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Nevermind

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Feywray.4351

Epidemic works on ALL mobs in the aoe range, not just up to five. And for the record, it’s aoe range is HUGE.

Speed buffs stack?

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Feywray.4351

Quick question, does the 25% speed buff from Signet of the Locust stack with the 10% speed buff from the #10 Quickening Thirst talent in the Blood Magic tree?

question about condition build

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Feywray.4351

I would definitely not go with precision as your main stat. Since you’re a condition build, condition should be your main stat. Secondary and tertiary would be precision and vitality, not toughness. Although toughness can be useful, vitality favors Necros a bit better since it increases not only our health pool, but also our life force pool, and we have a HUGE vitality class modifier. End game necros can get over 26k in health, if you need to be tougher than that then you just need to stop standing in the fire. Whether you prioritize vitality or precision depends on what you doing I suppose, but naturally precision is better for dps.

Where does the Axe fit in?

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I think the #2 (?) ability, the claws one, is really good at stacking LF so in a LF build I suppose it could do ok, but then the staff’s auto attack is probably better at it still.

Signet of the Locust 10% or 25%?

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Posted by: Feywray.4351

Feywray.4351

Signet of the Locust movement speed increase. Tooltip says 25%, but the buff says 10%. Not sure which is accurate but I’d wager it’s most likely the 25% increase. Posted in Necro forums, and here to make sure it get’s noticed. Thx.

Signet of the Locust 10% or 25%?

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Feywray.4351

Posted this in the bug forum but being that it’s fifteen pages long, gonna post here as well to be sure it’s seen. Signet of the Locust movement speed increase. Tooltip says 25%, but the buff says 10%. Not sure which is accurate but I’d wager it’s most likely the 25% increase.

Necromancer bugs compilation. (discontinued)

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Feywray.4351

Signet of the Locust movement speed increase. Tooltip says 25%, but the buff says 10%. Not sure which is accurate but I’d wager it’s most likely the 25% increase.

Necromancer "bigger marks" trait is bugged

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Posted by: Feywray.4351

Feywray.4351

I actually just came on here to post about this specific topic, as I just noticed it myself. Once traited, the tooltip shows the #3 skill with a radius of 240, while the rest are state the radius as 120. You are correct in that when you target them, the #3 skill is the only one that looks larger, but once cast, if you have the “aoe markers” turned on (the little white lines showing the range of an aoe effect) You will notice that those white lines are all the same size. So basically the animation for the size for the 2,4 and 5 skills are bugged, along with the tooltip not updating. But otherwise I can confirm they all cover the same sized area.

How to beat the "portal boss"?

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Feywray.4351

Yes it’s where that dungeon door marker is, on the other side of the map from where you enter. Remember you’re porting into the dungeon from the city below, so you’re not actually starting where the “entrance” to the dungeon is.

Yeah,another thread asking: wich profession?

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BTW are engies the one’s that can duel wield pistols? cause that’s just the kitten.

Yeah,another thread asking: wich profession?

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Feywray.4351

You can say that again Dreamer

Butter I can’t answer that because I haven’t done an engi yet, although I do plan to as they look really cool. But I think you need to go back and look through those video guides on the mes again. It’s good that you don’t want to do a shatter build, it’s the most readily noticeable build, and the easiest to pull off. But there’s other builds, like the staff build using poisons (or was it bleeds) in those vids that does NOT want to shatter you clones often as they’re a big boost in dps both in terms of their bounce-back buff and in how fast they stack your poisons. Likewise, where as your clones are often sacrificial, phantasms are not, as they take longer to get out, and they do significantly more damage than clones. These builds aren’t as readily apparent and aren’t utilized as much, although the staff build has become well known and is probably a staple at this point. However, don’t dismis your shatter or other uses for sacing your clones either. I don’t want to sound like I’m being a proponent for mesmers it’s just that I haven’t played or researched engineers yet. Both can be great boons to a group. It’s all in how you trait them and how you use them. As for pvp though, I rarely saw an engineer, mesmers, on the other hand, are all over the place and are well known for dominating pvp.

