Part of the [PORT] mystical tour – “Marilee Mangletooth.” What main?
Something something Autechre fanatic.
What is STRESS test? I don’t get it! It’s not “How the game can be stressful for players” I think? And so, we will have access to Elites, Mount AND Pve at same time? Some changes about mount sickness to expect?
btw, add a swap weapons button for engineer: I want to toggle between my rifle and my hammer!
A “stress test” involves large groups playing on a server to test the capability to handle the load required for the server. So in these, you’re going to be playing in the first area of Path of Fire, so the network engineers can detect bandwidth allocations, load balance issues, etc… just so when launch comes, there is a snapshot of what must be in place and it’s already met.
This is common when anticipating releases of multiplayer online games, especially MMOs in main release and expansion releases. So in short, they want you to play and do perhaps ordinary / not so ordinary things, and the network engineers know what to fix / balance in terms of data
TL;DR: they just want you to play and crowd the servers so if things go wrong, it won’t go wrong on launch day.
What is being referred is the mainhand, offhand, staff etc. and the four attunements, as well as the trident.
Mainhand: dagger, scepter (6)
Offhand: dagger, focus, warhorn (HoT) (4, or 6 with focus)
10 × 4 for each attunement – 40
However, you forgot to account for the staff and trident, which adds 5×4 each.
So you are looking at four sets of 5 skills for land, a set of 5 for sea. Add a staff or an extra main/offhand set and that’s the 40 you’re looking at.
Correct, and to recap: Living World episodes unlock account-wide if you captured them in the timeframe that episode aired. However, you cannot access them if you don’t have core* or expansion. Once you upgrade, you will be able to play them.
(*purchasing an expansion gives you the core experience for free as well.)
Correct. When “+% Damage” is involved it only applies to raw damage, not condition damage. The only time it applies to condition damage is if it either explicitly states “condition damage” or has reference to a specific condition, e.g. Burning. “Superior Sigil of Bursting” modifies condition damage; “Superior Sigil of Force” does not.
Can confirm that this HP is missing. Snowden Drifts cannot be completed now because of this.
“Sparkfly Fen Insight: Shattercleft Hills”
Discover this Mastery Insight in Mount Maelstrom.
I’m sure you mean Sparkfly Fen.
any 4-stat with concentration would provide the same level of concentration as full seraph’s when used as a full set. you can augment your armor with platinum doubloons (+4% boon duration each), and there are consumables that increase boon duration as well.
For straight-up health pool, the Warrior has more health than any other class. It was designed to compensate for the class’ lack of support options, thus allowing him to more focus on being up-front and personal. There’s also a trait for the Warrior that gives you vitality based on how much power you currently have, which increases your health.
The Guardian has more flexible options, but it has more support-oriented shouts and support-oriented skills/traits, including condition purges which boost survivability options for not only you but others.
For raw health, I would choose Warrior. For sustain, I would choose Guardian. I would lean more towards Warrior as he has some solid mitigation options himself as well as extra flex on weapons.
I highly recommend promoting mats if there’s not enough of x+1 mats you need, as well as promoting from mats you find abundantly to mats you find scarcely (often true for t3/t4 cloth/leather). Same can be said for components such as blood/totems/etc. Sometimes you can promote from a type that sells horribly to one that sells very well, to make a decent flip, but be careful with this.
Also, yes, you will need a LOT of T2/3/4/5 wood/ingot/cloth/leather if you’re making ascended gear.
I will agree with the “don’t buy all at once” mantra — it’s wiser to accrue mats over time, so you won’t feel as burned on coin, and you can check prices over the days.
These hearts are the most easily missed in the area:
> Akk Wilds, southeastern corner, helping out with the gate research.
> Cuatl area, ENE of Desider Atum — deal with the hylek.
> The Anthill – deal with skritt and chaos poisoning w/ the Chaos krewe.
Compare your current map with the one in the Wiki. Also, hover over the 15/16 while in Metrica and you might see the one you missed glimmer. Check for blurred spots, too.
The poisonous sections are still there, and the spouts of poison you get before the actual Zhaitan battle are manageable, but it’s more or less “don’t get too involved with the cannons and raise your shield at the right time”.
It will draw considerably, I’d have to admit — just stay persistent. It will eventually get done.
