Showing Posts For coppertopper.5620:

Fun Builds

in Engineer

Posted by: coppertopper.5620

coppertopper.5620

I already have a new build for april 15th:
http://gw2skills.net/editor/?vcAQFAUlUUpmq9dxkLseNSM6RnJ9mFVQ/feQX2CAA-TMAg0CnM4A
(Empty spot in explosives is the new gm trait, second sigil will be energy or aniother sigil, dont know yet how itll come out Also, not sure about runes ebcause of the changes… and assuming that SD bugs will be fixed… I know I´m a dreamer xD)

Basically a new Tesla Coil build.
With turret detonation you do a nice amount of damage and also trigger SD.

My current favourite build is the berserker hgh build:
http://gw2skills.net/editor/?vcAQFAUlcTp+qlYx6KseNiEqg9J6xjRZT2nHvFbBhA-TkAg0CnICSpjTHTQycs5MEB

Was kind of excited about that nade build you have there until I saw you are using PvP accessories. Do you have one with PvE only items?

Why have Events that can't be completed?

in Blood and Madness

Posted by: coppertopper.5620

coppertopper.5620

I had some difficulty as well. What helped, although it was much slower, was the Daily component that referred to Mad King stuff (so that was +1 towards meta each day), and also the closing doors events (need to do 50 which was reFingdiculously grindy), which was a pain in the kitten . So yes I agree if you missed the zerg like I did, not a fast thing to complete. But the Daily component made it possible, and the closing instance after you got the meta was soloable. So possible yes. Fun, not necessarily.

It would have been great to get a candy corn eating component that was repeatable, as the doors were totally up to RNG whether they would spawn a ‘door closing’ event needed for the achievment.

Is Flamethrower actually worth using now?

in Engineer

Posted by: coppertopper.5620

coppertopper.5620

I’ve used it in combination with rocket/rifle turret and rifle in WvW. The knockback skill in combination with rifles net skill is very useful in 1v1s. In a zerg – does well on keep/tower/supply camp NPCs just due to tagging mobs before they get ground down. I’m not an elitist jerk type so maybe doesnt classify as a top level build, but I find it useful in a bunch of different situations. Kind of nice when a thief disappears in front of you too.

Also – frying people through a door that they are trying to knock down? Priceless.

Last Stand at Southsun: Feedback/Opinion

in Last Stand at Southsun

Posted by: coppertopper.5620

coppertopper.5620

actually really enjoying this content. Nice to have high level mats to farm and the occasional really rare drop so there is a reason to be here besides getting achievements (which I wouldnt bother spending all this time here if there wasnt a cool title or gear reward). Jumping puzzle was a disappointment as it was easy to get lost at at least 2 points, making it necessary to go outside the game for tips to finish. Group NULL dungeon is way way way too difficult. Take out those roaming AOE bots, or at least remove their ability to undo player tamed mines. As is, the exploit is the only way to do this dungeon without insane amount of frustration for un-equivalent reward.

The future of crafting?

in Crafting

Posted by: coppertopper.5620

coppertopper.5620

At this point, if the removed insignias from all dropped weapons/armor (give them all random Diablo-like stats) so that crafters had a niche, over time crafters would be in demand again.

Crafting, what is the point?

in Crafting

Posted by: coppertopper.5620

coppertopper.5620

Curious if you think more people would capatilize on the potions / utility consumables that each profession could craft if they were more well known / had more demand?

I do think food buffs and potions are not widely used/explained to new players. But again, as easy as it is to max out a crafter, they are plentiful and cheap on the TP. And these seem like the type of things crafters should make money on as they are highly useful in all aspects of the game. Another failure on Anets implementation of crafting, which could have gone to make the economy in general more robust and interesting.

I have a guildmate that passes out potions at the beginning of every dungeon run, that’s part of what she does for the guild, and she keeps an artificer handy to make sure the guild bank is stocked with potions. I tend to pass out food buffs based on needs of the group, though most people just stock and run omnomberry bars.

Well the same vendors that sell the dungeon gear also sell those potions for 1 dungeon token each. Also, they drop frequently now from mobs, so once again the value of crafters is voided. And food can be bought from the TP for the same value as it cost to make it – so sell harvestables and benefit from others wasted efforts at maxing out Chef is the rule once again.

Since the OPs comment was directed directly at Input costs vs cost of finished goods I figured the old hat statements are relevant, but in a broader discussion, crafting still has other things to offer.

His comments go to the heart of the problem – end game gear that is crafted is done so at a loss in most cases (even legendaries as was pointed out by a response to you earlier in this post) vs just selling harvestables and buying finished gear off the TP. With components being harvestable by everyone, max crafters are a dime a dozen and Anet did not give crafted gear any special qualities to make it desirable over dungeon or random dropped gear.

The thing is I will always do crafting in games. In GW2 its easy and fun. But making it a vital part of the economy and gameplay – that is not the case here. Anet could make some changes and really enliven the game to people like me. But it seems ‘make everything accessible and easy huuurrraaay!!’ is more the order of the day, even if it affects the game negatively.

