Showing Posts For Curtis.1562:

Skritt Hit wintersday daily?

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

It’s bugged, only about 1/50 actual hits on the dolayk skritts counts for the daily. It seems there’s zero to one in each spawn that you can hit with the snowball, the rest are totally immune.

Skritt Hit wintersday daily?

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

Also tried skritt in Drytop, SW, and Brisban with no luck.

Skritt Hit wintersday daily?

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

Been trying for an hour to figure it out. I’ve hit the dolyak skritt in divinity’s reach and wild skritt in Queensdale with snowballs and neither gave daily credit.

Instant "God Walking Amongst Mere Mortals"

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

Same, I just lost my legitimate HoM rewards/AP. This is BS.

Does GW2 Allow You To Use Paypal Credit?

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

The answer is yes, you can use paypal credit in the gemstore. I’ve accidentally done it several times then had to post a payment to paypal credit lol. For some reason paypal credit is set as the default payment method when you use paypal.

How many characters do you have? (2.0)

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

I got 69, all level 80. I’m the one that keeps updating the wiki whenever they increase the character limit. No main, just play whatever is most OP at the time.

PSA: New XP boost only stack to 7 days.

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

All the boosters only stack to 7 days, including birthday boosters.

If you bought a candy corn gobbler last Halloween, you can stack most of the boosters up that high for relatively no cost.

How many characters do ppl have?

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

I have 69 characters. (current maximum) All but 4 are level 80.

warrior compared to gardian in WvW commanding

in Warrior

Posted by: Curtis.1562

Curtis.1562

Warrior is the absolute best class for pure commanding. However, that being said, you have to run a very selfish build. The tankiest setup is GS+Sword/Shield, full nomads with melandru runes, energy/restoration sigils(can use on kill ones for eotm), healing signet, balanced stance, berserker’s stance, endure pain, and juggernaut. You can figure out the traits easily.

Guardian, however, does have certain advantages over the warrior. Guardians offer tremendous group support while being only slightly less tanky than a warrior. Guardians have the best balance between self-sustain and group contribution, making them the best commander for organized groups.

In summary, go warrior if you run with pugs most of the time since you won’t be able to rely on team support. Go guardian if you run with organized groups most of the time. No other class is really optimal as a commander, and while some do have advantages(mesmer veil, necro DS/plague, etc.), they’re overshadowed by their extreme disadvantages over warrior/guardian.

Redlake tower on Jade Quarry Borderlands bug

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

Redlake tower on Jade Quarry Borderlands is bugged and cannot be captured by enemy teams. It has no lord. See attachment.

Attachments:

Redlake tower on Jade Quarry Borderlands bug

in WvW

Posted by: Curtis.1562

Curtis.1562

Redlake tower on Jade Quarry Borderlands is bugged and cannot be captured by enemy teams. It has no lord. See attachment.

Attachments:

Golem Rush Feedback Mega-Thread

in WvW

Posted by: Curtis.1562

Curtis.1562

The icebow bug I already knew, but in response to OP: How do you replicate the bug? I’ve tried several channeling skills to no avail.

Necromancer pets will not always attack.

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

So, is this fixed yet?

WvW no credit for capping bug

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

There’s a bug where you don’t get credit for capping objectives(camps, towers, and keeps) in WvW. It’s really annoying, I’ve been trying to get the keep daily and have capped 3 keeps but didn’t receive credit for any of them. Yes, I was standing in the circle.

[BUG LIST] Edge of the Mists 100% UNPLAYABLE

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

Stonegaze Spire Reactor keeps glitching just like before. The others seem okay from what I’ve experienced.

Thanks for the heads-up, looks like I missed the Defend objective for the Red team at this location. Just made a server-side change and it should be fixed now. Let me know if any others are still stalling.

-Bill

Thanks again Bill, and will do!

[BUG LIST] Edge of the Mists 100% UNPLAYABLE

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

Stonegaze Spire Reactor keeps glitching just like before. The others seem okay from what I’ve experienced.

[BUG LIST] Edge of the Mists 100% UNPLAYABLE

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

Generators are still bugging out and becoming uncappable at the time of this post. It happens less frequently now, but still glitches.