(The reason I excluded the Zhaitan posion — more like vile liquid spouts — is because it WILL down you in an unfavorable spot. You have to know how he’ll choreograph the summoning, so you’re off the turret before it comes up.)
A key piece of advice when you’re enjoying your spec that’s unfavored by others: don’t listen to others jeering about your spec.
It may not be “meta” but if what you’re doing is getting the job done, stick with it. I do like greatsword on the Reaper, and it’s nice for the crowd control and the free burst attack vs. near-dead mobs — but I personally use dagger/focus for basically anything else, as it erases boons on targets, and for stronger mobs I’ll unleash the reaper shroud to help with the damages.
The only major benefits with reaper spec is “bleed when you chill” and the shouts, but if you run your trait lines right, you’ll be very effective with reaper’s shroud.
I highly suggest the video recommended above so you’ll understand what to do/where to go. Also, have a means to generate swiftness for the moments the elixir wears off. Some difficult jumps can be made trivial by this.
is it possible to bring back the flamekissed light armor skin set? really regretting missing the opportunity to snare the set and it’s been so long.
Thief is tricky to work with at first. Being a mostly no-cooldown build but clamped to the Initiative you have for the weapons you choose, it all depends on the scenarios you face. Most of the time you will have a melee fitting with a ranged swap. Your options expand once you get to Daredevil, and your opportunities to break defiance bars become more open.
Double-dagger (D/D) is great if you can consistently bleed and poison, and the problem with initiative can be fixed with proper traiting. With daredevil, you can increase your burst damage (through pulmonary impacts) if you can reliably interrupt often.
The recent change to P/P allowing some initiative refund if Unload hits all eight times allows you to extend your burst attacks, making you an effective ranged DPS even if more Power-reliant, as long as you keep an eye on your initiative and keep moving.
However, if you’re just getting into it, I will warn that Thief’s bursty nature comes with a steep learning curve; but taking your time and picking your fights will make the bound happen. As long as you keep yourself mobile and avoid being overwhelmed with multiple enemies, you shouldn’t have as much trouble.
I’ll have to admit right here that even though I have a few of them in my account, norns are kinda strange to me. It just feels off. I do get the idea that they feel a connection to the wild spirits and the Mists, but that’s basically all it is. It’s more or less “prove your worth” personal-story wise.
The character I find that is in the middle of it all are the sylvari, esp. since the bad-rep Heart of Thorns (“Can’t trust these sylvari”) but I’kitten the Charr are the ones with some firm standing. I kinda put the humans alongside sylvari as the “trustworthy not trustworthy” bunch, but you have some structure with the Charr..
That’s not the point of the topic, though.
I just feel the Norn are kinda empty lore-wise, but maybe I’m not making full sense of it. Doesn’t stop me from running a few.
This is the ideal two-stage professions you might want if you’re gearing the character:
Light: Tailor and..>
Elementalist: Artificer. Get a weaponsmith to make daggers.
Necromancer: Artificer or Weaponsmith; if you already have one, use the other.
Mesmer: Weaponsmith (swords/greatsword), Artificer (scepter/foci/staff). Huntsman is a waste, you can get torch/pistol from else.
Medium: Leatherworker and..>
Ranger: Huntsman or Weaponsmith. If you already have one, use the other.
Engineer: Jeweler, or Huntsman if you make this your first
Thief: Weaponsmith (Swords/daggers) or Huntsman (Pistols/Short-bow)
Heavy: Armorsmith and..
Warrior: Weaponsmith, without a doubt; you can get rifle/longbow or warhorn from a Huntsman, thus not worth investing.
Guardian: Weaponsmith or Artificer (Staff, Scepter/Foci; do know Scepter is Guardian’s ranged weapon). Not worth investing Huntsman just for torches.
Revenant (Heart Of Thorns only): Weaponsmith. Artificer just for staff is not worth it.
Remember: Huntsman makes spearguns, Artificer tridents, Weaponsmith spears.
If you already have an armory character settled (e.g. Warrior has Armorsmith and rolling Guardian), replace with Jeweler.
If you already have a Jeweler, replace with Chef.
Electro got this.
Overload Air leaves a big lightning field that your 2 blasted on. So for my case I tend to use 5, 2, 3 to ensure I have a fire field that these skills land on.
