Sorry but everytime i see a thread like this it feels like someone is just salty about necro state and wants to vent.
Revenant in this case, but some one who is just generally bored of an extremely stale meta where the same 3 classes have been dominant auto picks for every boss since spirit vale was first released. It would be nice to see at least some cycling of which classes get to be the top dogs, but it has always been these 3 classes. Closest any other classes have gotten to them were ele which was basically just the best filler class since it was the highest dps and rev since mes+rev was marginally better than double mes or single mes+extra dps. Every other class is actually in competition for the limit spots. While for these 3 classes, anet might as well code in a restriction requiring at least 1 of each in every group and no one would probably notice.
What do you mean was? Ele still is the highest dps bar none.
I’m sorry but as a revenant you got little room to complain. It’s still THE class for wvw groups, was dominant and overpowered in a couple of spvp seasons and just after multiple nerfs got to the state it’s in now. I was maining revenant after HoTs launch and the class was grossly overpowered and took multiple nerfs first to get to the sad state it is now. I had no problem raiding Spirit Vale on my revenant back then. So no, it has not always been these 3 classes.
Ranger was in a very sad state pre HoT. Not sure I’d be barking up that tree complaint wise.
Warrior has been arenanets number 1 class next to elementalist since launch. Nothing new to see here.
You conveniently bring up mesmer as primary boon/alacrity bot. They are finally desired for something in group. Let’s see how things work out once other classes get access to alacrity and quickness uptime and mesmer dps which is by far the lowest of ALL classes becomes an issue. I’d be perfectly fine with other classes getting access to alacrity and quickness if mesmer in turn can compete for a dps spot.
Mesmer Brings:
Perma group quickness
Perma group alacrity
(Technically quickness and alacrity aren’t mesmer specific but alternative sources are far to insignificant to be taken seriously)
Which conveniently were changes made to revenant. Let me guess, if revenants were outperforming mesmers currently in boon and alacrity uptime, you would not be complaining right?
Current raids bring:
- 2 chrono (1 of which can run tank since the dps loss on the lowest dps class is negligable and the boon/alacrity uptime works in tank builds)
- 2 warriors (yes banners are nice)
- 1-2 druids (usually 1 because healers are needed
- 5 dps
Now if you want to complain that Elementalist and cranger are outperforming other classes based on damage and ease of rotation be my guest. But let’s not put all the blame on warrior and mesmers here.
I don’t know if anybody already came up with these questions but I’ll ask anyways:
1) Will I be able to dye the crystals of the legendary light armor?
2) Will I be able to craft more than one legendary armor: I’m thinking about crafting the light one first and then craft the heavy armor.
From what we know so far and what has been said:
1.) we will have to wait and see.
2.) yes, you will be able to craft multiple sets of legendary armors. You do only get 1 set of precursor armor pieces from the collection (similar to crafting precursor weapons). For future sets of legendary precursor armor parts you will have to craft them. There is no recepies or knowledge out as to how they get crafted. You likely unlock the recepies once finishing the raid collection is my guess.
I dissagree with that crafting asc armor now is cheaper. And the game isnt anymore grind than what it was prehot. To Op i’d say the game is good if playing casually at your own pace and you can slowly start doing pve if you want or just pvp or w/e really.
Look at the prices just to get to the point where you can craft.
Then you need to make the ascned level crafting mats if you do it with the cd it takes a long time if you buy your way though it its a lot of gold. How is crafting gear not cost a lot and or fast?
Then there the rng drops from pve best bet is high level fractals that need ascned armor to even do.
GW2 is not made for new players any more. Something got to get fixed or the community only going to age and never grow.
Yes and then you realise that:
- they basically made rings, amulets, accessoires and backpiece close to free of charge in the new maps
- they added multiple collections which provide ascended armor pieces
- they have an entire specialised set of weapons which are cheaper ascended weapons
- they added even more ascended weapons with the Caladbolg questline which are cheap to make.
- they added TONS of ways to get exotic gear. It’s easier than ever to get your first set of exotic items without having to TP shop
- there is tons of different ways to play the game and gather gold unlike pre HoT where Silverwastes was basically the best way by far
Stop focusing on 1 topic and leave out everything that was added to make the game casual friendly. Yes if you want to craft your ascended armor set straight off the bat, it will be expensive. It has always been expensive. You do NOT want to look up gold/hour possible and ascended gear cost on a timeline. That’s a comparison where the nay sayer crowd would lose drastically.
Raids are side content in GW2. 10% conversion rate is incredible bad and actually an argument against tiered difficulties. You slow down every content to present an one time adventure for most and 10% play the real raids. There is no reason to replay the easy mode as you won’t have rewards towards the armor.
10% conversion rate is actually means that adding a lower difficulty increasing total raid auditory almost tenfold AND creating natural flow of new raiders to higher difficulties, making raids self-sustaining and solving almost all accessibility issues.
See and this is were your opinion and mine differ. I don’t value or see LFR or normal WoW raids as raids. I could take a cardboard box, put some plastic wheels on it and call it a car, only because it has a similar shape as a car doesn’t make it a car though.
LFR is a roller coaster for people to have fun with. It has less in common with raids than some open world encounters. You’ll also find a very vocal raiding community in WoW that openly disagress with the LFR system because it has effectively dumbed down the mode.
So from a pure number perspective, no I disagree that the pool of players was increased tenfold.
Raids are selfsustaining and growing at the moment. I’m not sure what more of a natural flow you want. Fact is, for anyone who wants to raid, try raiding or even just kill 1 boss for his raid mastery unlocks there is a ton of ways to approach this issue. Unless bloacked by language barriers, severe disabilities or a absolutely unsocial character (and even then usually it’s enough to just keep quiet) all it takes is some searching in the evenings (in a LFG system that could use some rework) or god forbid joining a guild.
Which is a terrible conversion rate for the amount of work which would have to be put in, the segregation which would happen, the confusion between different modes.
Whether 10% conversion rate is good or bad depends solely on the base pool of players that conversion would work on. 10% conversion rate from 100 000 is way, way better than 100% conversion rate from a group of 100. In case of WoW, for example, that first pool is huge, possibly greater than the number of players GW2 has now. For them it’s definitely worth the effort. Can’t say if the same would happen in GW2, of course. But it definitely is a possibility.
And the segregation is here already, multiple modes, instead of making it greater, actually help to make it less dividing.
Sorry I got to call bs.
Yes the base pool is intersting to look at for total numbers only if the pool sizes are comparable, it doesn’t solve the issue of 10% being terrible. GW2 does not have that size of a basepool of players, let’s not kid ourselves here. Going out on a hunch that something might help when the base numbers are bad is not a convincing argument. A lot of things might do good stuff and most of them have no terrible numbers to go along.
No, we do not have this kind of segregation yet. What many non raiders love to forget (or aren’t aware of) raid guilds and groups are constantly looking for replacements and additions to their roster to offset loss in players. Offering different types of game modes for essentially the same setting will create more confusion, more demand for reward equality between those modes and more organistional requirements when building groups.
What the game needs is a better LFG system and in general overwork of how groups are formed. If it was up to me I’d have a team work on making an entire seperate tab just for group management and creation for the different game modes.
