewelry requiring an orb.
I understand that not many people go and farm flowers because everybody knows that the chances of getting one are about on par with a Legendary precursor so that doesn’t help the supply situation at all. Maybe more people were expected to farm Southsun buts since that’s not happening at all something else needs to change to adjust for the issues present.
Wouldappreciate it you came over and added your thoughts on a thread I started on the same topic:
https://forum-en.gw2archive.eu/forum/game/crafting/let-s-discuss-Passion-Flowers/first#post1119295
It seems more and more people are beginning to express their concern over how difficult and expensive the Passion Flowers are to obtain in their current state.
Everybody needs to come add their thoughts over at my thread about the sametopic to try and consolidate all the frustration over this very topic
https://forum-en.gw2archive.eu/forum/game/crafting/let-s-discuss-Passion-Flowers/first#post1119295
So far reported averages for most people come out to about a single Passion Flower for every 150-200 Passiflora nodes that are harvested. Which has driven current prices to between 65-70s A PIECE making the exotic jewelry set near unobtainable to the average player. Current cost of the set is somewhere between 240-260g
I wouldn’t have a problem with the flowers in their current state if the needed number of them for the jewel set was equal to that of orbs, but in its current state you could make 15 full sets of jewelry for the cost of a single set of the exotic flower set. This of course does us no good if the set we really want it the exotic flower set.
So either the recipes need to change of the flower drops need to be increased, only possible solutions to this problem.
I understand this isn’t the biggest issue in game right now, after all, people with multiple legendary weapons that aren’t satisfied with all their hard work seem to garner the most attention, but it would be at least a little reassuring to hear something on this topic.
Starting to wonder if I have a better chance at a precursor drop off a starter zone mob than I do harvesting a passion flower in southsun.
The only thing I can figure to do is grind out the karka shells I need for the armor set and them I am going to have to settle for the stat loss of the masterwork set until a fix is made making even just the rares more affordable, least of all the exotics which I /need.
I have another discussion post going trying to gain the attention of the devs discussing this very issue.
Current gamestate has Passion Flower based jewelry costing 10x equivalent jewelry raritys of any other type, the Exotic set currently costing around 200g to craft from scratch.
BTW why does it say you were infracted for that post???
Original Title of the post was “Dear ArenaNet, let’s discuss Passion Flowers.”
Moderators tagged it as a staff call-out which is against Code of Conduct.
Was a simple error on my part, didn’t know about the call-out clause in there when I first posted.
How about this one: (conspiracy mode engage!)
There is quite a bit of gold available ingame at the moment. This allows older, richer players to buy anything they want and control the economy to a certain extent. To prevent oversaturation of gold Anet has reduced the amount of drops for passionfowers and made them available through the TC by a few of their own characters. This would result in quite a bit of gold being removed out of the economy. Also, this would fit the recent change which allows legendaries to be sold/bought on the TC (15% of those prices can tally up quite fast i bet!). (/conspiracide mode!)
The CRAZY part is that this isn’t even that crazy of an idea.
I sold one for 74s. Minus all the tax and stuff it ended up 67s…
Reason is not only it is needed for jewelery but it is needed in the forge if u want infusion.
So prices keep climbing and we still can’t get any to drop, seriously something needs to be done. This one material is almost worth the price of 2 ecto, thats insane. Especially needing 375 for just exotic jewels
I do not understand the Problem.
Before the patch: i never find any Passion Flowers from Passion Vines.
The pachnote said Increased the drop rate of Passion Flowers from Passion Vines.
After the pach: i never find any Passion Flowers from Passion Vines.It is simple math: 0 x [whatever number of increase] = 0.
So everything is OK there. Teher is no reason for complains.Regard.
—
PS: yes, this post is full of sarcasm.
Lol I was kind of thinking the same thing tbh, did my own run thru Southsun on a Passiflora harvest and got a grand total of 0 Flowers, also saw prices are up to 50s, thats right, nearing double the price of ectos. So currently 187.5g for full set without adding in Ecto and Ori cost, and until things are fixed just going up I am sure
I submitted a bug report on the topic of the low drop rates so hopefully we can get some clarity on what is going on. Also included the reference to the passion vine drops increase that was quoted in the patch notes to see if they had any info on that as well.
I really was hoping to be able to craft this armor once I reached lvl 80 on my necro but requiring an investment of about 200g just puts me off to this stat set and any hopes I had as a support/condition damage build for my guild activities.
At current drop rates I might be able to craft the whole jewelry set by next Christmas, assuming I get a chance to do a full harvest run every day for just over a year (which I already cant do).
Fingers Crossed for some dev intervention
Many players seem to be experiencing little to no success of being able to acquire even just a single drop for a Passion Flower over multiple attempts to harvest all Passiflora nodes in Southsun Cove.