Blast combos occur on the most RECENT field the finisher lands on, and your Overload Air lightning field happens to be just that. On the other hand, the lightning field seems to update itself every half-second which could make it the most recent field, overwriting the fire field from Wildfire.
I assume you are using scepter main, as 2+3 on that are blast finishers. I need to test.
The game is telling you that you need two MORE Central Tyria mastery points so you can unlock that mastery skill with 5. Mastery lines stay locked until you meet the total mastery point and experience criteria required to unlock them.
This is not a bug.
In “Kill the Elder Dragon Zhaitan” when the ship is making a turn in “Keep watch for Orrian forcess…” to “Defeat Ogravros the Moondeath”, the ship flicks visible invisible when the camera is near the Cannons. The bug stops for the battle tho.
Note that both “Keep watch for…” events, when the ship is moving the bug happens.Note: You can see I am not falling, the ship simple disappears and reappears.
Also, I am having a hard time to select Horrogos. The Cannon is in the way.
For the rest of the event everything went well, with a great finally!
Can confirm that this is still occuring. The specific times the geography glitches out are at these moments:
> When you defeat the Mouth of Zhaitan in the instance and take back to the skies. It stops misbehaving once the vertical height stops changing (when you start fighting Zhaitan’s Champions);
> After the fight and you board the Glory of Tyria. It stops misbehaving once the vertical height stops changing and leads up to the MEGA-LIT charging; and there’s some geography glitching at the first moment afterward leading to “Kill Zhaitan”.
This is similar to the glitch observed almost a year ago with missing geography at Vigil HQ when standing in certain areas. However this time you’re on a moving platform and the FPS tends to severely drop during these glitches. However you’re still on the platform regardless of it disappearing under your feet periodically, and it seems to be independent of where you are standing.
Double dagger seems to be the setup if you want condi thief, though do note in deadly arts (?) one of the traits allows daggers a chance to poison, so if you frequently attack, the stacks can build. Add trickery minor “leading attacks” and that damage will ramp up, especially with the increased poison damage on deadly arts as well.
As for guardian, if you’re looking to maximise your burning potential it’d be considerable to have a torch; a trait also allows you to have a free zealot’s flame activation on crit (10s cooldown) which you can throw for good damage+burn.
As for warrior, sword main does some fair bleeds, but that becomes a considerable burn generator when you unlock berserker elite spec. You’re mostly power-based until then.
My $0.02, anyone care to add some value?
Amaimon says it right. I know it says converted, but it’s actually a misnomer. It just adds a certain percentage of stat A as stat B. So your second one actually causes 3% of your vitality to be added to healing power — you still keep your current Vitality rating.
So if you have 300 Vitality (theoretically), your healing power goes up by 9 (3% of 300) but your Vitality is still 300.
Increase the environment quality to “Medium” and the vines should appear. That will give you more of a visual cue that gets you to that bloodstone piece.
I’m glad you’ve made some contributions, because it’s important to have multiple points of view here. But what I’ve basically stated from prior, “try all the classes, and stick to the one that works well for you” still applies. What works for one might not work for another, and people might have different views about certain classes.
I agree at the suggestion of the warrior/guardian/ranger/engineer as they are indeed more “support while providing decent DPS”, I avoided thief for the fact that the strictly offensive playstyle is at the cost of mitigation and support, so you have to be well-adjusted as to how combat works, as well as the mechanics of the profession. But I’ve seen some start up and do well with it — which is why I said what I said.
I wholeheartedly agree. Don’t remove what you already have, just make a new one and work yourself back into the content. Once you find yourself on familiar ground, you’ll be able to work with the characters you have.
Do make sure to understand that for the ones you do have, changes may have been made to the skills/spec lines. Rework to your fancy.
In short, just slowly reintroduce yourself.
I found these following professions to have a leaning edge when it comes to mains:
Guardian (heavy): Good deal of supportive abilities while also being able to do good damage on their own, especially when it comes to consistent placement of burning or outright raw power.
Ranger (medium): Pets, versatility between distance and up-close combat, spirits provide benefits to you + allies (even more so traited), able to handle general trash with some experience while going from A to B.
