For me i think i can get it even tho the dusk is so dang overpriced lol.
I would like to applaud the can-do mentality here. I think there are a lot of people who look at a precursor and think to themselves that they can’t get one, so they resort to throwing away their money in the mystic forge.
For me, it just seems to make the most sense to strive to obtain the most difficult part first when making a legendary. In general, the precursor is the single most expensive piece of a legendary, and its price is usually the most volatile/at the whims of market forces.
There are a lot of people who have prepared everything for their legendary except the precursor, then lamenting about never getting the precursor. This is like climbing 1 flight of stairs every day, but then lamenting that you will never be able to climb Everest. To climb Everest, you must train to climb Everest. To get a precursor, you must focus your energy on getting a precursor, not the little stuff that’s easy to get. Honestly, I’d say look at your sellable materials. Watch the precursor market for dips and good buys. Sell your material for good prices. Yes, even the ones that normally go into your Gifts of Might and Magic, etc. Wait for your precursor to hit a good dip. Get your precursor. Because if you can climb Everest, you can climb a flight of stairs. If you can climb a flight of stairs, doesn’t mean you can climb Everest.
Best wishes to those who have seriously committed to making their legendary!
Hello! Dyes can actually be organized into 3 different groups, I believe. They are divided by Material (Cloth, Leather, Metal). Vibrant colors tend to work best for cloth, natural leather tends to be most accurately represented on leather material, and Metallic dyes work best on metal.
Cloth armor tends to be primarily made of cloth, but occasionally includes leather and metal materials in it. In Vibrant colors you can actually find quite a few Midnight colors (like midnight ice and midnight fire).
Abyss is a metallic dye, interestingly enough.
Why do the colors look different? Well, the colors adjust the spectrum that the material is painted in, but there are different things that might be brought out. Objects in games have maps for texture (normal maps), specular maps, gloss maps, that kinda stuff. It affects how light reflects, and that can make some dyes look “lighter”.
I’m surprised nobody’s trolled this thread yet.
I have a dirty fantasy, but it involves Queen Jennah, Logan Thackarey, Lord Faren and Lady Kasmeer…
You need to get your spark pulls down. The first time you get her to 50%, you need to get all the sparks into their prisons before her health stops regenning (at around 60%).
—
As for the 33 seconds I’m not so sure, feels a lot quicker sometimes.
—Feelings are not recognized in this sub-forum.
This needs to be posted as the Official Dungeon Forum Motto.
Conversation in guild chat yesterday:
Quicks (who is an Asura): Yeah, I’ve been sick the last couple of days, so I haven’t been on…
Me: You know, Sai’s almost done with his pharmacy school, he’s like practically a doctor!
Sai: I don’t treat animals.
TA F/U will be fixed so that instead of spiders spawning on head shake, it’ll be dredge.
My personal advice echos similarly to others, but is slightly different.
I agree that you shouldn’t use the mystic forge unless you’re ABSOLUTELY willing to laugh off a 500+ gold loss.
If you want a sure bet, save your money and get your precursor First. I believe, if you can get what is commonly believed to be the Hardest part of the Legendary first, the rest is definitely obtainable.
As a corollary to that, make sure you get all the purchasable components first, because if you change your mind about the legendary, you could always Sell the stuff on the TP.
Interestingly, I find that it’s not time from being hit by a monster, but distance from said monster that will allow you to drop combat. In other words, the monster that hit you that put you in combat is still close enough to register you as “in combat”.
Solutions:
Don’t get hit. This can be tricky if you’re trying to do it in a jumping puzzle, but it can be do-able.
Keep moving away from the monster. The suggested jumpdodgeroll can help, as can swiftness if you need to make a jump in a puzzle.
Kill the monster that hit you.
Anyone remember this commercial?
http://youtu.be/AL1ehypd3Qk
This challenge feels a lil bit like that, haha.
Hmmm. There are people who have been asking for a while that armor stop removing charr horns. Looks like they’re working on it.
As always with these threads, I have to ask the OP, would you be okay with having account bound fractal levels if you also had to have account bound daily chests? I.e. you only get one lvl.38 fractal chest per day, even if you have 7 or 8 alts.
:3
Yeah, self quoting.
As long as your not an kitten or a crybaby most people are really nice. This is actually the most polite server I’ve ever been to.
This.
Being an SBI native from headstart, I’ve (lightly) participated in our T1 fights, watched WM and various other guilds leave us. But I feel right now we’re in a good spot. I like our WvW guilds. Olaf/Fiddle is a beast at leading EB. You should check that out sometime.
For PvE/dungeons, I say look for a guild with members who have a good attitude and who enjoy grouping up. Those are the kinda guilds you want to be a part of and help grow. And of course you have gw2lfg.com (or the new lfg tool) should you need to PUG something.