Lots of white hair everywhere

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Posted by: Feywray.4351

Feywray.4351

My main, a female human guardian, has white hair. The first character I made in WoW, a human female mage that I played for 5 years also had white hair. I just think it’s different and looks cool. I wish you could have enhancements like a white lock in dark or red hair, like Rogue in X-men did.

Rate the Humans name above you

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Posted by: Feywray.4351

Feywray.4351

5/10 At least it rolls off the tongue well, but your first name sounds like it’s a combination of Laura Croft.

Female Guardian named Fay Wrey

Can anyone help me identify this armor?

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Feywray.4351

This is why we need an inspect feature in the game.

Yeah,another thread asking: wich profession?

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The problem comes with how easily they die. ALready you’re having problems with getting killed in 3 hits. I didn’t have that so much at level 9 because I stacked all stam and toughness gear, but at level 15, or about the time you walk into Kessex Hills, the gloves start to come off, and you find out how squishy that ele really is. It can get better later on once you’re able to get some defenses in traits and skills, but imo, it also rather pigeon holes the class into one particular spec.

I think you’ll do fine on the mesmer, they can be made quite tough, but they can still grind their way through mobs fairly quick as you saw in the video.

(edited by Feywray.4351)

Toughness vs Vitality

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Excellent points there Pinder thanks a bunch. Think that helped me a lot. As a guardian I wont have any problems coming up with healing and cleansing abilities.

After Patch Guard or War for Tanking?

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Possibly, He was only using 2 heals, his main heal (which is a very nice heal btw) and the regen buff from the Save Yourselves shout. The signet he was using does have the passive effect of reducing incoming damage, but the most interesting choice was the fact he was using a hammer, which is generally a CC weapon and mostly considered useful for pvp. A mace/shield or mace/focus would have mitigated a lot more damage and offered a lot more healing. I would love to have been able to see his spec. All in all though, with his weapon and skill choices, that’s not nearly as tough as you can make a guardian.

Yeah,another thread asking: wich profession?

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Feywray.4351

Sounds like you like all the classes and just need to sit down and pick one. I think your preconceptions about the professions though are mostly guided by what trolls have to say about them and the basic “view” they have instead of what they’re really all about. ANY of the professions can fulfill ANY role in the game. Some just fill certain roles better than others.

You said you’re looking for a profession that can be played in “a nice amount of ways” but then you dis Guardian as “cool strong boring and it’s spin 2 win”. Yes that’s the general perception of guardian, as that is how most people play them. Yet It’s probably the class that best fits what you said you’re looking for. Yes you can be very tough class while leveling, if you spec and gear that way. Granted there is a certian amount of natural durability it has in the lower levels, depending on what weapons and skills you take, but post 40, a guardian that has all of it’s stats and gear based towards dps is a very squishy guardian indeed. But at 80, you can do any number of builds with it. You can be pure healing and buffing support. Or you can be a very tanky build with a lot of reflective aoe condition damage output. Or you can be pure dps, or any comination of the above. I think it has more versatility than any other class at 80. Yes for dps, you’ll be lacking a tad behind some of the more dps based classes, but you’ll still have very respectable dps output and you’ll still have options.

I haven’t played an Engi yet, and yes the popular conception is that they’re broken. But I’ve seen some very good Engi players, and from what I’ve heard, they have a lot of versatility and they make a great support class.

Rangers are probably one of the most stereotypical of the classes from other MMOs, but I’ve yet to see one that wasn’t fun to play.

Mesmer’s can be great, and very fun. They good for a lot more than just pvp. Here’s a very extensive guide this guy did for Mesmers. Easily the best guide I’ve seen yet for GW2 http://www.youtube.com/watch?v=H70RjrLdeLs

Necros certainly have a lot of pets. But that’s not the only way to play them. Currently I’ve been leveling up with an aoe bleed/poison condition build that utilizes a lot of kiting. Word is it doesn’t work too well post 60 since a lot of things have closers to negate the kiting, but it’s very fun currently and if it gets too much, I can just go back to minions. The aoe condition build is still very good for dungeons at 80 though.

Ele’s are definitely the hardest to play and the least survivable in the lower levels. If you’re main interest is a challenge, then this would be the class you want.