(edited by Cyninja.2954)
You don’t have the data for that claim. The overwhelming majority do the story mode and are done. Only a marginally tiny section use it to break into raiding and become real raiders. How small is this number exactly? Neither of us know, but you can be sure Anet doesn’t feel its worth the resources to create additional modes to cater to this tiny group of players.
Oddly enough the entire concept of an infantile mode of each fight is nonsense. If people wanted to use easy mode as a stepping stone you’d only need one boss for that. And really with cairn and escort we have tgat so the stepping stone theory is pretty much bunk.
I’m a alot more sympathetic to people who want a story mode of each raid for the sake of experience but that is NOT the same group of players who want easy mode for training purposes. And obviously a minimal rewards story mode for each raid is significantly more work for the devs and it’s not entirely clear how how many people that group of players actually is.
For WoW conversation rate is ~1/10, data was available during previous expansion. So 10% of LFR new players are not stopping and moving to normal, 10% of normal raiders are becoming fresh blood for HC and so on.
Which is a terrible conversion rate for the amount of work which would have to be put in, the segregation which would happen, the confusion between different modes.
I’m not even getting into the good stuff here, WoW has broken up their raiding tiers even further and normal raid mode is about where easy would have been years ago. So essentially they dumbed down the experience to a level where you can afk through the first 2 modes. Here is the current breakdown of WoW raiding modes compared to vanilla raids:
LFR - full on kitten mode (and I’m using this as a:“delay or hold back in terms of progress or development”). This mode is there for gearing up your twink characters and see what little story the new raids have.
Normal mode- let’s call this easy mode because that’s exactly what it is. The fact that only 10% of the LFR crowd move on to this essentially slightly above free loot mode is an argument AGAINST splitting up difficulties.
Heroic Mode - about on par with vanilla raids and requirements. Might vary here and there depending on the encounter but this one is where maybe groups might have to do a couple of tries to clear it. I’d put GW2 raids about in this difficulty for the tougher bosses (Sloth, Matthias, Xera, Deimos) and below this difficulty closer to normal for the easy fights (Trio, Escort, Mursaat Overseer, Samarog).
Mythic Mode - above vanilla raid difficulty, for the hardcore raider crowd. Way above what GW2 raids require.
So everyone coming here saying that this system works in other MMOs, stop kidding yourself. It’s all about the free loot and minimum effort to get maximum reward.
The impression I’ve gotten is that most people who play raids (or whatever their games equivalent is called) enjoy raiding because of the challenge – it’s typically the most difficult PvE content in the game and some people like to push themselves to complete increasingly difficult content.
That’s usually not the case. Yes, raiders will usually say that it’s exactly why they’re doing it, but that doesn’t explain why (whether in this, on in other games) they keep runing the content over and over again long after it has stopped being a challenge.
Yes, there are players that do things like lowmans, speedkills or other artificial difficulty challenges, but they are generally in minority. Ironically, most raiders i’ve known actually liked reaching the phase when running raids have become easy for them, which suggests that the reasons they do it lie elsewhere.
Beacuse it’s FUN. It’s fun to progress and fun to keep improving. The fights in general are very fun too though.
I’m running 1-2 evenings of raids weekly currently where I am LI caped and Magnetite Shard caped so my reward is close to 0 for doing the raids. It is fun helping others in my non raid guild slowly progress through the content.
Does this apply to everyone doing raids? No, but I can tell you from the experiences I’ve had, most raiders still enjoy the content and willingly help out quite often even if the rewards to them are 0.
Example, last night after multiple nights of trying with mixed groups of pugs with core raid team members (because some of the team just keep dodging the practice runs…) of finishing Deimos CM (probably a total of 4-5 hours for me, some others more) we got together a group of 4 core members, 4 members from friends and 2 pugs and we killed Deimos CM first try. No fails, no getting used to each other, just dead. The rush and excitement people had was amazing.
The new approach of adding challenge modes helps in this too. Wing 4 is arguably the easiest wing released so far (with Deimos being on par with Matthias maybe) and the challenge modes provide the challenge some raiders want.
Sorry my bad, yes obviously you use Inspiration. Was to tired in the morning when answering.
92% boon duration.
Sub 1,200 toughness same setup as the one above but 3 pieces Commanders.
Sub 1,300 toughness with 5% damage sigil.
You do have to try around a bit. If you want to you can opt for the Sigil of Concentration which would make the rotation a tad harder but help a lot with boon duration. Personally think it’s better to try to avoid that one when starting out because the chance of you missing the bonus is high and then you are sub boon duration cap.
1. How Important are Chronomancers in raids? I read somewhere that you always need two, one for tanking and one for dps, is that correct?
Current meta runs 2 chronos. The reason chronos usually run the tank role is that you lose less than when having another class tank. A chrono tank sacrifices some damage while still providing close to similar buff uptime as an utility chrono.
2. What is the big difference between those two positions? Both use zerker gear all the way with a bit commander to get to 100% boon duration, don’t they? Why do you lock yourself in the tanking role if you go durability? Is it because of the toughness agro mechanic?
Regarding 2: What is the big difference between me playing the tank role or the dps in actual playstyle. I have never played in raids so I have really no idea. Do you need to run in circles all the time just because you got 200 toughness more than the others?
Agro mechanic usually works off of toughness and as such you need to be the person with the highest toughness. Breakpoints usually are 1200, 1500 or full minstrel.
The obvious big difference is, as a tank you have to know the fight by heart and have a lot less room for error (except maybe for Deimos where the tank has an arguably easier time than the utility mes).
Besides that you have different positioning and rotations as tank versus utility.
Hey guys,
3b. And then compensate in raids with the chaos traitline to get the additional boon duration?
Your goal is to hit as close to 100% boonduration as possible in the easiest manner available. You get to decide between using:
- different types of armor (minstrel and commanders provide boon duration but also toughness potentially locking you in the tanking role)
- use different types of sigils (Concentration provides 33% boon duration but makes rotation and skill management more of an issue)
- use different types of runes (Leadership provides the most boon duration but requires tons of farming, Herald and Durability are easier to get but provide less boon duration)
- use different trait lines (Chaos provides tons of boon duration, should only be run as tank though and you take a sever signet talent nerf from not having Domination)
- use Platinum Doublons (sacrifices signet slots and might require downgrading trinkets to exotic to be able to equip them in turn sacrificing other stats. minstrel exotics are super expensive)
- use different types of buff food (bountiful sharpening stones are expensive)
Combine any of the points above and figure a setup out which works for you. Use a build editor to compare setups then make a note what you think works for you. My personal prefarence for first time mesmers:
- build for utility mesmer (no tanking stuff thus minstrel and commanders is out)
- don’t use sigil of concentration (makes the rotation tougher and costs quite a bit of gold)
- farm leadership runes, use other types of boon duration until you have them
- no chaos trait line for you, go Domination, Illusions, Chrono
- plan on using Bountiful Sharpening stones (need to be crafted since account bound)
- use exotic trinkets as need be and fillup with bountiful sharpening stones
(edited by Cyninja.2954)
tl;dr: a system is only scam proof if there is literally no way to take advantage of another person no matter how gullible they are. The GW1 system was NOT scam proof.