Engineer (medium): Flexibility at the cost of having to manipulate your utility skills often (6, 7, 8, 9, 0) for the right task; consistent at bleeds, overall supportive but somewhat lacking in the raid/WvW department
Necromancer (light): Solo durability, minions, wells, elite reaper provides some PvE benefit with shroud — but is great at creating/spreading conditions
Mesmer (light): Support, portals, boon collection/sharing at the cost of a steeper learning curve
Elementalist (light): Able to switch to the right attunements for the right moments on the fly, providing support, damage, AoE and opponent hindering; moderate learning curve but not Mesmer steep; most efficiency at the cost of being a glass cannon in big content, but sturdiness can be worked in for general PvE/meta.
Warrior and Thief take a little getting used to, and if you’re not an experienced player it can be a little like the kittening, but for overall standing and “mainworthy” I suggest you give each profession a try, and stick to what you feel is right for you.
Yes, the change really has helped me out of a big pinch when I was experimenting with other characters. So now, you can learn it from a character who DOES NOT have the profession, and have it available for the one who does. For recipes that involve multiple professions, one recipe unlocks it for all professions.
There are four different tiers of dailies, it seems, depending on the highest level character in your account:
> Character below a certain window
> Character above the window, but below 80
> Character is 80, but is non-expansion
> Character is 80 and has the expansion
I don’t know how dailies behave to individuals not meeting the criteria, but it’s safe to look at the Daily tab under Achievements to see what is available to you.
Characters below the designated window also have 3 daily tasks instead of 4.
I will also vouch for Engineer here, having a successful one as my main now. The learning curve is a little steep, but by no means is it the most difficult. I would probably pin that down on Mesmer if opinion of self is concerned.
Most of the Engineer’s flex comes with the tool belt and kits. What you put down as your utility skills determines what you have on your tool belt skills. And the right utility/tool belt skills work well in the right situations. But don’t let that jumble confuse you. It’s alright if you pick and stick to a single kit (or two, if you use the elite mortar kit down the road); I find that grenades are great for when you’re leveling up as well as in endgame material, esp. with the right traits you can stack some impressive bleeds as well as some occasional burning + burst burning (toolbelt flamethrower = next 3 hits inflict burning, and that’s one throw of grenades!)
What WvW is looking for is those who can A→B without losing function, and unfortunately that’s where Engineer kinda lacks. But outside, when metas, dungeons and general PvE is concerned, it’s fine.
But as for your question, any class is viable if you work well at it. Give Engineer a try down the road if you’re pinned to it. You might like it, you might not; you won’t know if you don’t try.
If you see wings/etc on the backs of individuals, these are known as backpack skins.
For actual glider, you cannot unlock that without Heart of Thorns, as it requires completing the Act 1 chapter “Torn From The Sky”, then earning experience to ‘learn’ it.
Glider skins acquired from the Gem store without Heart of Thorns is stored in your wardrobe and unusable until you acquire the expansion.
Anything that is gray-titled can be vendored off, those usually have little to no use — like those shiny baubles. As for materials, including ecto, ask yourself: will I really need this in the short-term? If you’re unsure how to answer that, then I would treat that as a yes. Keep it in the mats storage.
But you don’t need to keep all the things, just the stuff you feel might be useful down the road. Selling some of the excess mats to keep your stock in general levels can net you potential gold. Sometimes, certain mats don’t sell well, but the next higher quality does. If you don’t need that quality, you can max that out, then promote a stack to the next tier, then either use, keep or sell the result.
Also, ectoplasm is not just for exotics, legendaries or ascended equipment — it has use in many other things, including leveling equipment should you want to give a new toon the upper hand. Warning: it’s quite expensive on the ecto and certain mats.
Welcome to Tyria!
Here’s a few basic tips from my strong experiences alongside what others have said:
+ Try different weapons once you get to it. Each profession has a selection of weapons they can use in their main hand and offhand. These weapons change which skills are available to you in the 1-5 bar. If it works for you, and it works effectively, try to upgrade just those.
+ You can never be overleveled for an area. If you need some more experience, participate in events. Rewards are scaled to your actual level, even if your “effective level” was lowered. You can become a little bit more powered than typical as you get better equipment, however.
