I’d also like to add that making money in wow is not the same as here. Also, years of experience counts for nothing if those years were spent doing it wrong in that game
I have a guildie who, despite 7 years of wow experience, had trouble paying for the 2g trait book at level 40. How that’s possible i will never know
Not saying you don’t know how to make money in GW2 or wow but just that experience only counts for something if you learned how to do it right
I find gold fairly easy to come by in GW2 as does the rest of my guildies except the person mentioned above. Your mileage may vary obviously but saying earning gold is a grind is simply wrong
More important than experience is how you choose to play the game. I’ve had my first character at 80 for well over two weeks now, and I still haven’t been able to buy the Tier 3 skill book. Why? I have different priorities than those who are swimming in gold.
For instance, I have seven characters now and I use crafting as a means of leveling for each of them. That means, I don’t sell my collectibles. I keep them for the next leveling push. I have five capped disciplines now, one capped twice because I had enough mats to do it again all in one shot with an alt. And because I have so many alts, all needing their own storage space, I’ve invested in bank space and large bags for many of them. My main has three extra unlocked bag slots as well for extended play.
Also, because it’s important to me, I’ve bought gems with gold because I want stuff like minis, armor skins, dyes, storage, etc. Stuff that I really don’t need (except maybe the storage), but I really do want. To me, it’s part of the game. I suspect the person you mentioned may also have priorities that aren’t exactly conducive to the accumulation of wealth. It’s not that they aren’t pulling in the money, it’s that they are spending it as it’s made.
I’m pretty sure that if I wasn’t supporting a stable of alts and had been TPing the excess mats I was collecting, I’d have plenty of gold right now.
Making gold is all about priorities. I firmly believe that.
So I’m a fairly casual player coming from MMOs where usually you have to stand still and cast. I love the ability to move, attack and dodge in GW2 but I find I’m doing crazy contortions with my fingers just to strafe around while selecting the appropriate attack, switch weapon, F key etc. I’m doing ok in PvE but compared to experienced PvP players I feel like a total Noob.
It seems to me that this game would really benefit from a console style controller.
Tips on what you guys do would be appreciated.
I’m thinking of getting either the Nostromo or Logitech gamepad with the thumb controller but the reviews seem to indicate the thumb controller doesn’t work well in WASD games. Any experiences you guys can share?
A gamepad is the last thing you need. This game is not friendly to keyboard turners, which is pretty much what a gamepad makes you. If you’re finding it hard to play now, you’ll be that much more ineffectual with a gamepad.
The solution is to work on your keybindings and possibly invest in a mouse with a few extra options. You don’t need a million buttons on your mouse. I play fine with just a couple of extra ones, one on each side and it cost be about $30. Setting up a proper keybind scheme, one that works for your play style, is all you need to do after that.
Please make it possible to switch one’s Order.
As it was indicated by Ree Soesbee:
The choice of an order is not compulsory, however, you can’t progress through the full extent of the storyline unless you do so. You can change orders once you’ve chosen one – with a little effort – but parts of the storyline are linked to the orders, so in order to see certain facets of the personal story, you will need to join one. That said, you can play the game without joining one if you truly choose to do so.
My daughter is disheartened by finding out after her choice that the gear from another Order suited her roleplaying character far more, and yet is unattainable. Few things should be irrevocable in character builds, and while it may not be a choice to be made lightly, there should be some way to change allegiance, however difficult the process.
Changing allegiances would be a nice bit of story content they could add into an expansion. Just a few missions in a set that people could choose to do, which would let them move from one to another.
Once you start trying to transmute 80 armor, you’ll need the upgraded transmutation stones. I forget exactly what they are called, but they have a blue icon instead of the standard yellow ones. The yellow ones can be used to transmute any armor except level 80 pieces. Those level 80 stones are available at the gem shop, and apparently, can also be received as rewards.
If that’s not it, be sure that you bought the correct piece of cultural armor for your profession, and not a piece you can’t use.