In fact, the other side didn’t need to do any shenanigans to scam you. All that was needed was for you to be unaware of what the other, more experienced players would pay for the item.
Remember, that one of the good sources of income was buying dyes from new players in presearing. New players were unaware that the droprate in the rest of the game was much worse, and that dyes were worth a lot more than they were being offered. With a gamewide TP taking advantage of those players that way would have been much, much harder.
Basically, any system that doesn’t allow you to easily compare prices ingame is a system that promotes scamming.
Agreed.
I had absolutely forgotten about dyes being bought up and having lower drop rates due to bigger loot pools later on in the game.
From personal experience:
- a novice mesmer new to a raid encounter will keep up 30-40% boons (most noticable from quickness and alacrity uptimes).
- 70-80% is decent and probably realistic since fights have phases and targets aren’t always available for rotation purposes (90% is ideal and most experienced mesmers will hit the 80-90%.)
- 100% perfect scenario from perfect play and the boss allowing for such
That being said, mesmers primary role isn’t might uptime, that’s what your PS or cPS is for and since there is no workaround for banners you want one of those per group.
Tl;dr: what Fay said.
(edited by Cyninja.2954)
Can’t be, games dying.
Oh wait…
Need to bookmark the link for the next few weeks so I can link this when the bext wave of doomsayers passes by.
Lets not go down the new mode = accessible. It’s not, it’s just diluting the pool.
While yes accessibility is an issue, its a core problem with the game that needs to be solved. There’s a completely lack of a structured way to find a guild that’s best suited for the individual players experience. Fix that and you fix a lot more than just the problems with raids, but WvW and even PvP.
This.
Somehow people always assume easy = accessible. While that is partly true, it usually is not the main reason, especially when some encounters are easy enough.
The main reasons for raid accessibility lacking is one common among just about every MMO that has raiding (and often have very little to do with difficulty alone):
- it’s a group effort. There will always be a big part of a MMO playerbase that just will not interact with others least of all join a guild
- it’s a matter of build optimisation and practice. Going off of years of fractal experience and raiding in multiple MMOs, many people have 0 idea of how to adapt or even play their class (mostly not their fault because the open world game never demanded such gameplay or initiative in most games)
- it’s time intesive. raiding consumes time, mostly dedicated time slots which many people can’t give up due to RL reasons or due to unwillingness (both very valid and acceptable reasons)
- not interesting to some. some people do not enjoy raiding. period. (and that is perfectly fine)
- gear in raids is not superior. this is a GW2 unique one mostly. For many players gear is a driving factor. It’s the reason why many have a hard time to adapt to GW2 endgame. It’s also a reason why some will just ask themselves:“why bother?” (not advocating for better raid gear, simply pointing this out). Most complaints surrounding raids can be summed up with just:“I want legendary armor in other game modes.”
While an easy raid mode would allow for easier access to a part of the playerbase. I doubt it would have such a significant impact as many believe. Certain wings and raid events are already very easy. Making them easier would not help in the slightest.
I do believe the way fractals are ment for preparing people for raids is also at fault here. By the time you get anywhere interesting in fractals difficulty wise, you are required to be even more geared out than for most raid encounters. It is very noticible that both these modes were added sperately and their interaction or design towards each other added as an afterthought.
If arenanet has the ressources, sure add an easy mode. Don’t coming running back though when the desired effect is not reached.
tl;dr: difficulty in raids is not the major reason for players not trying the game mode.
I realty want Anet out give out a % of population that raids regularly. Just how many ppl even do raids?
I am asking all of this because raids has taken over balancing for classes and effects to the point of being harmful to other game types (that i feel are more played).
Well I feel like the totally abandoned spvp part of this game sees way less play than raids. Both of us have 0 facts to support our claims.
Except for the fact that raids are going strong and arenanet hasn’t shown any indication of backing down from raid developement, can you say the same for spvp? Only thing that comes to mind is that they ended the hard spvp promotion push shortly before starting to fix the pve game and bringing GW2 back to a state where a lot of interest for the game is created.
I think this entire thread can be summed up with haters gonna hate.
So many misconceptions from people who clearly don’t raid and need a scapegoat for their dying WvW.
This, and for forum regulars the haters here are no first timers.
Some people just enjoy to keep venting and venting and venting and venting instead of accepting things and moving on.
EDIT: that being said, every time you see someone with mastery level 181 (adjust number in future for new maximum mastery level with raid mastery) you know they’ve killed at least 1 raid boss. I wonder how many of those people ever stepped foot in the spvp area.
(edited by Cyninja.2954)
On the other hand scams of that nature still occurred in GW1 with that trading system. How do you propose a foolproof way of avoiding that?
Scams of that nature literally could not occur in GW1 with the trading system, because the confirmation prompts acted as an escrow system – exactly what was being traded was visible before the trade was finalized, so if I approved a trade without them offering the money – that’s really my own fault.
https://www.merriam-webster.com/dictionary/scam
By definition a scam will take advantage of another persons good faith, inexperience, hurry or any other type unfortunate reason why someone fell for it.
A person being unattentive is no ground of basis to call something impossible. It’s improbable but as long as it’s possible, people will fall for it. Scams on the TP are possible too but since there is a middleman, very much harder to pull off.
There is a very famous idiom:
Fool me once, shame on you; fool me twice, shame on me
It literally states that if a person gets taken advantage of more than once, it’s their fault. This does not mean the scam did not happen though.
tl;dr: a system is only scam proof if there is literally no way to take advantage of another person no matter how gullible they are. The GW1 system was NOT scam proof.
Every arguement in favor of raids is a bad arguement in your eyes blaeys.
Once again, not true in the least. I am not, nor have I ever been, anti raid. I simply have a different perspective on what raiding needs to be in the game than you do.
And the topic is important to me because of my guild and my friends. I (and many others) see a need for change – and I will advocate for that change every chance I get.
If I actually hated raids, this wouldn’t be nearly as big an issue. The fact that the story/aesthetics/fight mechanics are as interesting as they are is the very reason there needs to be greater accessibility. If they were boring or poorly done, I wouldnt care near as much as I do now.
i would also advocate for a change for the open world to be harder everywhere for more presigious abd hard to get things to exist and ingeneral rewarding you basednon effort you have put in. But i dont because i understand that the game works diff in diff areas amd i see and respect. Se way i respect raids as a rhing in game that works on its own rules and pll have grown to love them for that. Why cant you no raider came to annoy you or knock on your door why should you on theirs?
I actually agree that there should be more difficult content options in open world – and I think there are ways that could be done fairly easily (I even proposed one I would LOVE to see them implement in another thread recently).
But, aside from that, it is obviously much easier to do this kind of tiered content in instance game modes (again, fractals as an example). Given that accessibility isn’t an issue with open world in the same way it is with raids, it makes sense to focus on solving the problem as it pertains to raids.
And – I am a raider. I run raids every week. I just think they fail on the accessibility front – and that addressing that would be good for both the game and the game mode. Please – everyone – focus less on the players posting and more on the actual conversation. It is way more productive.
Wades through the horrible amount of threads right after HoT launch of whines about how the game has become to hard, some of which are still created today.
Making open world content challenging is not the way to go.