I think you’re biggest problem is you want to play them all. Just buckle down and pick one. Besides, Idk why you’re deleting them, you don’t have to level and stick with the same toon all the time. It’s ok to swap around if you get bored with one.

Need assistance picking a race/class.

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Necro can be interesting, I’m leveling one now. I like the aoe bleed condition build. It’s great for grinding down large groups of mobs. It’s a rather squishy build, but it has amazing kiting potential if you kite well. If that’s too squishy for you, go with a minion build, that’s a fairly tough build when you have 4 to 5 minions tailing around with you.

What's the best weapon set for mesmer

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This here is the first part of a series of 4 guides this guy has done on the mesmer profession. Even though it’s rather long, it’s incredibly detailed and he goes into extensive detail on builds and weapon combos. Here’s the first part and you can find the other parts (2,3, and 4a) on Youtube. Notice he leveled up as a staff Mes. http://www.youtube.com/watch?v=7eZ0NNd7b60

Toughness vs Vitality

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@ Coglin- Yes but it just brings up a bunch of threads on where to find gear with these stats. I’m looking specifically for theory crafting on the subject that if you were to sacrifice one for another dps stat, such as precision or magic find, which would be the better stat to sacrifice.

@ Sirge- thanks for that little tid bit on the necro. I didn’t realize that so I’ll keep that in mind for my necro. Mostly I’m looking for this in terms of PvE dungeons for my Guardian. I’m working on finishing my Healing set then I’m looking to start a dps set so I can farm solo easier. I’m just not sure if I should go for a set with Pow/Pre/Toughness and make up some health with trinkets/amulet or if I should look for Pow/Pre/Vit gear and get a little toughness with jewelry. I suppose I could do Pow/Vit/Toughness and make up some crit with Jewels, that might be better for dungeons, but could make farming rather slower.

Toughness vs Vitality

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Obviously both are good, and needed, but when having to choose, which is better? Someone building themselves a tanking style guardian or warrior obviously want both, but lets say you want a to play a necro or mage and you want to add some durability. Dps builds typically want at least 2 dps stats like power and precision. So with only 3 stats on gear, which should you go for in the third stat, vitality or toughness? Does anyone have any theory crafting on which comes out on top? Raw hitpoints are always good, and trumps toughness against condition damage which ignores armor, but without any armor they’ll bleed off faster than you can heal them. Armor on the other hand reduces the damage you take and makes your heals go farther. So, if having to choose one over the other, which should you put a premium on?

CM dungeon armour shiny version?

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So there is no dye to make armor a shiny metal? really wtf AN?

Elementalist Roles in Dungeons?

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I’d wager the guy probably WAS an ele.

CM dungeon armour shiny version?

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Are you sure it’s not a dye thing? Speaking of which, I was wondering if there is a dye for “shiny, pretty” armor. Everything I’ve seen so far looks to dark, flat, or gold colored.

A Little Player Recognition Please?

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I disagree with the popular sentiment here. I REALLY wish we could have an inspect option of other peoples gear. Not for the stats so much, but to be able to see what exactly the gear is they’re wearing. I’m starting to see quite a few really cool looking threads on some toons lately and I’d really like to see what what pieces they used to bring it together. Obviously I’d prefer it to name the original piece of gear, not what they might have xmuted it into. Currently the only way to find out is to ask, and that’s rather bothersome and probably annoying to the other player. Some players have had some really nice gear sets with some exotics, but I’ve seen a lot of players just using auction house rares coupled with some really interesting color patterns put together some really good costumes. If you want to keep the elitism out of it, then just don’t have it show the stats.

Glowy Weapons (?)

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tagging for future reference

Sigils - 2 handed weapon vs 2 x 1 handed?

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It could and does, yes. But the main thing you want to consider with your weapon is the abilities it gives you and making sure you’re play style and spec support those abilities. While 2 1hdrs might get the benefit of an extra sigil over 1 2hdr, also consider this; It’s always universally cheaper to buy one 2hdr versus 2 1hdr, be that with either coin, karma, or badges. Also, 2hdrs deal the biggest damage and you’re abilities that deal damage is based off the weapon damage of the weapon that ability is tied to, so at least with a 2 hdr you know all of your abilities are going to deal great burst damage.