(edited by coppertopper.5620)

Armor/weaponsmit; Just how useful?

in Crafting

Posted by: coppertopper.5620

coppertopper.5620

Crafting is not necessary at all. Dungeon gear is easy to get and has exactly the same stats as crafted.

1-400 crafting will get you 10 levels, but you will find yourself levelling too soon anyways.

For exactly what it would cost you to make something if you bought all the components on the TP, you can buy the finished product on the TP. So unless you just like the act of crafting sell your harvestables and just buy what gear you need because crafted gear offers no advantage at all.

And as to the crafter component of the daily, you can refine the lowest tier harvested ore to satisfy that. So choose a crafting discipline (they are free to pick up) just for the easy daily completion.

(edited by coppertopper.5620)

Crafting, what is the point?

in Crafting

Posted by: coppertopper.5620

coppertopper.5620

Sigh This topic comes up often. If you believe there is no purpose to crafting, don’t craft.

Its brought up often because players have seen well done crafting in other MMOs, and with GW2 end-product crafting is not necessary to gameplay. Its only interesting as a way to play the market instead of central to PvE and PvP success. Like was pointed out to you in this and other threads (because you make the same argument every time : p ), making small amounts of money on the AH has nothing to do with a successful implementation of crafting in an MMO.

So yes to the OP – it’s a sign that crafting is borked in GW2. Everyone can harvest everything means components are cheap so supply is way higher then demand for base components to finished product. Also as equally good armor and weaps can be earned with a few dungeon runs, it consigns crafters to hobby status only.

What's wrong with crafting

in Crafting

Posted by: coppertopper.5620

coppertopper.5620

Here’s the question I would pose to you: If you could make one change to the state of crafting to make it better, what would it be?

1)increase material quantities required for crafted items about 4x to counter the glut and ease of gathering
2)give crafted items small bonuses to damage/defense – and this at all levels of crafted gear – tied in with the mystic forge somehow (combine 4 items to get a +1% to ‘X’ stat)
3)give crafters a bonus to return on salvaging items related to whatever craft they are currently spec’d in – leatherworkers get 2X return on med armor salvages, ect (with crafting discipline level affecting how high of an item level they can get this bonus on)

1) I don’t know if this would be a good thing or not. It creates a barrier to entry and makes the process of crafting and leveling crafting more difficult. People who start playing after a change of this nature will face a higher barrier to crafting and there will be some community divide focused around people who are already lvl 400 crafters and those who are still leveling it. A second major drawback I see here is that crafted goods could become less price competitive with alternative methods of getting similar items. If it took 20 globs of ecto to forge an exotic great sword, it would drive people to dungeons even more for exotic gear (or other sources of gear, karma, etc) Remember, crafted goods have to compete with Dungeon goods, karma goods, and loot drops for ease of acquisition.

Good point – exotics do not need the 4X increase in ectos.

2) I think Arena-Net would not go this direction because it’s contrary to their goal of providing even statistical platforms across all areas of the game. If a crafted weapon could be statistically better than a dungeon weapon, that would cause a disconnect in some fundamental design platforms.

Something people have advocated for in this vein before (and maybe in this thread now that I think about it, but I’m being lazy and not re-reading the whole thing) is the ability to create different stat combinations than are already available. From an A-net prospective, this makes game balance more difficult as it adds complexity to the system. If you look at the changes from GW1 to GW2, you can see Isaiah’s strong hand in simplifying the mechanics surrounding balance.

Yep thats why I said “small bonuses” ; ) And this game is not GW1, not even close. They have already introduced power creep with ascended gear. Fixing crafting begins with making crafted gear valuable to players, which it is not today as the cost of a full set of exotics on the TP show (cost to mfg = TP price, excluding jewelery which is just harder to get drops of, which is how exotic armor should be so that crafters are seen as valuable!!!!!!!!).

3) If crafters had a bonus to salvaging, it would up the rate at which raw materials enter the market, which would reduce the cost of crafted goods, and put crafting in a worse position now. While some people would mule weapons to a weaponsmith character for salvage, just to get the extra bit, most people would find it inconvenient to do so, and would leave a craft that they never otherwise used, but garnered the highest return on salvage as their assigned crafting profession.

The glut of raw materials in the game is a huge contributor to the current crafting market yes. That is why suggestion #1 and #3 have to be implemented together. But generally speaking the still very small return on salvaging, even if crafters got 2x the return, is not going to be that big of a deal as you only have 2 crafts on each character – its not like all your drops are going to be related to those disciplines.

And I have to tell you – you are getting off topic with constantly stating ‘last nite i made money on the TP for selling this piece of jewelery’. You are playing the TP, and that has very little to do with the state of crafting in GW2. The point is crafting is broken in this game – how do we fix it?

What's wrong with crafting

in Crafting

Posted by: coppertopper.5620

coppertopper.5620

Here’s the question I would pose to you: If you could make one change to the state of crafting to make it better, what would it be?