I’d much prefer challenging content to stay optional instanced content and leave open world for every one who just wants to chill. That’s also the path arenanet seems to be taking and it has worked fine so far. If people would mind their own business a bit more instead of encroaching on game modes they do not enjoy everyone would be better off.
So let’s assume 15 minutes per berry run since not every class can zip through like a thief and not everyone owns the Consortium Harvesting Sickle (and no, it’s not more than 15 minutes. I’ve run through the berry forest with every class and every gear starting with rares up to full ascended multiple times).
You don’t think that this fact alone increases your speed? O.o
Let me rephrase that, I did not do some crazy amazing impossible thing to do. I ran through the forest with my characters without switching traits, using only the utilities I had on them for other game modes and didn’t even have permanent swiftness or condition cleanse on some of them.
It’s called establishing a baseline.
This is literally doable by every single person who plays this game unless you suffer from severe attention deficite disorder and can’t stay focused on 1 task for 15 minutes at a time.
My point was that you obviously do this a lot. Therefore you have a certain route, know what spawns where, etc. This increases your speed. Most players aren’t going to farm like this. They go somewhere long enough to get the one thing that they want and then the leave. They don’t have it memorized.
Exactly why I said 15 minutes and not 8 minutes. I never said it took me 15 minutes on my characters, I said it would definately NOT take more than 15 minutes.
If I can run from patch to patch (which are conveniently marked on the minimap in a unique icon) and gather winterberries in less than 15 minutes without perma swiftness, condition cleanse or proper utilities with characters geared in rares, so can any one else.
Obviously it would be faster for most players since they would take swiftness or condition cleanse if they farm winterberries.
Do we even know how many ppl run raids is the population of gw2 players that big? GW2 is split into 3 major game types spvp wvw and pve. Spvp is its own stand alone wvw and pve share the same balancing. Pve is split into a few different types of events open world dungeon/fractals and raids. What is the % of ppl that runs raids for non gear progression (skins and that it) as in the type of players who do these tend to love there gear treadmills. I realty think HoT put anet in a bad mind set and if they keep pushing one small event type in a game type lets say 25% of the game (i think its much lower but i will over estimate it) that for some reason it is effecting 66% of the game types.
I agree on all acounts. Wvw deserves more of arenanets attention. Since we have no numbers we can only assume that arenanet does keep an eye on how many players they are developing content for. Let’s not pretend though that wvw wasn’t neglected before raids were introduced because it received just as much attention before raids as after, namely close to none.
Now as far as wvw balance, sure let’s have tripple split skills. Unfortunately I doubt arenanet will go that route since it would make balancing even more tedious and complicated. Which is exactly why I would prefer for them to make adjustments to wvw and additions which work unrelated to which classes run the content. This way if they make wvw worth playing again the game mode can actually benefit from the pve popularity GW2 has.
Some of us have been playing mesmer since pre-launch beta. The class has had some very rocky balance moments and currently sits as pure buff bot for raids (a role which that class has had literally since the start of the game). Sceptisism is very warranted in arenanets ability to rebalance and keep the class functional no matter if you see it or not.
Been playing mesmer a long time does not translate to being able to know when a class design is flawed and needs to be reworked.
I’m not saying that you can’t see this, but it is a fallacy to just throw out how long you have been playing mesmer and then expect that to mean you know what’s best in terms of design.
True, I never did say that. When having played the class for so long though one thing is guaranteed, all longterm mesmer were there for all the broken skills, patches that took more and more uniqueness from the class and especially those stretches of time when the class was not desired in any pve content.
We were never highly desired, mesmer merely functioned as extra utility which could get replaced by another dps or other supporter. Parties of more than 1 mesmer were unheard of and if it wasn’t for portal and TW we might have been in a worse state than necromancer. I just don’t see a reason to risk going back to that when essentially the only reason right now for mesmer having spots in raids(or wvw or pvp) is their utility.
CS is very strong yes, but I’d rather have arenanet decide on how they want to balance this issue (and there are multiple ways of balancing it other than making it baseline and removing its synergy with our elite) instead of focusing on only this way. For all we know they might introduce an elite specialisation which actually allows us to run a dps build while at the same time giving other classes mesmer utility (which is exactly what I expect them to be doing with the next elite specialisations. they already tried making revenant a replacement mesmer). Until then I’ll not go all haywaire apocaliptic and willingly accept a nerf to my class. Yes, I am selfish in that way.
@Apharma
I don’t see it that way. If “do or suggest the right thing” means a suggestion to unilaterally downgrade Mesmer, then no I don’t wish to do it.
The suggestion being made is to have a major nerf in the “faith” of getting reworks on other skills. Further, the “hope” is that all the other classes would receive similar downgrades and reworks.
Such faith and hope might be appropriate in a religious milieu. In the context of GW2, history suggests that those outcomes won’t happen. If they don’t, Mesmer gets crippled.
Sure, I can sympathize with the desire to help shape Mesmer and to improve the game. I don’t think this is a good path though.
Bolded the last part just so it can sink in what you just wrote, you have effectively written that you do not think it’s good try to improve the class and the game at all. Before you start making excuses, no, you have actually put that plain as day for all to see.
The right thing is owning up to what is too strong and admitting what is weak, to accept nerfs to skills that are too strong in the hopes that buffs come along the way. I said people want elite specs toning down across the board earlier, this doesn’t mean i think CS should be removed in a vacuum, it means I think it should be removed as well as removing and drastically toning down many other things on other classes too.
Not seeing it, Ithilwen wording might have been poor but from the context one can clearly understand that he ment he is fine with reworks for mesmer just that he does not agree to the suggestions in this thread.
Please go to the other class forums and offer your ideas for toning them down. Then once you’ve been laughed out of literally every single forum come back and try to sell this idea of rebalance by having everyone toned down again.
Some of us have been playing mesmer since pre-launch beta. The class has had some very rocky balance moments and currently sits as pure buff bot for raids (a role which that class has had literally since the start of the game). Sceptisism is very warranted in arenanets ability to rebalance and keep the class functional no matter if you see it or not.
They factually have a dev team. Aside from the fact that I have a couple of devs in my guild that have been with the company for quite some time. they couldn’t produce a new zone and new story every 2-3 months, plus a new raid wing, plus new fractals, if they didn’t have a dev team.
You don’t like the game does not equal the game is falling apart. From my observations the game seems to be doing okay. Not as good as it was at it’s height, but nowhere near falling apart.
I still get groups for everything, all the metas are still done, there’s a leather farm going actively over 90% of the time even. I just did the jade meta in Bloodstone Fen for two days in a row and it was quite populated. One of those times was at off hours.
It’s true with more new zones the population is more spread out, but it doesn’t stop me from doing anything in the game.
Talking more about numbers its as if they put every one on the next expansion but there no info on that expansion eta and there realty has been no major adding to to game for a long time. That and most of the balancing has been raids only nothing for wvw. There some major problems with classes in wvw and there is nothing being done. The last thing that was wvw only was epi nerf and that took a dev acting a fool showing how low of info they realty have about the game into a meme of “epi wvw doors” and effectively focusing anet to do something about it. I am not saying there no devs but it seems like they lost a lot of devs from the hay days of update ever 2 weeks to what we have now.