… I’m finding that many of the mats you need you will be getting anyways as you play, there are also several ways to obtain ectoplasms, badges of honor, and other materials needed that at first appear daunting…
How many ways are there to obtain badges of honor? For me, this is the only true impediment to legendaries that I have. I’ve tried WvW and it’s not for me. If have to I spend much more time in it (just want mykittenmonthly achievement, thanks), I’m going to drop the game altogether, that’s how frustrating I find it. There’s no other aspect of the game I find such a turn off.
I’ve been looking forward to getting started on the long road to creating legendaries as part of my personal end-game goal, but it’s just not going to happen if I have to bash my head against the PvP wall for the next few months. Without that goal to work towards, my long-term interest in the game is going to be much more short-term. Is there an alternative?
The only thing you might regret is that it’s going to take you a lot longer to accumulate the amounts of money and karma you will need for level appropriate gear later.
Leveling is easy. Everything you do in the game contributes to it, even while slumming in lower level zones. But even though you’re still accumulating decent XP in those zones, you aren’t getting the same level of money and karma as you would if you were doing content closer to your own level. You’ll be accomplishing tasks for copper when you could be accomplishing them for multiples of silver. Later, this will impede your ability to acquire better gear.
But this doesn’t permanently hinder you in any way. At worst. it only slows your progression a bit. And in this game, that really ain’t a bad thing at all.
I can only really agree with point 3. The weapons we have are often more of a hindrance to play than a help.
1h sword animation locking makes it worthless. Greatsword is wholly underpowered for being a 2h melee weapon. The longbow’s range tiers make it worthless as a main weapon (and it’s underpowered), but it’s got good situational usefulness. Basically, if you have the ability to keep your distance, they’re useful. In my experience though, that’s prettykittenrare. The shortbow ain’t bad if you want to run a condition or precision build, but it’s underwhelming as far as raw damage output otherwise. Axes are decent though, but they don’t give you an option for single target burst when you need it.
Basically, all the main-hand options are weak, useless or situational, with axes being the most versatile and effective of the lot. The off-hands are excellent though. Too bad so many of the main-hand options are two-handed, so can’t be paired with a good off-hand. All you have is swords or axes, which basically means all you have is axes.
I’ve played every profession but Warrior now and none of the weapon options on any of them, have been as disappointing as the Ranger. Thankfully, other aspects of the profession (one of them being pets), still makes it worthwhile to play.
I still don’t know what’s triggering the obstructed message, although I hope it’s because I have a mob targeted and another mob gets in the way. With piercing arrows, this isn’t a bad thing.
The invulnerable thing seems to trigger when you open fire on a mob that can’t reach you to retaliate. They go invulnerable and stay that way until you’re in a position where they can hit you. Pretty standard stuff. Unfortunately, they tend to stay in that state for a while, even after you can be hit, and only seem to drop the state at random. Also, I’ve seen mobs with a ranged attack go invulnerable too, probably because their AI has triggered them to close to melee and they can’t. I rarely see invulnerable creatures while playing a melee profession.
I don’t think that disabling the auto-attack for Sword skill 1 is really a viable solution. As mentioned above, skill one is supposed to be a spammy skill, which is why it was supposed to have been designed to work on auto. It does for any other profession/weapon combo I’ve tried. And really, if you have to spam that ‘1’ key, you aren’t going to be as mobile as you should be and you won’t be outputting the DPS as efficiently, as you would be if the auto worked correctly.
I’ve used sword and warhorn for about 40 levels, and have also used it extensively at 80. It’s not an effective weapon. I’ll be switching my melee set, as soon as I can acquire a decent axe.
This is a problem that I’ve just recently started seeing popup, but I don’t see it all the time, just in certain spots. Also, it applies more to mobs than other players. For instance, doing the “defend the bridge” event in Kessex Hills, I spent almost an entire five minutes leading to the end of the event, without seeing a single centaur. I was playing an Engineer at the time (thankfully) and saw my turret firing, but I couldn’t see at what. I ended up swapping to grenades and just spamming the area in front of the bridge with everything as it came off cooldown. Managed a gold from that.