Most reports average about 1 flower per day, though some are saying the have not received one in over 100 harvests in Southsun Cove, even under effects of guild harvesting banners.
Current market value on a single flower averages 40s placing the total cost of a full set of apothecary jewelry close to 170g, enough gold to craft every other full set of exotic jewelry from scratch.
Part of this cost is due to high number of ingredients required for the set, currently a total of 375 flowers while other sets would only require 25 orbs, which have a higher drop rate in the current state of game, and are craftable via component upgrades.
Most players just seek an answer as to whether or not the drop rate is bugged, or if the recipes are in need of change for the jewelry set.
Recent patch notes quote that the drop rate of passion flowers from passion vines has been increased but there is still some question as to whether or not this was a nonspecific reference to passiflora nodes or if there is another node that is being missed by players. Clarity would be appreciated on this topic as well.
Just looking for any sort of word on this topic.
I know what you men, it sounds like a fantastic idea for making a ton of money, but the problem you are facing here is that the drop rates for Passion Flowers are so low that it’s not worth it. From what people are saying in the forums, they aren’t even finding 1 Passion Flower after as many as 200 harvestings. Orb drop rates are incredibly high by comparison, as the average person doing a daily orichalcum run will usually find at least 1 orb at a bare minimum, and I believe by comparison that there are less nodes oforichalcum in the game than there are Passiflora nodes in Southsun Cove.
I have recently changed my spec to a mixed precision/beastmaster build. I appreciate the tips on the longbow trade-out for the axe/torch and sword/torch recommendations. My original thoughts on the longbow were using the 10% vulnerability to add damage from my entire party instead of just upping my own damage. After trying out the axe/torch combo I see I was greatly underestimating the power that particular combo had to offer.
Thanks for the tips.
I was performing research into builds for the necromancer I am currently leveling and came across several decent stat combinations to use. The one I decided I would like most is the Apothecary set, to be able to run a very powerful support necromancer.
This led me to begin researching the amount of materials I would need to gather/buy for the armor sets and weapons to max out my potential stat gain. What I found next led me deep into the forums searching for advice and hope.
From what I can tell, gathering the passion flowers for this set has been less than successful for many, and has thus driven trading post prices through the roof. I took this information and added to it the large number of materials required to craft a full apothecary set and my heart sank.
A normal set of fully exotic craft-able armor and jewelry requires an investment of time and gold, but to craft a full apothecary set in the current state of game requires as much gold as a small legendary investment.
I compiled my own list of materials and current gold cost using GW2 Spidy for the material costs on the Trading Post, the following is the average cost per set.
I used only the cost of Ectoplasm, Orbs, Orichalcum, Gossamer Thread, and Fine Materials. I did not include the cost of Gossamer Bolts, Hardened Leather Sections, or Orichalcum Ingots for the armor casings. I also excluded any materials needed for set weapons.
Cleric/Sapphire Set – 25g 69s 29c
Carrion/Chrysocola Set – 21g 68s 84c
Knight/Emerald Set – 23g 9s 4c
Explorer/Opal – 23g 23s 19c
Valkyrie/Beryl – 22g 43s 54c
Rampager/Coral – 25g 15s 54c
Berserker/Ruby – 25g 88s 79c
and everybody drum-roll for the Apothecary set please,
Apothecary/Passion Flower – 200g 84s 99c
Once again this list was made using data collected as average prices for each material as if every piece were bought off of the trading post.
Notable problems causing this price:
Karka Shells vs. Normal Fine Materials
– karka shells currently needed equals 180 pieces just for the armor, add another 30 per weapon and the numbers just get higher and higher, approx. 2g 25s per 30 shells.
– Normal fine material cost for the armor sets runs 58s (Ancient Bones) – 4g 72s (Elaborate Totems). Cost for 180 Karka Shells = 13g 48s 20c.
Orbs vs. Flowers for Jewelry
– Normal jewelry sets require 25 orbs for a full set of orichalcum jewelry. Prices range 55s 50c (Beryl) – 1g 63s 75c (Ruby).
– Flower requirement for full set of jewelry with Apothecary type = 375 Passion flowers. 15 Flowers per jewel = 75 per amulet/ring/earring. Current price per flower = 44s 65c totaling a whopping 167g 43s 75c.
Now I understand that the combination of stats for the Apothecary set are unique to the set, and furthermore all the materials required are rare materials, especially the flowers, with current drop rates rumored to be abysmally low. Even when consortium chests were available for cash/gems these flowers only appeared 1 at a time per box average.
I also understand that the hope was for Southsun Cove to become a higher population area than is currently found, maybe even high enough to carry a larger availability of the flowers to help them stabilize at lower prices than what are currently seen. But even all that taken aside I think the biggest issue of all of this is the overwhelming number of flowers necessary to craft the full jewelry set.