+ Harvest ALL the things. Make sure you get a mining pick, harvesting sickle and logging axe. What you use for nodes is there for you. You’re not stealing from others.
+ Individual targets are represented by four colours: white is ambient creatures; green is allied players and NPCs; red is hostile enemies that will attack you if you get close; and yellow is neutral creatures that won’t attack unless you hit them.
+ Don’t be afraid to ask for help if you need it. You’ve done the right thing coming here, but you can also ask in-game as well. Chances are someone will help you out.
Enjoy your time here. If you have any further questions, don’t be afraid to ask here.
Will iterate on the ascended gear stats change, should you acquire an armor or weapon of ascended quality but not the stats desired…
for ascended armor, you will need:
Armor + Gossamer Insignia with the stats you want + Anthology of Heroes + 5 Globs of Ectoplasm = Armor with the stat types of the insignia (if you use Berserker’s Intricate Gossamer Insignia on an armor, you get a Zojja’s armor)
for ascended weapons, replace “armor” with “weapon” and the insignia with an Orichalcum Imbued Inscription. (If you use Berserker’s Orichalcum Imbued Inscription on a weapon, you get a Zojja’s weapon). Still need Anthology of Heroes and 5 ecto.
Hope this helps you out should you either acquire or craft ascended gear.
If you save up laurels, you can also acquire accessories, rings and amulet of ascended quality, but be mindful that these only have the older stats, not the HoT-specific stat combos like Viper’s, and you cannot equip a pair of the same thing (unless one of them gets Infused, but not both).
Will agree with Sparks The Rescue, both Citadel of Flame and Crucible of Eternity will get you some armor well designed for more damage output, but CoF is run more frequently than Crucible. For most of the content, the only reason you’ll want Ascended gear is fractals, but I don’t see that happening any time soon. Outside of fractals, Exotic nets you more worth and flex. So run some dungeon paths, and use what you gain to purchase your gear.
Auric Basin was THE way to make gold for many but most of us know that the Silverwastes is far more consistent and now better since Auric Basin was nerfed to the ground.
cough that would be nerfed to return a reward consistent with the effort involved, rather than one 5x to 20x higher than expected. You now get the amount of reward from an AB meta than someone who didn’t do multi-map looting got from the AB meta.
Siding with SlippyCheeze here. The AB meta allowing to be multimap looted fell more on the lines of exploit than full-on intentional. Yes, I may have run it about 3 times, but I stopped because I felt it was broken as hell. Sorry if you don’t like the idea of putting in the effort of slaying Octovine each time you want the golden loot. But that is what was intended.
As for resources, I kinda agree it would be better to build up harvest, then do some compare to determine if refine > raw, do refine if that’s the case, or sell raw if not. For some ores (Copper, Iron, Platinum specifically) raw is better than refine. Always check to see if what you’re making is profitable. Sometimes it’s not (unless refining, not crafting). Demand changes on a whim, so keep an eye on the BLTC post prices.
Dredgehaunt Cliffs is the place to be if you’re farming season wood. There’s certain areas that have 3-5 wood nodes near some of the WPs, but you can run a full-on circuit in ~30 minutes granted you have a mobility skill or a source of swiftness. Kneeling at the Wolf shrine near the northern entrance (a bit westward) gets you a head start.
Oh my. Here’s how I usually do my running after a solid day. I usually try to fit in Tequatl in the day, as well as hit the world bosses I can run without hitting ground often. If I can, I’ll run some HoT meta, usually Auric Basin, salvage what I can’t/don’t use, and trade off excess mats.
Run seasoned wood / elder wood nodes, iron ores, platinum ores, even copper ores from time to time. Go and find mob-heavy events, slaughter for the loot bags they drop, oftentimes you can find some profitable mats from those bags.
Daily completionist, because +2g is fine.
Combine major sigils (yellow) in the Mystic Forge, for the off chance you get a very profitable superior sigil (orange), preferably from sigils netted from salvage.
Promoting unused T5 mats to T6 mats and selling one less than the generated stack (IMPORTANT! Alt-drag to split stacks). Why one less? The recipe requires one T6 mat along with its T5 variants.
It’s always about farming up the materials and selling the excess, but once in a while you’ll get a drop or chest loot that is profitable intact – I prefer selling that off if that’s the case.