(edited by Feywray.4351)

We don't like Trahearne *Spoiler Warning* [merged]

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The severing ties with your culture/home is also appalling. What happened to home instances being these locations that really reflect your personal story? You have no way to get there from any point in the world, you’re never really told to go there, you don’t do anything there. I honestly can’t remember what mine looks like nor did I ever have a reason to venture back home.

That’s another excellent point Zeta. That’s about the only real complaint I had with the beginning story line. “Home” at least as such as that instance in the northwest corner of Divinity’s Reach that is supposedly the place you spend your existence until you started the game, just doesn’t really have any meaning to you as a player. I played through it as a noble first, thinking ok, nice area for being a noble, but that’s to be expected. But, with the exception of a few minor quests, there was nothing to really tie me to it emotionally. The I rolled a commoner, and I was thining “sweet, now I get to see how the commoners live”. Oh wait, they apparently live next door to the nobles. Well doesn’t that just suck. All the quests you were doing as a noble, are the same quests, in the same place, you do as a commoner. I’m wagering that rolling a character that’s one of the working class follows the same quest line. I was really hoping that changing your background would have led to home quests in different areas of DR, they certainly have the those parts in the city. I can understand why they might not have gone that route simply because of the fact that is a LOT of story line and quests to make, but it certainly would have added a great deal of depth, especially for alts, and fullfilled one of the basic requirements a story needs to answer in it’s telling. The where’s when’s and most importantly, the why’s.

Personality traits and character stats.

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Awesome thanks, what I wanted to be sure of.

Lord Faren

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That’s the one thing that sucks the most about the story line in this game. They have all these really great characters from your home town that you fall in love with, but then just drop out of the story line. Then another great character for a mentor from your order that ends up dying. Then a kitteny kitten character that trumps you right out of the picture at then end. It’s just plain bad storytelling. Any book or movie that had that happen would be a major flop, if anyone was stupid to produce/publish it to begin with. I swear AN put all the good writers on the beginning story arcs, and put some noob intern writer for the Trehearne story line.

Personality traits and character stats.

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Feywray.4351

Do personality traits (the charisma, charm and ferocity levels) affect you stats in any way? or are they just there for character individuality and basically just a measure of which answers you’ve chosen in quests? What effect do they have on your character or the game? Any?

Writer's AMA?

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Nope, brain fart about sums it up.

We don't like Trahearne *Spoiler Warning* [merged]

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There was a reason given why you couldn’t be the “leader” of the pact when the decision was made to create it, it’s because, as one of the character NPCs stated, “it has to be someone not from any of the three orders”. By the time you get to this part of the story, you’ve already chosen an order and have done a few missions for them, so obviously, you can’t be the one. However, it’s that one line in the entire story that gives the reason, and is, very apparently, breezed right over and forgotten about. That said, yes the entire story line with Trehearne is lousy simply because of just plain bad writing. I think it would have been better to leave Tre in the background once he became the Pact leader, much like Logan Thackery was in the beginning. He was in charge, he sent you out on the missions, but he rarely joined you on them, unless it was to save your noob behind. Odd thing is, I really liked Logan, and was hoping there was a way to join the Seraph. Honestly, it’s like someone wrote the the first 50 levels of personal story line, then it was taken over and written by someone else entirely. It’s a shame too, because leveling up, the personal story line was the most exciting and interesting quest line and drove me to level faster, until after Tre enters the picture that is. Now my level 80 hasn’t even finished the personal story line yet. In all honesty though, yes he really should be a side character, and certainly not in charge of a military force. Scholars don’t lead armies, generals do, scholars are there to advise. Just because you may have a lot of knowledge about the enemy doesn’t mean you know squat about leading men (or any other race for that matter).

The Fall of Falcon Company

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In The Fall of Falcon Company personal story quest, at the end, Logan asks you to complete his records and and you have the option to tell him that you and your sister were of either Krytan, Elonian, Canthan, or Ascalonian decent. Does anyone know how the answer to this affects the quest line later on?