Jski you’ve been jumping all over with your arguments this thread. First you argue pve balance, then conveniently shift to wvw once the pve argument goes stale. Please stick to one argument or train of thought, it becomes very hard to disscuss or debate when the other party keeps shifting to some other aspect of the game.
Yes, wvw has been neglected in the past and until now and it is the most likely the most ignored game mode from a developer perspective. That has very little to do with raids or pve balance. The devs have stated that wvw is about numbers and the best that game mode can hope for (and I do hope they do something) is to adjust for such. It is very unlikely that they will ever balance around wvw.
It happens that the history includes a period or two where someone tried to buy up all the supply on the TP; since that was quickly filled, it’s evidence that, no, the ‘problem’ won’t become worse simply because more people decide to buy coins.
You are talking about a short-term increase of demand, that cannot be maintained long term. This can be “smoothed over” by using banked resources.
What would happen however if people started following that advice would not be a short spike in demand, but permanent increase. Something no market manipulator can do. No matter how much resources are banked, they’d run out eventually.
Yes and in that case we would approach a situation where supply into the game eventually becomes less than consumption. THEN arenanet might take a look at this, not before and we go full circle back to them stating that suply versus demand is currently in favor of supply.
Once that happens, we can all disscuss this again, no reason to adjust the market to some fictional maybe situation only because some players are unhappy with current pricing.
So let’s assume 15 minutes per berry run since not every class can zip through like a thief and not everyone owns the Consortium Harvesting Sickle (and no, it’s not more than 15 minutes. I’ve run through the berry forest with every class and every gear starting with rares up to full ascended multiple times).
You don’t think that this fact alone increases your speed? O.o
Let me rephrase that, I did not do some crazy amazing impossible thing to do. I ran through the forest with my characters without switching traits, using only the utilities I had on them for other game modes and didn’t even have permanent swiftness or condition cleanse on some of them.
It’s called establishing a baseline.
This is literally doable by every single person who plays this game unless you suffer from severe attention deficite disorder and can’t stay focused on 1 task for 15 minutes at a time.
The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.
Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.
There is 0 requirement for group or tactical play in open world pve. The only fight that comes close to requiring a small amount of organisation is the 3 headed wurm, and even here class balance makes no difference. The only thing raids have done is add some form of balance to the game besides spvp. Before that, classes were all over the place, now at least they get adjusted to fit some objective.
All of the HoT maps require organization to get the highest tier.
It’s true that classes are more or less irrelevnt at open world, but the idea that people can pull off a Tier 4 Verdant Brink, or a Dragon’s Stand without at least commanders is ludicrous.
True, then again all it takes is usually 3-5 commanders to lead the zerg in sort of a brainbug manor and stuff works out fine. No reason for individual effort. HoT events are still being blown way out of proportion even after multiple nerfs to them. If they were still this hard, there wouldn’t be constant farm maps which develope 5 minutes before an event goes up and clear it.
How does that fit in with class balance though when all this content is doable no matter which class you bring along?
Ah man, i remember the dungeonrunning toxicity. People who are not a fan of the Anet raid system and critique the so-called elitism of the raiding community forget that community that did speedruns on dungeons was sooo much more toxic. Using the completely arbitrary AP-system as a barrier for joining groups, always gearchecking, 2 classes were only allowed in (sometimes thief aswell).
Toxicity will always be a part of every online game. I don’t agree at all with the statement that raids are more toxic than fractals or dungeons.
Yea but people had options there were plenty all welcome groups that completed the dungeons just fine in 30mins-1hour.
All welcome in raid yea sure if you like to bang your head against the wall and never get anywere
Same thing for raids, in the evenings the lfg is full of different groups looking for people and there is sufficient groups looking for new or inexperienced players (on EU that is).
I still don’t see how this is unique or different to how fractals, dungeons or any other instanced content was handled by some people in this game.
I don’t quite recall the all welcome dungeon groups though. All I recall was lfg being full of:
- CoF zerk, exp 80, 5k ap
- Arah war, zerk, exp, 10k ap
- CM 80The " welcome" dungeon groups basically did not place and modifiers on their lfg searches. Same as raids now leave away LI requirements or actually put in the word tries or practice.
Then again, maybe we are just having some https://en.wikipedia.org/wiki/Rosy_retrospection .
the reason you dident see them is they filled quickly since anyone could join, Well I will come with a longbow bear berserker ranger then and will just have to join a training raid and go right?
Same applies to raids. Please don’t make me go looking for 2-3 year old threads about toxicity in dungeons, try to recall how it actually was and not how you think it was.
If you can provide useful damage and/or fill your role with your bear berserker ranger, sure go for it. Many groups will not care if you pull your weight.
The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.
Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.
That’s exactly the thinking that leads to raids’ overblown importance in this game.
No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.
No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.
The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.
Raid balance has literally 0 effect on class viability in open world content at this point in time.
Ele dose less dmg vs big mobs in open pve and over all has lost dmg due to blunt dmg -% because of nerf aimed purely at raids. Have you not seen any of the updates up to this point a -7% dmg reduction to an effect of air overload hits ele in raids (the aim) open world pve dungeon pve and wvw.
Good point, yet ele has not become unplayable, is still leading the damage meters as spots 1-3 and has absolutely no problem operating in either of the game modes you mentioned.
On the otherhand, many classes were buffed and are better off now than before. I’d chuck this off as: overall improvement to game balance.
But it does have a real impact on how the professions feel and play. My biggest concern is that, by focusing too much on balance for raids, the developers will end up homogenizing the professions to the point that they all basically play and feel the same. That would be very bad for the game.
Possible and actually a valid complaint, personally I still think we are far enough off from this happening though. Currently most classes play quite unique with maybe warrior and guardian being the most similar.
Ah man, i remember the dungeonrunning toxicity. People who are not a fan of the Anet raid system and critique the so-called elitism of the raiding community forget that community that did speedruns on dungeons was sooo much more toxic. Using the completely arbitrary AP-system as a barrier for joining groups, always gearchecking, 2 classes were only allowed in (sometimes thief aswell).
Toxicity will always be a part of every online game. I don’t agree at all with the statement that raids are more toxic than fractals or dungeons.
Yea but people had options there were plenty all welcome groups that completed the dungeons just fine in 30mins-1hour.
All welcome in raid yea sure if you like to bang your head against the wall and never get anywere
Same thing for raids, in the evenings the lfg is full of different groups looking for people and there is sufficient groups looking for new or inexperienced players (on EU that is).
I still don’t see how this is unique or different to how fractals, dungeons or any other instanced content was handled by some people in this game.
I don’t quite recall the all welcome dungeon groups though. All I recall was lfg being full of:
- CoF zerk, exp 80, 5k ap
- Arah war, zerk, exp, 10k ap
- CM 80
The " welcome" dungeon groups basically did not place and modifiers on their lfg searches. Same as raids now leave away LI requirements or actually put in the word tries or practice.
Then again, maybe we are just having some https://en.wikipedia.org/wiki/Rosy_retrospection .
You can always place an order for them at 50s. If someone agrees that it’s a good idea, they’ll sell it to you.
Failing that, consult guildies, friends, and other trustworthy individuals that think similarly so you can trade internally. A pool of 10-20 people is more than enough to generate the coins needed.