I’ve played in other mob intensive events without similar problems (bearmageddon in Wayfarer Foothills), even without an FPS hit, so I wonder what the cause is. Maybe something to do with the map?
I agree with the sword auto-attack not being a bug, but also not being designed well. The animation locking does prevent split second dodges, which can be fatal in some circumstances. Taking the time to sheath the weapon or pressing any other button prior to hitting your dodge, is just too much of a delay.
I don’t recall any other melee auto-attack being this restrictive. Even the Thief seems to be much more responsive to interrupting the animation chain on their melee auto-attacks.
Oh, and my cats do at least as much damage as I do, raw damage plus condition. Specced 20 points into BM, as well as other BM supporting traits. They’re pretty resilient too.
I dropped the LB early on in favor of a SB, because of the slow fire and the poor relative damage. Does it later increase to the point where it’s actually viable to use as a primary weapon?
As far as I’m concerned, the range tiers should be dropped entirely and the overall damage should be buffed across the board. Since combat tends to degenerate into melee slugfests anyway, you don’t actually get to use the weapon at peak effectiveness for very long. Not too mention, a lot of content forces you into close quarters, which again, makes your weapon less than peak.
To me, those drawbacks seem insurmountable. It makes as much sense to me as a greatsword losing a percentage of it’s damage capacity, a few seconds after you get your first hit with it. Would any other profession really use a weapon that behaved like that?
HaxtodamaxOh, so I should craft jewelry too?
Even though you can switch back and forth between crafting skills once you get them leveled up a bit it will start to cost you to switch.
You only really need 2-4 weapons, but you need 6 pieces of armor and 5 pieces of jewelry. I you dont like switching craft professions back and forth, then IMO leatherworking and jewelcrafting are good to have for a ranger. Both of those crafts wont use materials from the other crafting profession. But if you were to take say huntsman and leatherworking you will see that you need more materials. Not stuff like ore, wood, or leather…but you will need more of the ingredients like weak blood, tiny claws, and bone fragments. Those are the hard to get ingredients, since ore/wood/leather you will get lots of if you hit nodes and salvage any gear you dont use.
This is actually really important for a starting player. Those fine crafting materials take a while to acquire and can constitute a significant obstacle to leveling two disciplines that rely on them. With Jeweler and Leatherworker, there’s no overlap in materials, so leveling one won’t inhibit the other.
Chef works mostly the same way (except in a few rare circumstances), in that the ingredients needed to level it, aren’t widely used by other disciplines. The problem there is that a new player won’t have traveled as much as a seasoned player, so won’t have access to the same variety of materials to craft with. Also, leveling that discipline is a real storage hog. To do it effectively, you need a lot of free storage, either in bags or bank space.
Leatherworker + Jeweler is probably the best way to go.
I’m not completely sure if I understand the question, but it is possible to switch only one weapon, while keeping the other equipped. All you do is place the weapon that you want to swap to, into your secondary weapon set by itself. Leave the other slot open. When you swap, the game will keep whatever you had equipped initially and change just the weapon that has a weapon in a swap slot.
Example:
1st Set:
MH Sword 1 + OH Dagger 1
2nd Set:
MH [ ] + OH Dagger 2
Swap result from Set 1 to Set 2:
MH Sword 1 + OH Dagger 2
I’ve had maybe a half dozen key drops over the last three weeks plus, and I’ve been playing A LOT. I’ve had close to an equal number as a result of rewards. I think I have 11 in total. By contrast, I have well over 100 chests. I’ve just been collecting them because I don’t have the room in inventory to store what I’ll get from them.
But yeah, I’d say the ratio for key:chest drops (excluding from rewards) is somewhere around 1:20. Even with the additional rate that keys can be found in chests, the only way to open all chests is by buying keys from the gem shop. I’m not ready to do that either.