This feeds an impression I’ve come to embrace more and more: a legendary weapon on a pug is scary. It indicates a player that is unlikely to have any skill playing in a group. It’s not a definite mark of badness, though. I’d say it’s about 70/30. Most of them are horrible, but the ones that aren’t horrible are usually pretty good. That’s why it’s scary. You can’t just kick on seeing a legendary; it might be one of the good ones you’ll want to add to your list, but it’s probably not. ><
I feel the reasoning behind this is patently false.
Here is why:
Given how long the game has been out, even a person who averages a lower amount of gold/hour will have gained enough gold that if they have the focus to save their pennies, they can afford even one of the more expensive Legendaries.
Given current TP prices of things like ectos, bloods, lodestones, here’s a monetary breakdown of the purchasable components of Dawn:
[spoiler]500 Globs of Ecto = 500 × .31 = 155
250 Powerful Blood .2792
250 Venom Sac .2270
250 Elaborate Totem .1721
250 Crystalline .1269
250 vicious Fang .2261
250 Armored Scale .2573
250 Vicious Claw .1842
250 Ancient Bone .2130
250 Darksteel Ingot .0376
250 Mithril Ingot .0052
250 Orichalcum Ingot .1056
250 Platinum Ingot .0308
250 Orichalcum Ingot .1056
250 Cured Leather Square .0213 =
250 * 1.9919 = 497.975
100 Charged Ldstn 100 × 1.884 = 188.4
Precursor Dawn 570.7
Icy Runestone 100
Superior Sigil of Strength .6894
Recipe x2 = 20
1532.7644[/spoiler]
So 1533 gold to buy the components, and then just playing the game will get you the karma, skill points, badges of honor and gift of exploration that you’ll need that can’t be bought.
If we lowballed it and said that a person averages 2 gold per hour, you’d have to have played this game for 766 hours to be able to just outright buy the components for Sunrise off of the TP at today’s current prices.
Given that the game has been out 388 days so far, you could average 2 hours a day playing the game and afford to make Sunrise.
Now before you say there are people out there that can’t play 2 hours a day, I understand that, but also know that there are people out there that have played this game close to 3,000 hours as well, so I think we can agree to remove outliers from our arguments.
Let’s just say the Average player has put in about 1,000 hours of play. That’s 2 hrs on the weekdays and 4 on weekends. Let’s also say they earn more than 2g/hr, and earn more like 4g/hr. At 4,000 gold earned over the course of just “playing the game”, Sunrise would equate to 38% of a person’s monetary budget, and well within the means of an average player to acquire if they have the focus to just save 4 gold out of every 10 that they make.
I enjoy GW2. So do my guildies. I find that the game is 10x more enjoyable when you surround yourself with people with great attitudes.
Main hand axe warriors use their 2 skill on occasion, and that F1 ability sometimes too.
Fractal difficulty scaling is flawed design. Nothing can grow exponentially over time for infinity. Basic arithmetic proves it.
Mathematically speaking, that statement would be false.
Would regular NPC’s one shot players with auto attacks?
Some regular mobs at 48 already hit hard enough to take some low HP classes down if you’re positioned just wrong.
You proved you can make something challenging with Liadri.
I agree with something a bit more like this. What if each tier of fractals added in new and different abilities to each fractal scenario? I know some people on the forums here have already suggested some.
Imagine if in the 40-49 tier bosses got a frenzy mechanic. (Think like champ risen abomination.)
Easy: Play for the story, play for the adventure and some rewards. Risk is very low and likelihood of success is very high.
Normal: Midway point between difficulty and reward. In the middle of 2 extremes.
Hard: Play for the challenge, play for the rewards. Time limits, one shot mechanics, and environmental hazards. Assumes high end gear, level 80 and consumables. High risk, high reward. Failure is punishing and drains gold from the player.
It’s already set up like this, though. Easy mode is anything below 10. Normal mode is 10 to whatever level your AR isn’t enough to make an agony hit trivial. Hard level # is based on a personal ability to handle essentially what you’ve mentioned in your Hard mode section. For some people there might not be a hard mode. That’s okay, though, because there will always be people who will feel that something isn’t hard enough.
The Potential of Fractals was, when it came out, that the difficulty level would become so insane that you’d find your own personal “maxed out” level. At least, that’s what I had thought.
Mobs hitting harder the higher up you go is fine, IMO. Mobs having more health is annoying, but I’m not gonna complain about it. I’d change a few things, like for the Dredge Clown Car, instead of having more waves of the same number of dredge popping out, I’d have the same number of waves with more dredge in each wave. (This might be a moot point if they actually shorten up dredge, as mentioned by Anthony Ordon in GD.)
And again, just to reiterate an above point, if each tier gave each boss new techniques that we’d have to watch out for, I think that would be cool.
Additively.
/15 charrzookas.