I want to enjoy my ROAD to the Legendary

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I think I understand where you’re coming from. Everything you do at end game is going to be a grind, no matter how you look at it. It’s just a matter of does it feel like a grind. Running around with your friends pawning NPCkitten in a dungeon a few hours a night doesn’t feel like a grind, or smacking around a world boss regularly. Running around in WvW day after day get’s to be rather grindy after while, no matter how exciting pvp can get. Worse if it get aggravating. Running around mindlessly slaughtering everything that moves in a zone just plain boring., no matter how you present it.

On the flip side of the coin, I remember how hard it was to get legendaries in WoW. If you weren’t in a top end raiding guild, odds are you would never see one, and they didn’t just pick anyone off the cobblestones. This way, no matter if you have friends playing the game or you’re flying solo, anyone can eventually get a legendary, and that’s what I think AN was shooting for. As much as I admit I’m for that, or at least certainly not against it, I have to agree with you, running dungeons with a bunch of buds was always the best experiences.

Mystic Forge

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The gamble fountain? luulz

How to Make Money

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Feywray.4351

This is a response I made in another post, but I’m going to repost it here because I find it to be highly relevant. Sorry if it’s a wall of text, but it pretty much spells it out.

For those of you saying the economy is out of balance…
The profession being profitable from a perspective of cost of mats verses resale value of items made; in my experience, I find that rarely ever to to be the case. It’s really a simple matter of supply vs. demand and inflation. You can make a case that since there’s so many lower levels in the game right now supplying the market with materials, a fresh economy with very few players with an influx of cash to spend, the prices of mats and the resale of items made are out of balance. But even later on, this will never change, as the factors driving the imbalance now, will not only still exist, but be magnified later on by inflation. In fact, if anything, the price of mats will increase dramatically more than the resale value of the items made.
For example, when I rolled my first toon in WoW, the price of a stack of copper bars was going for 5-10 silver per stack. Five years later when I stopped playing, stacks of copper bars were going for 20-40 gold per stack. You could easily fund a toon with the money you first made off of the gathering professions in the first 20 levels, to last you all the way till end game. The reason? Two things; simple inflation for one. When I first started playing I was on a new server. Like here, there was very few people that had extra money to blow. Right now, there’s very very few players that have a bag with gold coins listed in the bottom of it. Especially gold coins that aren’t assigned to be used for a specific upgrade. So as for now, Copper ore is going for 20-30 copper per piece, which in this economy now, is quite a bit. In about a year or two, after the economy is established and there’s far more 80s running around and most players have one, and the money that an 80 can make. THis means there will be a lot more cash available then there is right now in the economy, and there will be more players with disposable cash then there are now. However, don’t expect the ratio of the cost of mats vs craftable items to even out. If anything, it will get wider.
Which brings us to reason number two; players will always value the availability of mats over the limited usefulness of a piece of gear. No one wants to go out and farm the mats to increase their crafting profession. Being able to just buy the mats off the TP to power level crafting will always be preferred to farming them, so the demand will always be high, and it will always be there. The people that supply these mats know this, and as more and more people acquire more and more disposable gold, they’re going to want it, so they’re going to charge more for the mats knowing you’re going to pay it to avoid farming them. For the crafter on the other hand, there’s only so much value a person is going to have for a piece of gear they’re going to replace in 10 levels or less, so the earning potential is always going to be in favor of the farmer. So this only leaves craftable items that are valued at end game where they can’t be out leveled, and the only way they can fulfill this role, is if they’re either niche gear, that can’t be farmed any other way, or simply because they’re the b.i.s. (best in slot) items in the game. If none of this proves true, and you can’t craft your gear on demand as you level up, then there simply is just no reason to take a crafting profession at all.

For the love of all that is good in the land, plz shut up vendors!

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It’s the greets. Now granted, after spending a couple of hours in the crafting station crafting items, even the background noise can get annoying, hell even the sound of my own crafting can get annoying, but that’s what the volume button is for. But mostly yes I say it’s the greets. There’s so many people running up to NPCs at a constant basis and conversing with them, they sound like a broken record. It’s really not just the crafting area either. Standing anywhere in any major metropolitan area can be the same way, as I’ve found out going afk occasionally, but since the art of crafting typically causes you to stand in one spot for a lengthy time with a high traffic flow, I think it can push it over the top. I like the suggestion made if there was a way to make the greets audible to only the player conversing with the NPC, that would be a good solution imo if that’s not too much trouble. That said, I really like the way the NPCs converse with each other. You have a lot of underlying stories going on with their conversations with each other. I’ve even just walked around Qeensdale stopping just to listen to the NPC chatter to find some of the little nuggets of story line you’ve in bedded in them. That and the background sounds really do make it sound like you’re in the middle of a bustling, thriving city.