Remember, salvaging an exotic has a rare chance to spit out its inscription or insignia. That alone sells for quite a bit, too.
I will throw in my $0.02 here. I will actually agree with Eros on the setup.
Guardian has great support measures, a fair means of mitigating issues, and is party friendly. Scepter mainhand is great, and you can complement with torch for extra damage options, or shield for mitigation options. One of the guardian’s shouts, “Retreat!” gives you a swiftness (+33% movement) burst as well as a free block via Aegis. Benefit of heavy armor, so has more defense than medium or light armors.
Warrior has a strong set of melee options, but the longbow/rifle makes for a good range swap for when you need it. For a ranged perspective, you’re stuck between these two. He has a +25% movespeed trait, but it requires you to hold melee weapons, so you’re short on that category. He does have several mitigations that keep enemies at distance, as well as a launching stunbreaker (Stomp). Fewer mitigations than Guardian, but has more health to make up for it.
For necromancer, again it’s based on clothes, but don’t underestimate him. Axe main, and either dagger or focus offhand gives him a ranged focus. Dagger offhand allows you to send any conditions you get to your enemies as well as create weakness, which cripples enemy damage against you. Minions, minions, minions! They have a good deal of helping you in certain spaces, and an entire traitline has ways to buff your pets. When things look bad, you have shroud to turn to, which is an extra lifebar’s worth, filled by killing enemies and using your axe 2.
I would suggest running necromancer with minion spec, as this utility will help you explore and chart out Central Tyria without as much pain as the other two. Again, axe main and either dagger/focus off. Have a staff on swap, as the marks are more useful than you think.
But if you want my honest opinion, find one you feel comfortable working with, and run with it for a while. If it gets you to do what you want to do, then that’s the right one for you.
Don’t listen to the others. What you feel comfortable playing with, is one you should stick to. The whole “min-max” spiele does tend to create a lot of garbage. I do great with my scrapper, even if I fumble with some things; my reaper doesn’t use a greatsword, but being able to hit max life force for shroud faster makes up for it.
People have their way of playing their characters. Don’t feel coerced to play their style. Because, in all honesty, it really isn’t fun if it isn’t yourself.
Yeah, while Asura can summon a Series Golem I think it was in reference to non-asura. That’s the 6-rune benefit from Superior Rune of the Golemancer, obtainable by the Crucible of Eternity currency, and bought by the dungeon vendor at Lion’s Arch.
Exotic armor from CoE has these runes equipped.
(EXCEPTION: you can also get these runes as a very rare chance when combining four Major Runes at the Mystic Forge, as it’s a 20% chance of spitting out a Superior, but an ungodly low chance of getting a Golemancer rune as there’s so many runes. More efficient to hit Crucible of Eternity explorable.)
Maybe it’s a matter of preference, actually. Some people actually excel in a certain class to use it that often. I know someone who mains a druid/ranger, another who enjoys maining chronomancer, even though it tends to hurt a bit.
Though if this is in regards to PvP matchups, this will be better answered in that forum.
When returning to anything, best advice is to just slow down. Here’s where I can help you out with some things:
+ You unlock your utility slots as you level up. Allocations are now “hero points” which you start obtaining at 11; your utility slots unlock at 11 (7), 15 (8), 19 (9) and 31 (0 aka “Elite”). You can go to hero challenges strewn around Tyria to earn more points; but as Danikat said: you will have enough to unlock all core utility skills and trait lines at 80.
Elite specialization lines require Heart of Thorns and consequentially completion of these hero challenges, as that is where you’ll get the points to unlock the line and associated traits/skills.
But there is no actual hurry to consume the content. Go at your own pace, get yourself reacquainted with the mechanics. It will come back to you in good time.
In terms of condition damage, condition damage is aggregated over the course of ~1s and given to you as a display, but if you need a more accurate display of conditions damaging, turn on “Simple Condition Floaters”. As for actual display, it’s an aggregation of total damage. Tuning your chatlog to have DPS on a tab, then using the tab, will see what does what in real time.
You just ask to be taught the profession, then choose to deactivate one you already have. It will cost you to be re-trained in a previously deactivated profession however; cost is equivalent to the levels gained in that profession.
