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Mighty/Resilient etc. infusions are obsolete?
in Guild Wars 2: Heart of Thorns
Posted by: Turiya Raver Xll.7068
Now that the new system has settled in and we have infused and attuned, the math works out as 14 pieces with +5 = 70.
Backpack and rings with +16 in each (3x) infusion slot. Rings with +16 in each (2x) attuned spot to give 150 AR. A +16 infusion currently, at time of typing, on the TP is 1,299g each =6,495g in total.
Compared with using 14*7=98, 52 ar split between 5 slots = +10*3 (infused slots), +11 *2 (attuned slots)
+10 ar on tp, at time of typing, 14.7g = 44.1g
+11 on tp, at time of typing, 31.4g= 62.8g
106.9g in total.
Difference is 6,388.1g for using the hybrid +5s instead of the cheap +7s.
I have to admit I am totally confused as to why, for approx 20 power (or equivalent) and approx 500 health (or equivalent) depending if your back-piece and amulet are offensive or defensive the cost is 6,388.1 gold.
I have to admit I was hoping this would be addressed when the fractal patch came along with the winter patch but it appears this was not, nor was the final tier of the backpiece
Mighty/Resilient etc. infusions are obsolete?
in Guild Wars 2: Heart of Thorns
Posted by: Turiya Raver Xll.7068
It would be nice for GW2 to at least allow us to upgrade our preexisting infusions to +7. Otherwise, close to 700g down the drain.
I couldn’t agree more. The work and/or gold involved patiently farming ancient bones for the vital versions and powerful blood for the power versions etc. has to be taken into account. Perhaps it can be the new vendor (who gives out the +7s) can upgrade to +7 agony and leave the +5 (vitality, power etc) part alone? or even better if 100 bones (or whatever) gives 5 vitality (which works out as 20 bones per point) then the vendor accepts 40 bones to make it a + 7/7 ?
OLD
6 piece of armor with +5 = 30
6 x trinkets +5 = 30
weapon 2 x +5 = 10
14*5 =70 (so that was the old max requirement of 70 AR in total). 80 Short of the new 150 AR.
NEW
6 piece of armor with +7 =42
6 x trinkets +7=42
weapon 2 x +7 =14
14*7= 98. 52 short of the new 150 AR.
So a difference of 28 more AR that players using the old infusions have to make up. I am too scared to look on the TP to find out how much a 28 AR infusion would cost me, just because I happened to spend time/effort and money making the 5/5 in the past…so if i want to keep my vital/power infusions I have to find someway of making up the 28 difference…I am sure the devs did not intend for this to work out punitively so fingers crossed a patch in the near future will help out.
(edited by Turiya Raver Xll.7068)
I am in a 3 player guild, talked to initiative in LA and got the initiative hall. Guild is level 2 (220/300 xp) with 8,714 influence left over, 0/6000 favor. 0 funds 0 favor. The hall has commendation trader and guild banker (guild 50 stash and 100 trove), guild requisitioner and guild initiative notary. Current upgrades are Initiative registration and guild vault stash. I visited a few other new guild halls (still in LA) and they had a merchant called “Ronald LeFleur Favor Vendor” next to the guild banker. How do I get this merchant to appear and then convert the 8k influence into favor to at least unlock something that will allow us to progress?
(edited by Turiya Raver Xll.7068)