R.I.P. Drop Rate

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Feywray.4351

For those of you saying the economy is out of balance…

The profession being profitable from a perspective of cost of mats verses resale value of items made; in my experience, I find that rarely ever to to be the case. It’s really a simple matter of supply vs. demand and inflation. You can make a case that since there’s so many lower levels in the game right now supplying the market with materials, a fresh economy with very few players with an influx of cash to spend, the prices of mats and the resale of items made are out of balance. But even later on, this will never change, as the factors driving the imbalance now, will not only still exist, but be magnified later on by inflation. In fact, if anything, the price of mats will increase dramatically more than the resale value of the items made.

For example, when I rolled my first toon in WoW, the price of a stack of copper bars was going for 5-10 silver per stack. Five years later when I stopped playing, stacks of copper bars were going for 20-40 gold per stack. You could easily fund a toon with the money you first made off of the gathering professions in the first 20 levels, to last you all the way till end game. The reason? Two things; simple inflation for one. When I first started playing I was on a new server. Like here, there was very few people that had extra money to blow. Right now, there’s very very few players that have a bag with gold coins listed in the bottom of it. Especially gold coins that aren’t assigned to be used for a specific upgrade. So as for now, Copper ore is going for 20-30 copper per piece, which in this economy now, is quite a bit. In about a year or two, after the economy is established and there’s far more 80s running around and most players have one, and the money that an 80 can make. THis means there will be a lot more cash available then there is right now in the economy, and there will be more players with disposable cash then there are now. However, don’t expect the ratio of the cost of mats vs craftable items to even out. If anything, it will get wider.

Which brings us to reason number two; players will always value the availability of mats over the limited usefulness of a piece of gear. No one wants to go out and farm the mats to increase their crafting profession. Being able to just buy the mats off the TP to power level crafting will always be preferred to farming them, so the demand will always be high, and it will always be there. The people that supply these mats know this, and as more and more people acquire more and more disposable gold, they’re going to want it, so they’re going to charge more for the mats knowing you’re going to pay it to avoid farming them. For the crafter on the other hand, there’s only so much value a person is going to have for a piece of gear they’re going to replace in 10 levels or less, so the earning potential is always going to be in favor of the farmer. So this only leaves craftable items that are valued at end game where they can’t be out leveled, and the only way they can fulfill this role, is if they’re either niche gear, that can’t be farmed any other way, or simply because they’re the b.i.s. (best in slot) items in the game. If none of this proves true, and you can’t craft your gear on demand as you level up, then there simply is just no reason to take a crafting profession at all.

In fact, now that I think about it, even if the gear IS the best in the game at 80, outside of crafting it for yourself, there is no reason for anyone to buy the gear from you. Consider this. For example, in WoW, there where 8-10 professions you could choose from, including the three gathering professions. However, you could only take 2 professions. If you dropped a profession, you lost everything with it, so no matter what, you’re profession maintained value simply because there were a limited amount of people that had your profession, and if you wanted something crafted from a profession you didn’t have, you had to find someone with that profession to craft that item for you, therefor creating demand. In GW2 there is no such demand. Every toon can learn all the professions, so in reality, there really won’t be a demand for a craftable item, because you can just learn the profession yourself since you can learn all the professions, you’ll eventually never need another crafter.

I think I just talked myself out of even bothering with my crafting professions till I hit 80, assuming I even need them then. I guess I’ll just farm the gear for the items I want and have someone else just make them. It’s easier and quicker then learning the profession. SMH

(edited by Feywray.4351)

R.I.P. Drop Rate

in Crafting

Posted by: Feywray.4351

Feywray.4351

The issue is not the drop rate but how fast the leveling is. I tried to keep my crafting up w/ my level and in turn i never was in a level appropriate area, for me this was fine but i can see how this bothers other people. This also plays havoc to the resale of crafted items; why spend any money on any gear when in 48 hours you ave out weighed it. I think it would make more sense to make 1-400 easier to level, and add more variety at level 400.
Rev.