WvW Siege Blueprint Skill "Cancel Build" Disabled

in WvW

Posted by: Curtis.1562

Curtis.1562

That doesn’t help at all Fay. You can’t put siege back in your inventory without using #2.

[BUG LIST] Edge of the Mists 100% UNPLAYABLE

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

We just put in a fix for the generators in EotM. It may just work instantly in existing games, but at the very least it should be fixed the next time EotM ends and resets.

Thanks for the update Tyler! Have you guys been able to fix Overgrowth keep boss yet? Sometimes he’s invulnerable even after killing both elementals, and other times he’s vulnerable with both elementals still alive. It seems to have something to do with not capping after killing them, and then the defending team ressing them.

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

They just added the veteran prepurchase character slot today, pushing the new limit to a maximum of 67 character slots.

Edge of the Mists bugged

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

I wonder if Anet even knows about the bug yet…

EoTM - More Bugs

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

On top of generators being uncappable and not sending supply, and spawn’s supply being unusable, OG keep also bugs out. Sometimes the grawl is immune to damage/conditions even after killing both elementals.
You can still kill him using siphon damage from necromancers, but it takes several minutes.

If you can’t locate the bug, I suggest upping the grawl’s hp and giving him a damage reduction buff based on the elemental’s hp. I.E. if the elementals have 100% hp he takes 1% damage, 90% hp he takes ~10% damage, etc. I suggest taking the average hp% of the elementals, as this way if one elemental bugs the grawl will only have ~50% dmg reduction. This’ll hopefully prevent him from becoming totally immune without changing the fight mechanics.

(edited by Curtis.1562)

WvW bugged

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

Reactors, while often un-cappable, also aren’t generating supply or sending supply to their designated keeps/towers even if you own them. EoTM is essentially unplayable.

WvW bugged

in Bugs: Game, Forum, Website

Posted by: Curtis.1562

Curtis.1562

This bug definitely should be a priority. I was just in an EoTM match where every reactor was bugged. The weird thing was they were all bugged for FR/OG, so BL couldn’t get any supply…..ever….unless their keep was taken. FR/OG also couldn’t get the usual amount of supply since they couldn’t cap each other’s reactors.

BL just stopped playing since they couldn’t build any siege.

(edited by Curtis.1562)

Breaking Down Dragonite Ingot

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

Some people have 1500 ingots in their collection tab and still have tons of dragonite ore in their bank. There really should be more of a use for them.

How many characters do you have?

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

66 characters, 65 level 80, 1 ele level 67…on this account anyway.

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

Then you kinda screwed yourself again Curtis, cause 66 is 64+2. Pre-purchase deluxe gets 64+2 and you bought 1 got 1, but will fail to get the later ‘bonus compensation for veterans’ slot.

That is assuming a guy like you wouldn’t buy the base version of the game.

I was just trying to figure out the new max. Evidently they increased it by two(probably for the reasons you mentioned). If I can’t get another one when they give the free veteran character slot then they’ll probably refund me 800 gems. They’re really generous about refunds.

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

Update: New cap is 66 character slots + 1 beta slot. It only allowed me to buy one more character slot with gems after I got the 65th one from prepurchasing the expansion.

Attachments:

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

Why so many slots? Just to feel good or you use all of them?

Mainly I just cycle through them for birthday boosters and daily JP’s.

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

Apparently they increased the maximum number of character slots. It’s allowing me to buy more in the gemstore as well.

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

I prepurchased HoT today, and to my surprise, and against what I was told via support, I now have 65 character slots.(1 past the maximum allowed)

I’m contacting support to see if it was intended, but honestly I’d rather I’d get to keep the slot than receive the 800 gem refund from the prepurchase.

Attachments:

Minionmancer Post Patch (PvP)

in Necromancer

Posted by: Curtis.1562

Curtis.1562

I tried alot of mm play yesterday…. I know plenty of people will continue to use MM and probably say I’m wrong or dumb or whatever but I can’t for the life of me ever call MM even remotely viable now. The minions die in 2 seconds now. They need a health pool buff or something even vamp presence can’t keep them alive even on a cleric build I couldn’t do it. Maybe if you had a healer ele with you the whole time it could work….. but as is the mm spec seems to be worse than it was prepatch.