You can also purchase an additional crafting license from the Gem Store; you can get two extra licenses for a total of four total active professions.
Of course, what Donari said, someone else can learn Artificer. Any items you make are usually unbound until actually equipped, so you can transfer crafted gear by putting them in your bank (storage). Don’t upgrade them until your characters get it, though.
I like having options available to me, usually I have my norn necromancer as my de facto, but I’ve been switching between engineer and warrior as of late. That being said, you shouldn’t be shoehorned into having a “main” especially if you like to change pace once in a while.
A matter of perspective, if you ask me; I used to, but I don’t see a point so I’m over several Lv.80s just to change pace.
Items you can’t salvage or sell you can just destroy instead, by dragging them out of the inventory window. Confirm that you like to destroy it.
There are level thresholds for qualities:
14: masterwork
39*: rare
63: exotic
(* You can craft Lv.35 rares of iron/wool/thin leather, but naturals don’t happen until 39)
The chance of getting a higher quality won’t happen if the resulting level of the item is lower than the threshold for rarity, e.g. 4x masterworks that spit out a Lv.36 will ignore chance for Rare.
The Guild Wars 2 wiki has more info, use “Mystic Forge” as search query to get the page.
The other thing that you can do is go open world in Tyria to fill in blanks if you’re overpressured by the Heart of Maguuma zones. If you do World vs. World, you can indeed get +1 Proof of Heroics and +10 Proof of Heroics with the WvW currency, but do note that doing so automatically completes a standard and HoT hero point, respectively.
So basically any of the hero points you run into as usual will get you what you need for the elite spec. Your auto-80 has the same general getup as a straight-to-80 from levels, minus the level rewards — all the points you get from natural 80. So you’re not disadvantaged in the HP section for elites, just that you didn’t get any open-world HPs.
@Rudedawg: Heart of maguuma hero points give you ten when completed, compared to one elsewhere.
Feel bad about the kittening snow having stomped anet that they had to delay the update (I hope the push goes smoothly though!) but the same kittening snow is going to make things terrible on the other end of the country here tomorrow, especially the prospect of outages if certain criteria is met in the weather.
Give ‘em some slack, and love ’em that they’re doing their best.
The whole thing regarding AB MM is ambiguous. Sure I expect that the grand/great exalted chests will be “locked” to one meta and can’t be re-looted cross-instance, but when exactly will the restriction release? When the meta restarts, or when the server resets? Curious — I don’t really bother doing AB MM anymore (but still do AB meta), but just want to know how this is panning out, as well as for a guildie’s knowledge as he’s ran AB meta often.
side note, 2 edits, two sips of caffeine. sorry if I’m not explaining myself well.
seems quite clear in the opening post of this thread
“This release will include the promised fix to AB multi-looting. The fix is simple: you can loot each of the great and grand chests once each time you complete the meta, once per map cycle.”and as ASHEN said at few posts up
“Do an event onceā¦get the rewards for that event once. Want to get the rewards again? Do the event again.
Seems like a pretty straightforward system.”
Sniding aside, yes I just looked at the previous posts. And seeing the chests reset on new meta (what I really meant was “once per meta”) mentioned above shows that I clearly have not taken enough time to read. But as it is once per meta I don’t see why people are claiming nerfhammer. Big rewards require big effort. To be frank, that’s why I stopped going through MM, as I thought it an exploit. The only time I do hop into one via LFG is to zone into a guaranteed populated map, then I just exit squad (but only because I was zoning in with <5m to octovine prior).
People just need to toughen up. I kinda saw this coming. But at least you can waste your keys on the lessers if that’s your fancy. /shrug
The whole thing regarding AB MM is ambiguous. Sure I expect that the grand/great exalted chests will be “locked” to one meta and can’t be re-looted cross-instance, but when exactly will the restriction release? When the meta restarts, or when the server resets? Curious — I don’t really bother doing AB MM anymore (but still do AB meta), but just want to know how this is panning out, as well as for a guildie’s knowledge as he’s ran AB meta often.
side note, 2 edits, two sips of caffeine. sorry if I’m not explaining myself well.
Both are right. Anthology of Heroes only changes the type of stats on ascended equipment, it does not modify weight or type of equipment.
You’ll have to acquire such equipment of desired weight.
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