You’d have to wait for the tens of thousands of buy orders with higher prices than 50 silver to be filled before someone would fill yours. So this doesn’t actually work
Oh, so you mean these tens of thousands of people think a higher price than that is reasonable?
Just because you have a buy order out does not mean you think the price is reasonable. If you need coins you need coins, and since its just not practical to gather them yourself, that means resorting to buying them. And if you have to resort to buying them, you have to put up a buy order that actually has a chance at being filled.
That need is purely subjective.
It is not about needing coins. It is about needing coins now. The game gives you coins for free. You can also get 1 a day and from the occasional daily. You can also get mystic clovers from the track.
The problem actually fixes itself
No, it doesn’t. You people really need to start letting go of this notion that you can gather the coins you need yourself if you are just patient. If you want just 2 HoT legendary weapons, that requires a bare minimum of 500 Mystic Coins. With 20 guaranteed each month, assume (lets be extremely generous here) 5 MF dailies each month, that’s 25 guaranteed MC each month. At 500 needed as a bare minimum, this is almost 2 years worth of waiting to gather the coins yourself. That’t not acceptable to wait for 2 skins. It just isn’t.
Play spvp or wvw, finish tracks which give clovers, profit.
Play any game mode, gather gold, buy mystic coins, profit.
Play the game, store mystic coins, craft legendary once you have enough coins, profit.
Yes, it is a simple matter of people wanting something NOW. There are multiple paths to success and they are not even mutually exclusive. Mystic Coins were specifically addresed by arenanet to give new players and players who do not need them a way to aquire extra gold. There are enough ways to bypass this bottleneck and since the price of HoT legendarys seems to be in line where arenanet wants it to be, there wouldn’t be any cost benefit in changing mystic coins.
Mystic Coins are fine at the current time.
The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.
Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.
That’s exactly the thinking that leads to raids’ overblown importance in this game.
No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.
No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.
The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.
Raid balance has literally 0 effect on class viability in open world content at this point in time.
And to the topic of this thread, if you do not believe that occurrences like this one do not happen pretty much every day, then you either do not play the game much or, more likely, you keep to a self contained group of friends (nothing wrong with that, but not everyone has that option).
Incidents like the one discussed here (though I have my reservations, given the OP’s history) have always happened in this game. A long time ago, the dungeon meta wasn’t less toxic, not the tiniest bit. That’s an apparently inherent property of the GW2 community, so stop blaming raids. That’s just ridiculous.
Edit:
Seems that someone did have a change of heart and realised that toxic behavior like the one TC described are not unique nor caused by raids and his wording was off. All it took was just about everybody agreeing on this subject and repeating the same thing 4-5 times.
(edited by Cyninja.2954)
The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.
Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.
There is 0 requirement for group or tactical play in open world pve. The only fight that comes close to requiring a small amount of organisation is the 3 headed wurm, and even here class balance makes no difference. The only thing raids have done is add some form of balance to the game besides spvp. Before that, classes were all over the place, now at least they get adjusted to fit some objective.
How does toughness benefit more from heals?
If you determine the effectiveness of a heal by dividing the amount healed by the total health pool you have and assume the amount healed is constant between a toughness focused build and a vitality focused build, then you would heal a higher percentage of your health if you have a toughness focused build than a vitality focused one
Doesnt really mean it benefits more, you just have a smaller gap of health to heal. With vitality you can heal at a earlier time and possibly even get the heal off through the cast time if your in some heavy pressure. toughness not so much because you die jsut as fast as someone with none.
Player A:
10,000 hit points
50% damage reduction
1,000 heal every 5 seconds
500 damage per second before damage reduction
= effective hitpoints 20,000
= time to die = 156 seconds
Player B:
20,000 hit points
0% damage reduction
1,000 heal every 5 seconds
500 damage per second before damage reduction
= effective hitpoints 20,000
= time to die = 63 seconds
Vitality is a buffer and yes it allows the first heal to get used earlier but that’s it. It functions as a buffer. After that first heal though, unless you are able to constantly heal for more damage than you take (which is pointless in this discussion because then your time to die goes to infinite).
I’m not sure where you were going with toughness providing no benefit. When you have less hitpoints but take less damage from attacks you effectively have the same or more health (called effective health or hitpoints). Granted this is only against direct damage in this game, hence why toughness is a counter to direct damage and vitality to condition damage (combined with condition removal). It’s also the reason why toughness and healing power synergise so well as stated above and why Arenanet has removed a lot of toughness gear from spvp.
At the same time, high health pools will be affected more adversly by any type of % of max health modifier or attack. We don’t have those in GW2 pvp yet (pve they are quite common now in raids) but GW1 had them (deep wound).
I dont believe Anet’s raids force people to be rude either. I simply think that the current model doesn’t give people looking for a lower key experience a real option – which means they end up in raids alongside those who play for very different reasons.
Sure you did, scroll up:
Unfortunately, this kind of inexcusable behavior is commonplace in high level raid pugs, and can even rear its head among good friends.
That creates tension and directly leads to situations like the one the OP describes here. It isn’t either group’s fault (unless of course, people are just being jerks) – it is simply that you end up with people in the same raid with very different goals and playstyles.
What OP described was a freak troll incident. How this in anyway is raid specific is beyond me. This could have happen in any instanced group content.
If you end up with people with different goals and playstyles that is on you, as mentioned there is a multitude of raid groups running every day:
- you have the inexperienced or new to raids
- you have hardcore raid guilds who require superb performance and specialisation
- you have the casual guilds who go in 1nce a week and have fun while doing so
- you have full pug groups with varying degree of experience required
If you end up joining a hardcore-we have everything cleared-run though all 4 raids in 2 hours group with 0 experience, yes you will have a bad time (IF they actually take you along since those groups will usually make sure you are on their level).
I’ve played and am playing in multiple raid groups and both work fine. The raid guild we clear everything weekly and it’s fine. The casual guild we run 1nce per week and have fun while chatting and sometimes failing 10 times on a boss we usually kill 1st try, and that is fine too.
Then again, I’ve always made sure I know what group I am joining or running with. If there is something unique to GW2 raiding (at this time at least) it’s the fact that even with capped rewards weekly, many people who are reward capped go out and help others simply because they find raids fun.
And, to clarify, I haven’t posted that I dislike raids or that I don’t believe they belong in the game.
Go through your own posting history, read every single post you’ve made. You might not have posted it, but you have been very clear on how you feel. Sometimes what we say and do tells more about how we feel about something than what we think we said.
(edited by Cyninja.2954)
Please don’t pick condi engineer as your first condi character to gear (or worse, first endgame character). The rotation is tough and the spot in raids only works for condi dps.
Go condi warrior. As cPS you have 2 slots in every raid group, as cBerserker you have 4-5 dps spots to you can fill. That and the rotation is not to hard to learn. Also works great for fractals as cPS.
Unfortunately, this kind of inexcusable behavior is commonplace in high level raid pugs, and can even rear its head among good friends.
As much as the players involved are to blame, however, some of the onus for this belongs to Anet. Their ridiculous raid model more or less forces players simply looking for the experience to either forget raids exist or have to play alongside min maxers and those who take the challenge much more serious. It would be like making everyone wanting to do fractals have to do t4s.