It’s still viable and a very strong 1v1 bunker. Minions do die, and maybe even die a little faster now due to most builds getting a DPS buff. However, they have very short recharge times, and, thanks to Death Nova, they explode and cause poison once they die. I can definitely say that MM is stronger than it was prepatch.

my experience is that mm is a good deal weaker than what it was. For mm it looks like now you either make a bunker that can’t really kill anyone (meanwhile other specs including some on necro do a better job bunkering while being able to kill someone). Or you can make a dps mm which I found to actually work better since the minions are dying so fast anyway.

I’m not sure how much pvp experience you actually have but I’ve got a decent amount and I can say based upon my experiences mm either got weaker or stayed exactly the same.

Also MM was never really “viable” sure you could play with it but there were probably quite a few more specs that could do the same thing while being stronger, more durable, and faster all while not having to rely on dumb minion ai.

I won’t comment on pvp experience, because I don’t want to turn this thread into an argument about who has more. I agree MM has never been viable for tournament play, and there are better builds out there than MM for … just about everything. The main reason MM is popular is because it’s very easy to play for new players, it’s fairly strong in unranked and lower brackets, and many people find minions fun.

(edited by Curtis.1562)

Minionmancer Post Patch (PvP)

in Necromancer

Posted by: Curtis.1562

Curtis.1562

I tried alot of mm play yesterday…. I know plenty of people will continue to use MM and probably say I’m wrong or dumb or whatever but I can’t for the life of me ever call MM even remotely viable now. The minions die in 2 seconds now. They need a health pool buff or something even vamp presence can’t keep them alive even on a cleric build I couldn’t do it. Maybe if you had a healer ele with you the whole time it could work….. but as is the mm spec seems to be worse than it was prepatch.

It’s still viable and a very strong 1v1 bunker. Minions do die, and maybe even die a little faster now due to most builds getting a DPS buff. However, they have very short recharge times, and, thanks to Death Nova, they explode and cause poison once they die. I can definitely say that MM is stronger than it was prepatch.

Minionmancer Post Patch (PvP)

in Necromancer

Posted by: Curtis.1562

Curtis.1562

I realize I may get shot in the face for saying this but…have you tried playing it with axe instead of dagger? I haven’t played post-patch yet, but I usually play with axe/focus and stack the vulnerability. That way your minions hit harder as well and you don’t have to be right up in the fray, only very close by. The biggest difference is that due to trying to keep vulnerability up, I don’t pop Shroud unless it fills up or I need to.
Definitely a different way to play that has worked with me, but unsure how it compares

I could see using axe/focus instead of staff, but I wouldn’t give up dagger/warhorn. The life force generation from dagger/warhorn is just too good. The main benefit I see of using axe/focus over staff is for boon stripping. It could potentially out-perform staff against boon heavy classes.

Minionmancer Post Patch (PvP)

in Necromancer

Posted by: Curtis.1562

Curtis.1562

Note: When comparing traits, try to only compare them to traits in their category unless they have direct synergy with another trait. I.E. Compare Death Nova to Unholy Sanctuary, not Unholy Sanctuary to Mark of Evasion(Blood) as their functionality is different and there’s no reason to choose between the two.

Death Nova immediately does 1300-1600 direct damage just upon the minion dying, plus up to 505 poison damage (15 ticks of poison, the field applies 3 stacks of poison for 5 seconds each), which also combos with up to 3 projectile finishers from the ranged minions for an additional 204 damage, not including the obvious benefits of poison, and that Bone Minions apply 100% weakness uptime with it. Unholy Sanctuary on the other hand struggles to out heal Mark of Evasion, and doesn’t out heal Blood Bond.