I’m just a bit surprised is all. I know that Guardians have low health to start with, but I never imagined it was that low.
I’m no authority on high level Guardian gameplay, so I can’t actually recommend any strategies. But you might consider swapping in some vitality trinkets to see how that affects your performance. That’s a quick and dirty suggestion that won’t require a respec and doesn’t alter your armor or weapons. It just cost some silver or karma, depending on where you get them.
But honestly, neglecting vitality will usually result in some kind of glass cannon variant, even if you are sporting some nifty heavy metal. Armor defense will only carry you so far and like I mentioned earlier, that doesn’t give you any protection from condition damage. You’ll feel a few stacks of poison and bleed a lot faster than a clothie with a decent vitality investment. If that’s actually what’s happening, then you’ll need to start thinking about playing more like a glass cannon than a tank. That means damage avoidance and mobility is paramount. Oh, and have at least a couple of methods of cleansing conditions available because you can’t afford to let them stack up and tick for very long.
I’ve got a Guardian that I’m leveling now so I’m going to be on the look out for this issue as I progress. If there’s that much of a disparity in the health pools, it will be a real eye opener coming off of Ranger play.
(edited by Blacklight.2871)
I see inscriptions for sale at the Huntsman station…all well above my skill level. Guess I’ll have to be a much hight skill level to even use them.
You can buy those later to make rare gear, but you can make you own inscriptions, just from the recipes you automatically get with the discipline. They use fine crafting materials like weak blood or small scales and are combined with a dowl (made from wooden planks), or a plated dowl which adds metal into the recipe for a more powerful version of the inscription. The finished inscription is then combined with two crafting components to create a finished piece of gear. It is the “magical” component of the gear you’re making.
For instance, if you wanted to discover the recipe for a longbow, you would craft a longbow stave, a string, and an inscription. All of those recipes are given to you automatically. You would then take those three pieces and combine them in the Discovery pane of the crafting interface (top tab of the four). The finished item is added to your inventory and the recipe to make it again is added to your list of known recipes.
Different fine materials will yield different effects when you create inscriptions with them, which in turn, allow you to create weapons (or armor) with different effects.
(edited by Blacklight.2871)
The one thing that stands out to me is: Health: 10,805. My Ranger has a little over 19,000 and I find that low with all the condition damage I see. Toughness is great against sword blows, but as far as I know, only a deep health pool will buffer you against condition damage.
Are you sure that health number is accurate? It seems incredibly low.
Not that I disagree with an expanded reporting system, but what you saw may have been someone logging back into that spot, after reaching it earlier. I personally find vista locations good places to log off from, because it provides a nice view immediately on my return.
Proximity, damage and healing are still the key components, but some mobs are programmed to supercede those basic guidelines. For instance, some risen will ignore all the melee going on around them and charge headlong for my Ranger. Or they’ll ignore them and attack me from range, if they have the capability. Keeping those speedy little ******s off me is a real pain. Most other mobs though are much more polite and compliant, and will dutifully stay focused on whatever threat is closest.
Basically, the mob determines the mechanics. There is no one “aggro rule” that can be applied across the board.
Another important thing to know about dungeons is that there are two modes you can do them in. The first is story mode, which is the easier of the two and is designed to allow the dungeon to be completed without too much preparation.
After you’ve done the story mode version, you can start running the explorable mode. Every dungeon has three explorable arcs, which are very different from the story arc you would have run first. Explorable is also considerably harder than story, but also yields better rewards, such as tokens for armor sets that can only be acquired in specific dungeons (one unique armor set per dungeon). Explorable dungeons are also the only place you can find certain materials used in high end crafting recipes.
And I believe you’ll need at least 250 skill points to craft any legendary.