So now comes the question to our devs. Is there a plan to fix this issue?
Maybe a plan to change the required number of flowers to match normal jewelry set costs. Simply dropping the required number of flowers from 375 to 25 would drop the cost of the jewelry to around 20g, still expensive but not overwhelming by any means.
Or leave the numbers where they are at but raise the drop rates of the flowers from harvesting significantly, to maybe a guaranteed 1 flower per harvest, or even a 50/50 chance.
Add this armor set to a currently existing dungeon or two. I would love to have a dungeon set appearance with these awesome stats.
So please, ArenaNet, give us some hope on this issue, help us understand what happened to this specific item in terms of supply/demand/drop rates. Or even just give us some inside information on what is being planned behind the scenes to fix this issue.
I appreciate your time, and I hope many of the members of this community add their voices to this petition.
-Acrid
(edited by Acrid.9731)
This is my current build for primarily Dungeon runs. Critiques would be nice. Also considering a build to incorporate GS or S so if anybody has any ideas please feel free to lend me some advice for that purpose.
This build focuses on keeping your distance from champs and mobs while being able to put out damage and conditions on the targets as efficiently as possible.
Main damage source is Condition Damage.
Weapons – Longbow/Shortbow
I usually start the fights with the longbow for an immediate Hunter’s Shot to apply Vulnerability to the primary target boosting the damage of the entire party. Follow that with a rapid fire for some quick raw damage then initiate the weapon swap for shortbow. Once shortbow is equipped use Spread Shot and Crippling Shot to apply poison to the target also giving some bleed stack application from your pet to start the condition building. Make sure you are attempting to flank your target at all times for the additional bleed placement from your shortbow.
Primary Skills – Flame Trap / Spike Trap or Poison Trap / Quickening Zephyr / Healing Spring / Entangle or Rampage as One
I love to have Flame Trap as one of the main traps I place due to the high damage output and short cooldown of the skill. Spike Trap has added benefit from the cripple, even if it’s just a short term duration and of course the extra bleeds help up your damage output. Both traps are much easier to use safely when spec’d into Trapper’s Expertise, keeping you at a safe distance as well as making the effective areas bigger for easier application. The other option is to use Poison Trap, mainly for the reduced healing in cases where it would help, also the cooldown is slightly lower than spike trap and the poison damage ticks are still powerful. Quickening Zephyr is a must for any build as it adds huge burst damage regardless if you are using it with Longbow or Shortbow. I prefer to use it with the shortbow because it allows a huge amount of extra bleed application and the shortbow damage isn’t bad at all. I keep Healing Spring for my heal skill, mainly because it gives a water field that can be useful to anybody in your party and the heal itself from the spring is nothing shabby. For my ultimate I prefer to keep Entangle for fights that have adds, it is one of the most powerful roots in the game as it not only immobilizes but adds a nice stack of bleeds to everything it touches. Entangle can be swapped for Rampage as One at any time for the extra buffs on self which definitely helps your damage output for boss fights.
Pets – I primarily use either a double spider setup or a carrion devourer/spider setup. Reason for both setups is that the spiders are ranged attackers, and therefore tend to stay back out of the fights and don’t get one shotted by champs or crazy AoEs. They will still tend to occassionally get knocked out by red ring AoEs that champs throw around the room, but overall the pets stay alive and capable of doing some damage on their own. Other great reason for the spider/devourer setups are the poison fields that they can place which work great for group synergy.
Armor – I am currently building the Citadel of Flames set with Power/Vitality/Condition Damage which echoes the same stats as equipment made of Carrion Insignias. Vitality from this armor set should put your level 80 health at around 18k.
Jewelry – Emerald Orichalcum Amulet/Rings/Eaarrings – I wanted to round out my stats and boost my Toughness so this set was the natural choice. As a ranger you get the added benefits of the extra Precision, which should round your Critical Chance to about 49%.
Runes – Rune of the Undead – Complete set grants Condition Damage and Toughness. The 6th rune grants extra Condition Damage based on your Toughness stat, so you not only get more damage output for your bleeds/poisons/burns while also making you more resistent to damage reception.
Sigils – Shortbow = Superior Sigil of Earth, Longbow = Superior Sigil of Peril.
Nothing is better for a shortbow than the Earth sigils. You already have close to 50% chance at a critical strike, and now every critical strike has a chance to add a bleed to the target. Sigil of Peril is great for the longbows Hunter’s Shot vulnerability. With your traits you have a 9.5 second cooldown on Hunter’s Shot and bnow that vulnerability will last long enough that you can have it constantly applied, so even if you aren’t swapping your weapons constantly you can still boost the overall damage of your team by being able to constantly have a 10 stack of vulnerability on target.