Due to the trait description not matching what you were saying, I tested it in PvP on NPC’s. Death Nova immediately does 1100-1450 direct damage, and the poison field applies one stack of poison for 5 seconds per tick for 3 ticks. Since only 2 tests out of the 100 I tried managed to reach 1400+, and most were on the low end, I’ll take 1250 to be the average(I think I’m actually overestimating the average here). The total damage from poison is 504, assuming they stand in the cloud for all 3 ticks, suffer the entire duration, and have no -condi duration. That brings the total damage from Death Nova up to about 1750 per minion.(The actual in-game DPS will typically be lower due to the above reasons) While the DPS isn’t as high as you estimated, it does seem to be better than Unholy Sanctuary on paper. You also gain poisons -33% healing, a poison field, and the Jagged Horror, slightly increasing DPS and sustainability as well. I’ll update the build.

It is super easy to proc Blood Bond, a single lucky minion transfer of 4 bleeds will do it, and there are a few ways to do it yourself, and unlike Ritual of Life it will actually help your build’s main goal. It is up to 2500 healing every 20 seconds, and 1500 damage, and that is without the increased healing power. Ritual of Life, if you are lucky, will heal you for 5382 every 40s, and the allied heal is a measely 1272. So unless you proc it on CD you’re better off with Blood Bond.

I don’t like to rely on luck to proc a trait. However, after thinking about it for a while, you can use staff 4 to proc it and also staff 2+dodge to proc it. I wish we had a couple more sources of bleed, but it does seem to be the least bad trait in that line after review. I’m going to update the build to use Blood Bone, and mention the other 2 as an option.

Minionmancer Post Patch (PvP)

in Necromancer

Posted by: Curtis.1562

Curtis.1562

SoV > Blood Fiend, only thing Blood Fiend does better is one more condition every 10s, but has significantly worse healing over time

Death Nova > US, you are getting healed for a whopping 149 per second, especially in this build you have no problem with defenses already, but without DN you won’t ever kill someone as they’ll sustain through your damage just as well as you will. Also, DN adds a lot of damage, 1400 per minion death.

I’d also look at Soul Marks, its unlikely you’ll really need to be in DS that much considering your armor/HP, having unblockable marks should help significantly, plus staff’s LF generation is pretty awful without it

What’s Ritual of Life for? You have no healing power, and your build is even less suited for teamfighting than most, you shouldn’t ever have allies nearby to res, plus you don’t take the traits later on to support it like Transfusion. Blood Bond or Quickening Thirst would help a lot more.

I’d be really concerned about the ability to actually win a 1v1 with this build. You have Cleric MM levels of power with less damage and sustain. You’re going to end up heavily relying on allies to come help you at fights, and once they do come you’ll be less suited to supporting them.

In response to Blood Fiend: Honestly, I forgot to mention alternate healing skills/slot skills for this build. I prefer Blood Fiend because it synergies well with this build. Signet of Vampirism does offer the best spike damage of all the heals, but requires an ally to truly get the full benefit. Blood Fiend seems to give higher overall DPS and the highest life force generation. Every heal skill is viable now though, due to the nerf of Consume Conditions and the buffing of the other heal skills.

In response to Death Nova: Death Nova adds 1094 damage per minion death if they stand in the poison cloud for both ticks. This does not take into account for toughness, -condi duration, or condition cleanses. You do gain the Jagged Horror, but like I stated above, it’s use is very limited. You spend over 50% of the fights in DS, so in my opinion the extra healing is worth it.

In response to Soul Marks: Yes, you really will be in DS that often. You should only be using staff before they come into range. The only time to drop DS is to re-summon minions. During that time, you’ll most likely be on Dagger/Warhorn. You don’t really need the lifeforce from staff since you’ll use Locust Swarm between every DS. Unblockable marks can be useful though, especially the fear, for interupting stomps/shelter. However, the Warhorn also has an unblock-able daze, so it’s often redundant.

In response to Ritual of Life: The only way to use Blood Bond is to quickly chain Dark Path(DS) and Mark of Blood(Staff) or dodging(trait). You could switch to bleeding sigils to make it easier, but that would involve changing too much of the build to fit 1 minor trait.
I stated above that you could use Quickening Thirst, but it’s a minimal change as well. The 25% MS boost is useless due to perma-swiftness from Warhorn. So in essence all you get is a -33% CD on Dagger skills #2,3 while above 75% HP. You’ll be tanking in DS so long that the CD’s will be recharged in almost every fight, but occasionally I can see the reduced cool-downs being useful.
Ritual of Life is taken just because the situation where it’s useful(reviving an ally) happens more frequently. The Well of Blood casts at the start of a revive, not the end. It greatly helps you tank damage while reviving an ally, and helps you revive them faster. It’s taken simply because it’s the least “bad” out of these “bad” minor traits. You can use any of them and be hard pressed to notice any change.