To the question:
You pay skill points to unlock skills. Once unlocked, they stay unlocked forever on that character and give you a wider variety of skills to use in your builds. You don’t need to unlock every skill that you have, only the ones that you feel compliment the build you have in mind. By the way, have a build in mind before you start spending, at least loosely. It’s always good to have some kind of plan for what you want to do with your character before you start any kind of investing.
Skill points cannot be used to improve an unlocked skill, only to initially make it available to you. Later in the game, skill points also serve as a kind of high end currency for when you start using the mystic forge. Some of the ingredients for the recipes can only be obtained by spending skill points. That’s one of the reasons to not go ahead and spend every point on unlocking skills you may never use. You’ll have better use for them later.
After you’ve hit 80, you’ll continue to acquire skill points by “dinging” the next level. You don’t actually go up another level, but you are rewarded with skill points as if you did. Skill challenges you haven’t completed can still add to your point total as well. This way, you will constantly be acquiring more skill points through play, even after capping. That’s important, especially if you ever want to craft legendary gear, which can only be done at the mystic forge.
I measure my rate in silver/hour. I wish I knew a way of making gold/minute, aside from selling lucky drops. Never been lucky with that lottery.
What kind of gear exactly, gives the chance of yielding ectos? Any 70+ yellows or higher only? I’ve been hesitant to use anything higher than basic salvage unless I want the rune/sigil, so I’m not really sure. I’ve never been very sure of the cost effectiveness of the higher tier kits.
Kind of hard to say which stats to go with for any profession. I mean, it depends on how you want to play that character. Do you want a condition build? Stack condition damage and duration. Do you want a precision build? Stack crit chance and damage. Do you want survivability? Stack toughness, vitality and maybe healing.
I haven’t played every profession yet, but out of the six I have played, I always start by asking myself what kind experience I want from it, then build around it. From what I’ve seen, most, if not all, professions will support any kind of build. Your job is to create that build effectively. But there is no absolute stat-to-profession relationship. As far as I can tell.
Naturally, almost everybody is trolling in the comments. Here’s to hoping just one ArenaNet developer sees this and, at the very least, thinks about things.
And what? Redesigns the entire game from the ground up? Retools every single interdependent system in the game, just to assuage a handful of neo-luddites?
You’ve had your moment atop the soapbox. Move on. Because they aren’t going to give you GW1 with updated graphics. Ain’t never gonna happen.
For the rest of us, the people who will actually spend money and tons of time in your game, well, we’re already really bored.
I’m a day one GW1 player and spender of money. Kindly, don’t speak for me.
How about dungeons?
Apparently it’s been this way for more than a week. There’s another thread on it as well, that also details many of the other various bugs in the zone. At least none of the others prevent 100% completion.
I just passed through this zone and everything that’s been said in the thread so far IS STILL TRUE. The whole zone is a mess and the last skill point challenge I need to complete is STILL bugged. I think I filed more bug reports in this one map than I have for every other zone combined. It certainly does feel unfinished.
Great idea. I’d even like to see transmutation stones used to copy skins to the locker, so they can be used again later. If it’s character bound, there will still be a need to obtain those stones. Then if you want to actually use those skins on an armor piece, you would use another transmutation stone to copy the design over.
I hate the idea of leaving behind cool armor and weapons, even if I prefer the look of new ones. Chances are that later, I’ll prefer the previous one again, so I’d like to have them available. It would be just another collection avenue and far superior to clogging up our inventories with a dozen high end armor sets from various sources.
Killing mobs is the slowest way to level. Go from heart to heart and catch as many events as you can, when they spawn near you. In fact, drop everything to catch an active event. Those hearts will still be there when you’re finished. Also, make sure you always have gathering tools equipped. Gathering from nodes along the way will also give you XP, as well as mats that you can use for crafting (for still more XP), or you can sell them to start accumulating some wealth. Finally, you can do your personal story missions as you level up to them. They grant excellent XP as well. And there are five starting zones. You can do this in each of them.