There really needs to be another way to experience the fun and interesting encounters in the raids.
If we were to blame every game mode based on the amount of toxic individuals come around we’d have to close every single MMO on the market.
You dislike raids, fine. You’ve made this abundantely clear in every single raid thread you’ve posted in (while usually either exagerating, leaving out details or straight up giving false facts). Now stop trying to make everything fit your agenda and blame raids for any jerk move some sad individual ingame does.
You’re not even accurate in your observation at that. There are tons of practice groups and low skill-take every one along groups in the current meta especially in the evening. Raid guilds constantly are advertising for new members too. So no, unless you expect to get taken along by experienced players and get free loot from raid bosses, there are multitudes of options for new raiders to pursue.
Forget the formulas, I tested it. The chieftain is a great test because he always opens with the same hit which apparently cannot crit.
Test done on Ranger:
Upping my toughness by 1200 points decreased damage by 33%. Upping my vitality by 1200 points increased health pool by 75%. Considering how bursty this game is, toughness desperately needs a redesign and to apply (perhaps especially) to condition damage.Enough said.
What you are leaving out is, your heals are flat numbers. So your healing becomes more effective with more toughness.
Finally, after almost an entire page of people talking around the matter someone mentions this.
Toughness increases you healing effectiveness, vitality does not. It’s also the reason why healing power and toughness synergise well, while vitality and healing power do not (not to this extent).
1.) Achievements though these can be done your main too some are easier with different characters
2.) more carapace armor parts (requires a total of 3 character playthroughs). While these can be aqured via different means, the LW Season 2 story steps are the fastest
3.) LW Season 2 episode 6 rewards 1 Black Lion Key per character
You can actively farm any material, sell it on the TP, and buy the Mystic Coins you want.
Having a high value but evenly distributed product like this gives new and poor players the ability to make some quick gold fast.
This.
Farm gold, buy coins. Essentially you have farmed coins. If the prices spikes up, more people are incentivised to sell their stash, the supply provided to the market increases, the prices falls again. Until the demand does not outpace supply, then arenanet might get active.
I think the reasonable price should be around 30 to 50 silver, same as ectoplasm. High than 1g is absolutely ridiculous.
What are you basing “reasonable” on? What you’d be willing to pay?
Based on the reasoning that if someone wants to craft legendary, like Hope for example, the costs for the Mystic Coin is almost like 25% of the total cost of the legendary itself. I think a reasonable % would be 10%.
Total cost of crafting H.O.P.E according to GW2efficiency: 2,397 gold
Basically 400g above the desired Season1 legendarys which go for aproximately 1,900 – 2,000 gold. Working as intended.
Total cost would actually mean something if we assume that arenanet wouldn’t replace the cost loss. Since it is reasonable to assume that the new sparkly and shiny items are ment to be more expensive than the old ones, making Mystic Coins cheaper would merely shift cost to another part of the item.
Since Season 2 is already outdated in a way it should be made free so that people that buy HoT can make sense when it comes to story. I am waiting for HoT to arrive next week but honestly i don’t know if i should even start playing it or just grind for months to unlock Season 2 first…
Its never a good idea to have high entry point for new players. I like how EQ2 gives u all previous expansions when buying latest one making it easy for new players to start playing instead of calculating how much they need to spend and probably giving up completely at the end.
At the very least Season 2 should be free for people who bought Guild Wars 2 before base game went f2p.
Except that Everquest 2 is a free to play game with optional subscription. Bascially operating on a completely different monetisation model. Same as Star Wars: TOR, I’m not sure I’d like some of those cash shop items in this game though.
If arenanet can find a way to make LW Season 2 free without a hit to their revenue I’m sure they’d be on it. Until then I’d rather it stay the way it is instead of inviting other monetisation methods into the game.
I don’t really think this is about players not having money for it. It’s about the discrepancy between light/heavy and medium. Why should it cost more for a medium armored character to get geared? Aren’t we all supposed to be on a level playing field.
I remember when Clothies were feeling this pain. That said, the discrepancy is even higher now.
Except that they changed the crafting recepies inbetween to adjust them cost wise. It made all crafted ascended armor more expensive. The difference between cloth ascended before and the other armors was easy 30-40% and there was no alternative method to get ascended armor back then. So from an absolute standpoint, yes the imbalance is higher. Not so sure about that when factoring in for inflation, gold per hour gain and everything else.
All I see here is another of the famous:
“Something I WANT AND CARE ABOUT is to expensive. Arenanet has to change it now now now!”
Here’s a hint: they’ll adddress the issue eventually and the economy will rebalance.
Here’s another hint: there will be a new item/aspect of the game/etc. which will become “to expensive” and people will whine.
Until then, be smart, read up, save gold and stop wanting everything yesterday or pay up for having no patience. You really do not want to play the “this is unfair” card with some of the crafting things in this game. There was way bigger imbalances in the past, yet we all survived.
So let’s assume 15 minutes per berry run since not every class can zip through like a thief and not everyone owns the Consortium Harvesting Sickle (and no, it’s not more than 15 minutes. I’ve run through the berry forest with every class and every gear starting with rares up to full ascended multiple times).
Let’s also assume we need 250 berries (for unbound magic for purchase, rest comes from gathering the berries) and we gather 50 berries (it’s actually slightly more) per character per run, I fail to see how 75 minutes of farming is in any way unreasonable per literally 1 best in slot ring.
You can even split that time up since no progress is lost if you decide to gather the next day or some time later.
If you get distracted or decide to artificially make your farms take longer, that is hardly the fault of the farm.
Sorry to hear, head up, that’s barely any “work” for you to do and next time SAB comes around you’ll get a kickstart and loot.
Ther timer was indeed in the top right colapsed under the Super Adventure Box orange message. I get how dailies and so on could have been misunderstood.
Except the bits that aren’t facts of course, like fractals being an utter disaster at HoT’s launch, which is subjective, entirely subjective.
You do realize that fractals were pretty abandoned right?? He basically said that fractals got so much attention that it has become one of the best parts of the game and that he loves fractals now. Did you even finish the videos?? sigh if you didn’t, then technically you haven’t even earned the right to comment on the material.
Yes, I watched them all. Fractals were not “awful, like really terrible” regardless to whether they are now in an even better state now or whether he acknowledges it. I loved fractals back then, I love fractals when they first launched and I love them now. At no point in their history is it a fact to say that they were “really terrible”.
I love fractals, have done them since the 2nd week when they were introduced way back, capped on the max fractal level every time and spent weeks/months playing them daily. No they were never terrible, but they were certainly NOT in a good place. The fractal community was tiny and people did not play them. This changed over time with rewards and multiple reworks.
So while WP might be exagerating a bit and fractals sure were fun, I think he is refering to the state they were in compared to where they should have been at the time (the major pve endgame dungeon content).
WP videos are well-constructed and presented, but I gotta disagree with a lot of what he’s saying, especially concerning raids (to clarify, I’m not against raids, I think there is room for them in GW2, but he tends to imply that it’s the best thing to ever happen to GW2, which is highly subjective)
Anyway, it brings more publicity to GW2, so it can’t hurt, as long as it’s not the only voice that is heard.