This

I think some people are missing what the actual concern is here. It’s not about rushing to 400 and capping just so we can get our completionist jollies off (well, maybe it’s that for a select few), but for most it’s about actually being able to utilize the gear we craft and efficiently keep our professions on par with our character level.
Right now it’s too grindy, and the fine crafting materials required for anything are way out of line. On top of that, it’s not like we can go and flip these items for a profit, they are strictly for our own use (or others if we feel gracious enough), and that is why it’s so frustrating. I could see these being hard items to craft if I could turn around and get double or triple the value, and that should probably be the case for level 80 items, items that have some staying power, but not blues that we’re probably just going to use as stepping stones until we can craft better stuff.

And this.

That’s because you have absolutely no concept of opportunity cost.

Yes I understand full well what opportunity cost is. The problem is, I’m still gaining levels faster by grinding money, than I can level the crafting skill. To put it bluntly, there’s only three reasons to take a crafting skill. Either you’re able to level it up on par with your level so you can craft the gear you need as you need it while leveling. You can craft the best items at end game, giving them a high and inevitable demand by everyone, or because you can make money with it.

So far, no matter how I try and do it, I just can’t grind either mats, or the money for the mats, fast enough to keep up with my level. The fact that you get exp, really good exp, just for crafting doesn’t make this any easier. It’s perfectly fine if I don’t make money of the items I craft, as that’s just considered part of the cost for learning the craft, as long as I can make items I can use while leveling as that is my reward. If this isn’t able to be accomplished, then you have to be able to make money from the crafting profession. The crafting profession has to have at least a certain minimum amount of recipes at various levels that are valued by the classes so that they will be interested in having them made. If this is the case, then leveling the profession as you’re leveling is a moot point. You just worry about making some cash, pay to have another crafter make the items for you when you reach that level, and then level the profession later after you reach cap. Conversely, or in conjunction with above, the profession must be able to make craftable items that are in demand at end game. Either because they are the best items attainable in the game, or because it has niche items, or items that fulfill a certain role, that are not attainable any where else in the game. (Resist gear during classic WoW is a prime example of this) If at least one of the above conditions aren’t met, then there is absolutely no reason whatsoever to take a crafting profession. Players aren’t going to go through the hassle of learning a profession without some form of reward.

Craftable Runes of Divinity?

in Crafting

Posted by: Feywray.4351

Feywray.4351

I think the transmutation stones are a perfect solution for people that want the runes for their character’s gear. I get to choose the look that I want, keep the rune, and upgrade the stats.

Can you transmute the rune from a Karma bought item onto a regular item of the same type and be able to salvage it?

Yes you can xmute a rune from a Karma item to another item for certian, and I’m fairly certain you can probably salvage them as there is no way of removing the rune before salvaging it, but I can’t remember for sure if I did salvage any with the runes or not.

Why do people complain about classes they dont play

in PvP

Posted by: Feywray.4351

Feywray.4351

Deer Areena Net,
plz nerf paper. Sizors is fine.
Thx – Rok

But in all sincerity, it really doesn’t take a rocket scientist to figure out that Elies and Necros just get splattered in pvp. Now, coming from someone who’s favorite class has always been the mage archetype in many mmos, and has years experience playing them, I can tell you right now my ele just doesn’t have much of a chance in pvp. I’m not saying that other classes are OP or need nerfs, but to most people that have played the classes feel that they don’t measure up, and when a majority of you player base thinks certain classes are under powered, that’s something to take seriously. They aren’t all going to be trolls.