All of these things together will let you level at a good clip. Grinding on mobs will not. You generally only do that if you need crafting materials because the XP isn’t really worthwhile.
Quote: · The following Cooking Materials are no longer sold for Karma and are now acquired through drops, gathering nodes, or loot bags: Butter, Chocolate, Vanilla, Chili Peppers, Thyme, Black Peppercorns, Cinnamon, Bay Leaves, Walnuts, and Oranges.
They probably overdid it and need to tone it down a bit now.
Over did it alot indeed.
Yeah, the drop rate seems to be way high. I’m guessing they’re doing that temporarily, to alleviate the sudden lack of availability for Chefs. The rate will get normalized shortly.
I think a better idea for the store bought gem outfits would be to have them just like the heritage set. Once you buy it and it`s unlocked you can just go to the hall of monuments to get another set off the npc there.
I totally agree. It would make it a lot more like the way costumes worked in GW1.
The way it is now, you have to keep the actual armor pieces with those gem-bought skins, somewhere in your inventory. If you lose one, that gem value is gone for good. Skins you buy with gems should be unlocked so that you forever have access to them, just like the HoM. Maybe just add them to the HoM nventory, or have a costume NPC in the main cities you can go to to recover those skins later. They should do the same with Tier armor as well.
The way it works now is the only reason I haven’t bought that sweet Krytan set for my Thief. I fell in love with the appearance during the last BWE, but hated the mechanic to obtain it.
I completely agree. What game out there has pvp repair costs? You die soooooo much in pvp. This will discourage others from participating.
From the people I know who play, it doesn’t really discourage it. it just throttles it a bit. They play for a while, go broke – then go PvE for a bit and come back.
Think of it this way: helps keep the queues a teensy bit lower :P
It works for me. I haven’t been back since the first time I tried it because there’s no way I’m going to pay a toll for PvP. I don’t care for it much anyway. I just wanted to complete the stupid monthly achievement.
I think my sylvari looks adorable. Just a matter of taste then?
So many good replies already. I’ll just add that the main problem is that players have become lazy because they’ve forgotten what challenging content was like. Few games provide a real challenge to players anymore. Lazy, forgiving mechanics have dulled our skills. Just the fact that the term “trash” mob is being used, underlines the point. Other games have trash mobs, which are meant to be cleared on autopilot. They’re just filler between the actual fights. In this game, you’re supposed to approach every encounter carefully. If you think of them as trash, get used to being facerolled.
And this has nothing to do with roles. It has to do with skill, cooperation and communication.
I will agree with the loot though. For this kind of challenging content, the rewards ARE NOT commensurate with the effort.
I swap in emergencies. Brings the new one immediately to my side and out of combat. I’m also specced so that swapping gives me two seconds of quickness which, with a shortbow, provides a nice bit of burst damage. I try to time so that my warhorn effect is up at them time to max out the effect.
I can’t speak for the dailies, but I have seen some repeatable achievements besides that one. Salvaging (Master of Entropy, I think) is one of them. I think I’ve dinged that one three times. And it’s probably by design, although 9 points seems high for it. I would expect one or two after the initial achieve.
I don’t think that there needs to be (or is) a cap on achievements. There’s no reason you can’t keep acquiring them indefinitely. I just wish that 50 PKs wasn’t part of the monthly. I took me five days to max out everything else for that achieve but I just can’t stomach PvP. I don’t think I’ll ever see that one completed. That bothers me too since I love achievements. Sitting at 1050 now.
I’ve noticed this now and then while leveling and wasn’t sure if I was just expecting too much or if a problem exists, but now I’m pretty sure there’s a problem. I was just checking the medium armor leggings from a level 80 kodan karma vendor and noticed that the appearance was IDENTICAL to pants I was using back around level 10-ish. So I thought that perhaps the armor was just lame by design so I looked at the heavy and light styles to see what they looked like. They were exceptionally cool and definitely something I’d expect to get from a kodan vendor, unlike the medium leggings, which looked to have been imported directly from Queensdale.
