Showing Posts For Theodorick.5208:

[Spoilers] Question Elder Dragons + Magic

in Lore

Posted by: Theodorick.5208

Theodorick.5208

Hello,

I’d like to preface this by saying I have not read the novels so excuse me if this has been answered already.

I’ve had this question about the Elder Dragons and I can’t find an answer on my own. Do they have a limit on the amount of magic they can consume? With the recent events regarding the Bloodstone this is bothering me even more.

I find it really curious that, from the information I have (wiki, in-game, friends), only Six Elder Dragons exist and they all are located around Tyria. From my understanding; they awake, consume and sleep over and over again. When do they stop? Why do they stop? I know the obvious answer is when there is no more magic available (or the balance has been reached). But, I do not think it’s a leap to assume there is magic around the whole world. Do they start on Tyria, travel until none remains and come back to sleep in Tyria?

Also, as we can see from the events of the game, killing one releases the magic it consumed back in the system (all of it?). Are the Elder Dragons only reservoir of Magic or they also transforms it/neutralizes it? But I digress.

Why haven’t they killed each other already? Why can one awake before an another one without it being big deal to the others? So again, my main question (I know it is more than one, but mostly they are leading to this): Is there a limit on the amount of magic they can consume/absorb before going back to sleep?

Is it why the task of keeping the world in balance was, until now, divided between six of them and not just one or many more? Again, I would assume with their need to feasts, their massive ego (Goa’uld like remarks in the story) and their aggression, once one has more magic than the other, then more power, they would start fighting each other until one dies and releases the magic back for whomever is left to consume it. Unless they simply cannot? Is there a limitation on them that prevents this scenario or is it something else? Is it some sort of altruism? Do they keep to a certain territory on purpose so they don’t affect the other Elder Dragons even to their potential own reduced food supply? Or is it biological limitation? I would think the later, because Mordremoth did not seem one bit interested with Zaithan’s death, no mention anywhere I could find.

And finally, once they are full, would they go back to sleep, even though magic remains? If we kill enough of them and/or more Bloodstones are destroyed, would any of them simply go back to sleep without even being fought?

I know this was a bit long, I wanted to put some of my reasoning behind and hopefully it is not based in fallacies. Also I hope my English was good enough to convey my idea clearly, it is not my main language.

Thank you very much.

(edited by Theodorick.5208)

Scholar/Agent/Crusader's Pack Collection

in Bugs: Game, Forum, Website

Posted by: Theodorick.5208

Theodorick.5208

Hello,

Hopefully this notice on the wiki will prevent other players from experiencing this bug too. I get that this is most likely low on the bug list, but I hope we will be able to finish ours eventually. For now, I have stopped doing HoT story.

Scholar/Agent/Crusader's Pack Collection

in Bugs: Game, Forum, Website

Posted by: Theodorick.5208

Theodorick.5208

Hello,

I have the same problem. I can not finish the Agent’s Pack and Crusader’s Pack collections. Despite bringing new characters and choosing the right backpiece at the end of “Prisoners of the Dragon”. It will not credit me the items received in “Strange Observations”, “Buried Insight” and “Heart of Thorns” for both collections. However, the items you have to buy at the merchants still work and register in your collection (Maintenance Oil, Backplate and Honing Crystal).

But, now that I think about it. It might be because I did the same thing you did Inferitus. I made a human Revenant at first, but deleted him half-way through the story and remade him as a Charr instead (too many humies everywhere!).

I could not find anyone else with the same problem before you. I contacted support and they made me test it with the Magister’s Pack collection. This one worked just fine all the way to the Ascended backpiece. I now believe that one worked because I started the priory collection first with my Necromancer. Before deleting my human Revenant.

Would it be possible that the game somehow creates an hidden flag on the first 3 characters that picks a backpiece at the end of “Prisoners of the Dragon” ? And then deleting one bugs the collections ?

Hope this helps.

Thank you

(edited by Theodorick.5208)

Suggestion for Black Lion Salvage Kits

in Guild Wars 2 Discussion

Posted by: Theodorick.5208

Theodorick.5208

Hi,

With the new Wardrobe and the way transmutation works now we can no longer transfer expensive and valuable runes/sigils off our gear now.

It would be nice if all armors and weapons could become salvageable with black lion salvage kits.

First, I understand that karma, badges of honor and guild commendations gear cannot be salvaged to prevent an easy gain of valuable materials (at least I think this is the reason why).

What I propose is that Black Lion Salvage Kits are able to salvage all items, but for the aforementioned gear, it would only give you back your sigils/runes : no materials.

I play many characters and I like to change my builds every once in a while. I used to just transmute the old gear with the new to keep my valuable sigils/runes.

I know there is an extractor, but the goal here is to keep the sigil/rune only. We could do it before by transmuting. Now we can’t. I just want to have that option back with its consequences (armor/weapon destroyed).

I do not think it’s an unreasonable request. It would also give another good reason to buy BL salvage kits to get back your 10+ golds sigils/runes.

Thank you for considering this.

P.S. English is not my native language, sorry for any mistakes.

Cultural Armour Glow Compendium - Completed!

in Sylvari

Posted by: Theodorick.5208

Theodorick.5208

The same way we can turn off glow on our Sylvari can we turn it off on the T3 Sylvari light armor please? I liked that T3 armor because it had no glow to begin with.

Sylvari Cultural armor change?!

in Sylvari

Posted by: Theodorick.5208

Theodorick.5208

Please, please go back to the way it was before!

I hate my new t3 light armor so much now. It is just plain, it looks dead. I really hope I haven’t wasted 120 golds on this.

Edit : Found an old screenshot to compare! On the left screenshot you can clearly see more colors in it, more contrasts as well. On the right, it’s just plain, just one even color. And I am supposed to have different shades of green.

No matter what I try I can’t reproduce the old color pattern. And frankly I do not care about glow. I don’t have any glow on my Sylvari. I bought this expensive armor Because it had no glow in it. Please let us go back to the old armor with an option to remove that new glow.

Attachments:

(edited by Theodorick.5208)

Need help with cultural armor achievement

in Players Helping Players

Posted by: Theodorick.5208

Theodorick.5208

Oh ok, thank you for the answer.

Have a nice day.

Need help with cultural armor achievement

in Players Helping Players

Posted by: Theodorick.5208

Theodorick.5208

Hello everyone,

I need help with my achievement for the cultural armor for Sylvari.

I currently have 2 cultural armor sets for Sylvari.

Assassin : All six T1 pieces
Necro : five T3 pieces and one T1 piece (helmet)

All of them are “unique” as I do not have a third Sylvari character or any double of the currently owned pieces.

However, on my achievement tab, it says I have 11/12 pieces collected. Am I missing something here? Is it because I already have a T1 armor, even though it’s a medium armor? Then am I required to buy the T3 helmet piece I am missing for the achievement?

Thank you

(edited by Theodorick.5208)