IMO, not being able to switch weapons is a critical design flaw. Plain and simple, if I like the staff skills in say fire and water, and the scepter/dagger skills in air and earth, not being able to switch out weapons is a huge disadvantage as it’s effectively nullifying at least half or more of my attunements, which I’m supposed to be encouraged to be switching through regularly. Being stuck with only one or two spell sets of a particular weapon combo for all of the attunements pretty much negates half of them at least. The biggest thing, however, is the lack of escapes. Clothies are squishy, they’re designed to be, and I’m fine with that and expect it. But, to balance that out, they need to have very good control effects and/or escape mechanics, and they don’t. They also need to be able to put out more damage than the other class, and likewise, they aren’t. To put it bluntly, they just don’t have enough of an edge in one particular area, to justify the extreme vulnerability they have against the other classes. Rangers, although not quite as soft, are still highly vulnerable in melee, but they have an excellent assortment of escapes, snares and control at their disposal to keep enemies at bay. Elies and Necros don’t, and so they’re just not as effective to play. I love my caster classes, but unfortunately this game will be the first time I don’t level a squishy as my main character first.

Craftable Runes of Divinity?

in Crafting

Posted by: Feywray.4351

Feywray.4351

But is there any profession that can actually make the rune?

Hey, being a crafter sucks! But we can fix it!

in Crafting

Posted by: Feywray.4351

Feywray.4351

I support this message. +1

Should I salvage blue and green items?

in Crafting

Posted by: Feywray.4351

Feywray.4351

anything less than 30 or so silver I vendor. Depending on my financial situation, I’ll vendor the leather and cloth items since the predominant way of getting cloth in this game, so it makes it worth it. If I need cash, I’ll vendor them instead.

Will DE's become more engaging or complex?

in Dynamic Events

Posted by: Feywray.4351

Feywray.4351

Ok so think of this. Most DE’s are designed with a certain amount of players in mind to be able to succeed at it. Lets say for your example above it needs about 7 or 8 players to be able to effectively succeed at repelling the attack on your gates. But what if there aren’t those 7 or 8 players in the zone willing to participate and it’s only a couple heroic defenders, or maybe even just you, that’s doing the event? Are you supposed to automatically fail because you’re the only one doing the event? Yeah getting those 8 players right now is easy, in fact, your probably seeing more than double of what’s needed for most events. But what about in a year or 2? When most characters are grouped at the top, and there’s very few players running around in low and mid level areas? They still have to balance the game for this in mind down the road as well. I remember the ghost towns areas became in WoW that were below or near the cap level. Trying to run a dungeon waskittennear impossible, and in effect, that’s what these are, spur of the moment, open ended, free to join dungeons out in the world.

Will DE's become more engaging or complex?

in Dynamic Events

Posted by: Feywray.4351

Feywray.4351

Ok so think of this. Most DE’s are designed with a certain amount of players in mind to be able to succeed at it. Lets say for your example above it needs about 7 or 8 players to be able to effectively succeed at repelling the attack on your gates. But what if there aren’t those 7 or 8 players in the zone willing to participate and it’s only a couple heroic defenders, or maybe even just you, that’s doing the event? Are you supposed to automatically fail because you’re the only one doing the event? Yeah getting those 8 players right now is easy, in fact, your probably seeing more than double of what’s needed for most events. But what about in a year or 2? When most characters are grouped at the top, and there’s very few players running around in low and mid level areas? They still have to balance the game for this in mind down the road as well. I just remember the ghost towns areas became in WoW that below or near the cap level. Trying to run a dungeonkittennear impossible, and in effect, that’s what these are, spur of the moment, open ended, free to join dungeons out in the world.

R.I.P. Drop Rate

in Crafting

Posted by: Feywray.4351

Feywray.4351

@Teemoor-no you don’t necessarily need to discover all recipes to get your skill to level 400. But for some of us, it’s not about how fast you can get your skill to 400. Personally I’m a major stickler when it comes to getting all the crafting recipes for my trade. Likewise, being a guardian doesn’t help my cause much either, as I’m able to fill all three niche rolls for grouping, dps, tanky mele, and support, meaning I’ll need a wide variety of gear. But mostly, It’s because I’m not just leveling this craft just for this toon. It’s also for every other toon that comes after it that can use it. But your correct in that I’m probably going to have to just focus on only 3 or so specific recipes for now till I can come back later to learn the others. At least if I want to get it to where I can make gear for my current level.

Question about gathering tools.

in Crafting

Posted by: Feywray.4351

Feywray.4351

From what I’ve heard, no there isn’t. But if what the previous poster said is correct, how much higher? It may very well not be worth the increased cost for the occasionally few more.