And this isn’t the first time I’ve seen this. I was likewise disappointed earlier in the night when I went to get an upgraded breathing mask from a level 80 quaggan karma vendor, and ended up with a simple “bandit” mask, much like the very first one I ever had, but far less ostentatious (really, it was that uninspired). Of course, I checked out the other classes of armor and of course, they looked really cool and unique. The heavy was a fully enclosed diving helmet and the light (oddly) replaced the chest piece and added a something like a tiara. Not sure. That could be a bug too. Either way, I’d certainly never seen either of those designs before and I they definitely didn’t look like they might have been loot dropped from a level 10 bandit mob.
Now I’m going to assume this is a bug and that the correct art assets aren’t being assigned to these items. I doubt that ANet simply dropped the ball that completely on medium armor designs. And like I said, I’ve suspiciously been looking at other karma vendors as I’ve leveled, because the mediums they’ve been offering have — well, to be blunt, they’ve sucked. I’m still using the skins from my tier 1 cultural set from level 40 because everything else that I’ve found since made me look like I’ve just stumbled out the tutorial mission. Thankfully there’s been plenty of variety with weapon skins. But with armor though — meh.
I’ve bug reported this most recent incident because I know for a fact that the appearance for those leggings can’t be right. I wish I’d been certain earlier so I could have bugged the many others as well.
You need to concentrate on discovering new recipes, not repeatedly making the same items over and over again. You get a HUGE XP boost from discoveries, so you’ll fly through the levels quickly if you keep that in mind.
As an example, you discover the recipe to make a +POW Axe and get XP for making it and bonus XP for discovering it. Making five more of them will use up all those mats but not give you the bonus again. But, if you were to next discover the recipes for a +VIT Axe, a +Healing Axe, +CD Axe, +Precision Axe and a + Toughness Axe, you would get that big bonus five times for the same amount of materials as repeating that first recipe. And they all follow a similar formula so it’s easy to figure out what to you should make next.
When I craft, I would choose the items that required the least amount of materials and focus on them. As a Huntsman, I would stick with Warhorns and Torches. Then I would make enough different types of each ONCE, until I unlocked some new recipes, then focus on those. I’d also try to plan out how many different weapons I would need to complete the whole tier and make their components early so I can benefit from the XP before they go grey. It takes a bit of planning and knowledge of the system, but it pays off. I’ve been able to hit 400 in both Huntsman and Jeweler on my main, with plenty of spare materials left over for my alts to start crafting with.
There are some decent crafting guides out there. You should check them out because they will go into a lot more detail about the mechanics.
(edited by Blacklight.2871)
I played this event yesterday and was under-leveled for it (level 12 toon), so I could barely get to the boss. I did a lot of rezzing and driving off embers, but even when I made it into the main chamber, I kept autotargeting the embers instead of the boss and I guess I never did get a hit on him because there was no reward and no chest at the end of it. Considering I was down to my skivvies by the end of it, I was obviously participating, so it would have been nice to get some kind of reward for it, other than a sizable repair and travel bill.
Didn’t realize the mechanic at work. Glad I do now. I was wondering if it was bugged because I know I got rewarded for it the last time I ran it. Feels a little cheap that helping out in support gets no love at all. It’s not as if the threshold of the chamber is a safe place to park and farm XP. Pretty much the entire bridge is lethal.
You get a mix of drop levels when you level down to a zone. My level 80 character typically gets drops all the way up to mid-70s gear, no matter where I am, but it’s mixed in with stuff that’s more level appropriate. I’ve actually started collecting some mats for my post-400 crafting disciplines this way.
But you won’t get anywhere near the consistency of running a zone that’s at your level. The down-leveled drops are just a little reward for being in low level zones. They aren’t supposed to match those of your nominal level. Basically, if you want the better gear, work for it where it’s meant to drop, not where you can burn through mobs without any concern for your safety.