You know if I am coming off as overly defensive or putting down your opinions I apologize. I love crafting in MMOs, and actually really enjoy the act of crafting in GW2, but currently am really unsatisfied with its place in the game world/economy.

To answer your question, I would say basically what I said in my first response:
1)increase material quantities required for crafted items about 4x to counter the glut and ease of gathering
2)give crafted items small bonuses to damage/defense – and this at all levels of crafted gear – tied in with the mystic forge somehow (combine 4 items to get a +1% to ‘X’ stat)
3)give crafters a bonus to return on salvaging items related to whatever craft they are currently spec’d in – leatherworkers get 2X return on med armor salvages, ect (with crafting discipline level affecting how high of an item level they can get this bonus on)

What's wrong with crafting

in Crafting

Posted by: coppertopper.5620

coppertopper.5620

I’m not crafting for $$ at the moment, but I think if you look at lvl 80 rares, exotics, and crafted exotics that have recipes you have to acquire from methods other than discovery, you will find that the margins are SIGNIFICANTLY more than a few silver per item.

When I am crafting for profit, my process usually runs about like this:

Sure occasionally 1 or 2 items from 1-2 of the crafting professions, and usually a jewelery piece at that, can make you a few silver. Or like your example, a rare recipe can garner you some money. But so can a rare dye, or an exotic with a superior rune that is desirable. Once again – nothing to do with crafting – its all RNG. You don’t even have to be a crafter to get that superior rune out of the item – another thing that could have made crafters more useful in GW2.

You seem to delight in finding the gold dust but forget all of the mud you are sifting through to find it, which currently represents crafting in GW2.

What's wrong with crafting

in Crafting

Posted by: coppertopper.5620

coppertopper.5620

1) Crafting as you go by using mats you collect as you level and replacing select pieces of gear as you level is perfectly viable. There is a player base that likes to only work off things they drop / gather / craft / vendor and don’t like to use the trading post. Crafting is perfectly viable for these players.

Its great as an RP tool only at this point. Gearing up is too easy as crafting mats are plentiful and drops often are equal or greater, and/or meaningless to the levelling game until you hit 80 and start doing explorables.

2) Crafting for pure profit is viable. Study the market and find what there is demand for. Not every crafted item is profitable, nor should it be.

Every crafted item should be desirable to players though. I can use GW2spidey and a couple other tools to find what components (because thats where the profit is these days, not really finished goods) will net me a few silver. But crafted items in general are meaningless compared to a good dungeon set or pre-cursor.

3) If you don’t know what to do with a lvl 400 crafter, can I strongly suggest you look at Rare Recipes? Corrupted Weapons are one example of a market that can both produce profit, and a weapon that isn’t just floating around. There others out there….

This is good advice for crafters. But still does nothing to help fix a broken system.

What's wrong with crafting

in Crafting

Posted by: coppertopper.5620

coppertopper.5620

Yes this sums up the problem for sure. Becoming a max crafter is cheap since everyone can collect every raw material, so there is a glut on the market.

For starters, Anet needs to up the base material requirements about 6x for crafted items. Then they have to give large salvaging bonuses to crafters (i.e. Leatherworkers get 2x returns on medium armor salvages). Lastly and most importantly, crafted items should offer a 1-5% bonus on damage for crafted weapons (combining weaps in the Mystic forge will determine the bonus here), and crafted armor a 100% reduction of damage taken from deaths. As well, armor can be repaired for free by armor crafters with a tool they can make once they hit 400 (not cheap!).

Painting home instances with collected dyes

in Suggestions

Posted by: coppertopper.5620

coppertopper.5620

The home instance is supposed to be ‘ours’. I know there are tons of ways that housing should be improved, but for now just let us paint buildings using the dyes we have collected while playing the game. Walls of buildings, doors, trim – it seems like this would be a pretty fun way to use dyes adding value to them in the process. As much as we all want a more complete housing system, this would be a nice distraction and a good start until that can be done.

Did not receive Monthly Achievement Reward

in Bugs: Game, Forum, Website

Posted by: coppertopper.5620

coppertopper.5620

I submitted a bug report for this yesterday as well. I had a few salvages to finish my monthly, went to dinner, came back at 9 central US time, and the achievement had already changed to November. Its a US server and not Nov anywhere in the country!!! Give us midnite eastern as you would expect for huge time consuming achievements like this Arenanet!!

Not even 11PM eastern time, and Oct monthly achievements wiped

in Bugs: Game, Forum, Website

Posted by: coppertopper.5620

coppertopper.5620

Was a few salvages away from completing Oct monthly, had to run for dinner, come back at 9:45 central time on 10/31, and now the November monthly is listed. It isn’t November anywhere in the USA yet. Can you tell me why you reset this achievement way before midnite anywhere in the USA?

Do i need a new cpu?

in Account & Technical Support

Posted by: coppertopper.5620

coppertopper.5620

I would recommend an SSD before you go and upgrade everything else in your system. I use AMD proc and 560ti gpu and get 10-20 in full zerg WvW. I find this not at all unplayable! But from what i have read an SSD improved things loads vs any other upgrade.