This is exactly the way to look at raids from a non raider perspective. Raids have added another layer of content to open the game up to more players. As long as there is enough open world and non-raid content to go around, it should be fine. Now before someone comes along and yells:“but the raid loot and rewards and legendary armor”… ascended gear availability was also slowly introduced into the game.
All in all I enjoy WPs videos (even when they do tend to be on the lengthy side) and while I do believe he does cut arenanet some slack here and there, he has been very critical on issues in the past. Remember, one does not have to be ecstatic about something to be okay with it.
welp then what the point of going there if i can get 50 from a track on another mode >.< they need to add another ascended ring to next map or something.
They did (https://wiki.guildwars2.com/wiki/Ascended_trinket), in Bitterfrost frontier which ultimately is also easier to get than the one from Bloodstone Fen depending on how many characters you have available.
At 200 Winterberries and 2k unbound magic you can grind 1 ring per day for each 4.5 characters you run through the Winterberry forest (aprox 40-50 winterberries and 250-300 unbound magic per character). At 10-15 minutes per run that’s 1 ascended ring per hour. That’s even faster than fractals or at least just as fast.
Since rings are unique, if you want to wear 2 of the same infusing or attuning 1 of them still works to be able to wear 2 of the same type. Won’t work for T4 fractals (since you need attuned and infused rings usually) unless you compensate losing 1 agony infusion slot.
I bought the home instance node. Assuming no salvaging you get 3 rubies a day that way. Easier than going to the homing-rock zone, even if it does take slightly over a month per character to get a ring.
Same here, plus doing the 2 dailies in bloodstone fen(5 gliding skills and 10 unbound magic gathered) you end up getting easy 5 rubies per day. That’s 150 rubies per month for basically 1 minute of dailies and the usual home zone farm per day. That’s before any actual farming.
(edited by Cyninja.2954)
So I finished all remaining bosses last weekend and started the Head of the Snake. Had to retry Mordremoth 4 times. It was basically luck in the last try that I dropped close to an air vent when he hit me with a stone, so I could get up again. It’s true that the fights are easy if you know what to do, it’s the learning what to do that’s frustrating, and that luck is involved. One unlucky fall in the flying parts and you have to start over. I didn’t even use any food or nourishment, if you know the drill, you can fight him naked.
I honestly believe they wanted to make the Mordremoth fight as memorable as possible and did go a bit overboad with the mechanics. The actual fight is not that hard, but the bugs, the time it takes to retry the fight and so many other minor anoyances just make the story step tedious. It’s a bit like the new desert WvW map, so many amazing things but for its actual purpose totally overdesigned.
One big beef I actually have with story instances is the fact that any disconnect will reset your progress thus effectively putting a hardcap on how long instanced story content should be.
Good luck on Cadeceus to you.
Yeah, soldiers is totally worthless. Exotic berserker’s is what you should aim for first, and then start converting to ascended. Start with trinkets, they’re very easy to get from the new living story maps. Then get weapons, lastly work on armor.
This.
Personally I would recommend for you to first learn how to run a utility mesmer before attemtping to run a chrono tank. Minstrel should be some where at the very end of the list, no worries, the gear you have so far is not wasted.
Now as far as stats go:
- Soldiers/Knights is totally worthless on mesmer
- aim for berserker and/or assassins gear as first set so you can fill an utility slot.
- chrono tank is only a thing in raids so this should not be a priority for now
For gearing as Fay mentioned, do the new maps for the trinket slots. Shouldn’t take to long to get full ascended there. Exotic armor is more than fine for a start. Ascended weapons are recommended. Your best bet is to finish your specialisation collection for the shield asap. Rest fill up as you go.
As far as Dragon Stand goes, make sure to actively look in the LFG once the map resets (check reset times corresponding to your local time zone). It’s every 2 hours, half past the hour (aka 10:30, 12:30, 14:30, etc. actual hour might vary with timezone).
You might consider running WvW parallel for an alternative method of buying leadership runes. If you do not want to go leadership runes you could swap to Superior Rune of Water temporarily (-20% boon duration, better than nothing while you work on leadership runes) or Durability (not recommended if not tanking due to toughness). These runes will underperform compared to leadership though.
Superior Sigil of Concentration is a thing but with your budget I’d stay away from it for now. Try to get high boon duration via other means (platinum doublons, other gear with concentration, etc.).
If you absolutely want to tank or your guild/raid requires you to fill the tanking role, here is a budget build which sort of works: https://www.youtube.com/watch?v=EOeRhzoSKsk
Realise though that this is a budget build and will vastly underperform to regular builds, still intersting to figure out if you actually enjoy tanking. If not, don’t waste time on getting Minstrel gear.
In real life, the entire group would be brought up on charges for keeping this information from the Asuran government during a time of war. But in GW2 Taimi’s research will save the day so everyone will overlook what she did and how we helped her hide it. This is why the Taimi writing is nonsensical.
Starting area of the asura one of the very first event chains: https://wiki.guildwars2.com/wiki/Protect_Orl's_research_krewe
Somehow I think you got asura backwards, they strive for knowledge but reluctantly share it (this was very evident in GW1 already where part of Eye of the North was convincing different asura to cooperate). So no, even in this respect Taimi is in character.
You keep comparing Taimi and GW2 to real world situations where there is already established precedent that some of those aspects are handled differently in Tyria.
(edited by Cyninja.2954)
I’d recommend you finish Season 2 first, it’s a big step up from the vanilla personal story (subjective opinion here) and will prepare you for how and in what way arenanet deliver story content.
The first time through HoT will take a while due to story steps being locked behind masteries. This might seem overwhelming at first (it’s not that bad once you understand the new maps). Be prepare for some tough enemies if you are only used to vanilla Tyria npcs. Overall the HoT story itsself is about as long if not slightly longer than Season 2 (not counting achievements for both since those can take varying amounts of time).
That being said, I’m sure the first time you get to glide you’ll have a ton of fun (especially since it now also works in old Tyria). Try to enjoy yourself and follow the story outside the instanced area as well.
I really hate it when people try to justify removing SAB.
Look if you guys are bored of it then stop playing it. Let the rest of us enjoy the content or descover the content at our convenience. I barely got to play SAB and it’s about to go offline in just 2 days! This is not my fault cause reall life obligations and priorities come first. I don’t need hype to enjoy SAB whenever I want. I play when I’m in the mood and when I have time in real life. If people get bored of SAB they can play other content and when they feel like playing some SAB with their friends they can go whenever they want. This is the benifit of making it permenant cause everyone wins.
But that’s not what would happen. Even now the SAB entrance area is deserted compared to the first 3 days.
Here is what actually would happen if SAB became permanent:
- first week massive overcrowding as with every time the event went live
- second week up to 4th week the amount of people playing SAB declines
- 3 months in SAB is a completely deserted place
- Arenanets interest (which is already below minimal) would stop adding any content for a dead game mode
I understand your sentiment and get that real life priorities can get in the way and some times there just is no time for gaming. That does not justify to go against common sense which in this case dictates: scarcity creates value and hype.
Being an adult yourself (I assume due to commitments) you should know by now that when you can have something all the time, it will lose its value. So as far as an alternate, fun, minimalistic game mode this staying a festival makes the most sense.