In response to the viability of the build: The sustain in this build is insane in a 1v1 setting. I’ve yet to be downed fighting 1v1, even against mediation guards/shatter mesmers. So there’s really only 5 cases to consider:(really these are true to all bunkers in general)
1. They die
2. They run away once they determine they can’t DPS through your sustain
3. Another guy shows up and they 2v1 you. You’ll eventually die if no support arrives, but you can often survive long enough for the PPT to out-weight your death. In addition, the other 2 nodes become a 4v3 in your team’s favor.
4. Your ally shows up and you 2v1 the other guy.
5. A 2v2 or larger battle begins to form, and this is the case where it’s often a “loss” for your team as this build scales badly in team fights.

(edited by Curtis.1562)

Minionmancer Post Patch (PvP)

in Necromancer

Posted by: Curtis.1562

Curtis.1562

Looks good.

I would get death nova instead of unholy sanctuary. Not only do you get more damage, you get a reduced healing debuff that can stack well.

You also get jagged horrors that life siphon and give you life force. I’ve found the extra life force is worth more than the healing you get from sanctuary by a good amount.

So more damage and life pool by going nova.

This is originally what I used as well, but was talked into changing it based on feedback.
The reasons were:
1. Poison doesn’t do much DPS since we have no Condition Damage.
2. Poison no longer stacks duration, so we don’t benefit as much from the -33% healing.
3. Jagged Horror only spawns when you kill someone, so it’s less useful at the start of the match and after re-spawning.

I do however note that the difference between the two is minimal, and I would not criticize someone for using Death Nova. I prefer Unholy Sanctuary because I normally take a few hits after droppings DS to re-summon minions, and when I return to DS, it tops my HP off.

Minionmancer Post Patch (PvP)

in Necromancer

Posted by: Curtis.1562

Curtis.1562

The Build 06/25/2015

Notes:
Minionmancer is an easy to play necro build designed to hold points(bunker) in PvP. Minionmancer is even stronger post patch as damage, durability, and team support have all increased. Try to keep your minions up and stay in Death Shroud as much as possible.

Skills:
Swap Summon Flesh Wurm for Summon Shadow Fiend for more mobility and a blind but slightly less DPS and no teleport/stun-breaker.

Swap Summon Blood Fiend for any other healing skill based on personal preference. They’re all viable now.

Traits:
Swap Blood Bond for Quickening Thirst or Ritual of Life. (Personal Preference)

Swap Death Nova for Unholy Sanctuary for less DPS and lifeforce but more overall durability. (Not Recommended)

Swap Unholy Martyr for Transfusion for better minion durability. (Not Recommended)

Swap Speed Of Shadows for Soul Marks for more life force and unblockable marks, but a higher DS cooldown. (Personal Preference)

Swap Foot In The Grave for Death Perception for higher DPS but less personal durability. (Personal Preference)

Amulet:
Sentinel is the best.

Runes:
Melandru is recommended, but by no means required

Sigils:
Energy/Leeching are recommended, but Renewal is a strong substitute. Feel free to try other options here.

Counters:
You should win or “out-live” all 1v1’s, and even hold your own in most 1v2’s. However, if two full zerker classes focus you with chain CC, you can go from full to dead within seconds. This is mainly due to certain zerker builds doing a lot more damage post patch. Mesmers+1 seem to be the biggest counter to this build.

Final Notes:
I’ll keep updating this build over the next few days as Anet continues to patch the game. This build was created in a joint effort by 4 necros, one in the top 20, and I in no way take full credit for this build. The build has also been altered based on feedback from this forum. Please comment

(edited by Curtis.1562)

Yay finally fun in low lvl areas !

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

It’s already been posted yesterday, but I don’t have the link. Apparently there’s as much as a 66% decrease in DPS in low level areas. I.E. things take 3x longer to kill.

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

On another note, this means I’ll have to delete one of my 80’s in order to play a revenant…
Could be worse though

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

I got an answer by asking support. In case anyone else was wondering, this is the message I received:

Thank you for contacting Guild Wars 2 Support Team.

If you have already maxed out the amount of character slots permitted you’ll not receive an extra slot ( 65 ). But once you purchase the expansion you can contact us once again and we’ll grant you with 800 Gems.

We hope the information helps, let us know if you have further questions.

Regards,

GM Khal

(edited by Curtis.1562)

Poll: 06/23 update (specialization)

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

Meh. I can no longer play my condi/bunker ele with any kind of useful mobility boost, my condi necro is effectively dead in PvE, I am forced to take some borderline useless traits on my turret/rifle zerker and condi/rampager engis… I guess that’s it, no will to play anymore. I’m actually too tired with the game to tinker with it anymore. It was an awesome run, tho. My 300 steam games, here I come, your long wait is over…

That’s kind of like how I feel. The traits feel forced and doesn’t allow for much flexibility in builds.

Same, build diversity has gone down. Traits seem forced now. Classes are now weaker(except mesmer) in solo play than what they were pre-patch, but large group DPS has gone up significantly due to the new condition caps. Everything just feels so bland now. It’s more group play oriented with less accountability for individual skill. I have no desire to play at the moment.

[Suggestion]QoL change for new trait system

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

I agree, it looks like they took WoW’s old trait system and made it horizontal…then multiplied it by 3. All the icons look very similar. It’ll be a major pain having to mouse over every icon whenever you alter your build.

Downscale testing

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

Been testing down-scaling pre and post patch on my thief. Full zerker “meta” build. Initial findings show approximately a 66% damage decrease while down-scaled to level 15.

More tests are needed to confirm, but there’s clearly been a huge decrease to damage while down-scaled.

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

Bump, also contacted support. Still no reply.

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

Ya, I don’t know if I’m impressed, or if I just feel sorry for you. It’s you time and money but that is just a bit excessive imo.

I have 5244 hours of playtime. At least 1/3 of that is afk time. Some of you act like it’s a lot of work to level a character to 80. It takes 16-20 hours to level a character from 1-80, less if you use tomes or crafting.

Anyway, I’m really just looking for a dev response…so I know which option to prepurchase.

Pre-purchase bonus character slot- to a dev

in Guild Wars 2: Heart of Thorns

Posted by: Curtis.1562

Curtis.1562

I’m a veteran player with the maximum amount of character slots currently available(64). Will the bonus character slot from the deluxe/ultimate pre-purchase still apply? I.E., will I be able to have 65 characters?

To those who got portal (beta key)

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

I got a portal after a little over 60 hours of farming. I did about 15 hours of Silverwastes, then 40 hours of Drytop, then a little over 5 hours on Silverwastes again. I got mine from the event chest that appears at the corner of the screen at the end of Vinewrath.

A friend of mine got hers literally 5-10 minutes after the patch hit from a Veteran event monster in Silverwastes.

The only advice I can give is to not give up. It’s truly random; just keep trying and alternate Drytop/Silverwastes so you don’t get burned out.

Guildie claims precursor from whites

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

You guys are mistaken. It’s been a known bug for quite a while that you can go up more than 1 tier in rarity by using the mystic forge. I’ve been putting in buy orders for green weapons since mystic forging them into rares is a profit. About every 100-200 forges, you’ll get an exotic weapon from 4 green weapons. It’s about a 1% chance, but it’s not impossible.

Since the bug lets you jump from green to exotic, I wouldn’t be that surprised if it also allowed you to jump from white to exotic. I’d assume the chances of that happening, based on my observed green to exotic ratio, would be approximately .0001% (or one in one million combines).

Ninja change not announced in update notes

in Guild Wars 2 Discussion

Posted by: Curtis.1562

Curtis.1562

It’s not repeatedly, each player will only see it once per day..max. You’re acting like I was sitting there in your map spamming my guild message every 5 minutes lol.