The promise was 3 mini-dungeons. The reality was one dungeon as long as any other…a grueling dungeon with no waypoints and no repair…and for a long time, no disconnects, no rage quits tolerated.
I don’t have time for full dungeons and I very quickly stopped running fractals, only getting to level 5; never got an ascended ring, never got an infusion.
P.S. Never found a group that didn’t abort at swamp…that’s time wasted in swamp, plus the first 1 or 2 that we lost credit for, for a run of 5-6 fractals and now twice as long as a regular dungeon.
Wow, you must have stopped playing Fractals a good while ago.
They addressed a lot of the issues.
There are checkpoints, so if your party is out of combat and you are dead, you can return to a checkpoint.
If you need to repair, you can logout/login (If you’re the instance starter, PLEASE don’t login as a different character, ahaha) and you’ll end up in Lion’s Arch.
Swamp is the fastest fractal, and people now usually start with swamp fractal so they can minimize the amount of time spent in fractals.
As always with these threads, I have to ask the OP, would you be okay with having account bound fractal levels if you also had to have account bound daily chests? I.e. you only get one lvl.38 fractal chest per day, even if you have 7 or 8 alts.
Would you kick me?
I’d kick me.
I’d kick me hard.
It puts the zerk gear on its body or it gets the hose again.
I think that it would be unreasonable to design the dungeons for any group composition to complete in the exact same sense that it would be unreasonable to design the dungeons for only one group composition to complete.
They should be complete-able by an average group of players with a random assortment of classes. Once people know how to dodge the tree head shake, this is possible.
As far as the end boss in TA F/U, if you don’t want to reset the whole instance, you can pull groups of mobs away from the tree into the tunnel around the bend and kill them there, slowly clearing them out for another try. Just… dodge the green eggies that fly at you when the tree does his head shake.
“Best for PUGs” is actually kinda general, which may be why you are getting a lot of mixed answers here. Perhaps you could help us by being more specific with what you’d like? Do you want to be able to carry PUGs? If so, then Guardian (DPS spec, please). Do you want to be in high demand? Possibly warrior or mesmer. Do you want to be able to outlast everyone else in your party so you can tell yourself how noobish they are when they wipe because they’re carrying you? BowBearRanger@1500.
Programatically, I don’t see this happening. The reason is because your Personal story is character bound. You can’t make the Personal story account bound because people’s alts will take different paths, be different races, etc. The last mission in the Personal story is the Story mode Arah dungeon.
I understand that before it was a way to keep in check people with too many alts, but as someone who is now getting quite the few alts myself, i find that finding groups for story, specially for some less popular dungeons can be hard, specially when you have 4+ alts……..
I think you’ll acclimate to is just as many of us did who have created so many alts. To be honest, ANet has listened to many of the suggestions that people have asked for as far as making things account bound. I think it is as much as they can while striking a good balance.
Simin bugged for me as well!!!!!
But. It was the other way. >.> She never went invuln/invis. Just stood there and took it til she died.
Anyways, I actually don’t feel like Simin is a DPS check anymore. I actually feel like her fight looks something like this:
Fight her down to 50%, then she goes invis.
Her health starts to regen up towards 60%, where it will stop. If you haven’t run the sparks back before she hits 60% health, then she’ll just go invis again at 50%. So long as you get the sparks back before her health hits that mark, you can get her past 50%. Anytime she goes invis, you have until she regens that 10% of her health to get those sparks back.
This is just a pet theory, of course, and I haven’t really tried to test it. (Today would have been a good day because my group wasn’t very heavy on the dps. But… Simin bugged.)
I have a feeling that this is not who the game is supposed to be played, nether what A-net intended…
The problem with saying “it isn’t what ANet intended” is that there have been developers that have posted saying that they put leashing of mobs in place for a purpose. There are mobs there that are definitely optional to fight as well. Heck, even some they said should be purposefully avoided.
My personal stance is that I’m good with skipping when I’m in a group that wants to skip, and I’m also fine in a group that wants to kill everything – however, both ways I just want to make sure that people know what they’re getting into and they set their gear/utilities appropriately for it.
If you join a party, politely find out how the run starter wants to handle the run. If you are the starter, just make sure people know how you want to handle the run.
I am suprised ranger is so popular. I guess they’re easy mode. So are warriors.
Hmmm now it all makes sense. the 2 most easy mode classes are most popular.
Part and parcel to the popularity of warrior is how whenever people come to the forums to ask what profession to play when starting out, warrior tends to be the first that most people recommend.
PVP meta had changed a lot, dungeon runs were now skipped most of the dungeon, places that were once full were now empty… although all of the game components were there, it didn’t feel like the same game.
I can’t speak for the sPVP meta, as I am not usually in the heart of the mists doing that much, but as far as how dungeon runs behave, the skipping is a trend that is really player-driven. Players have become reward-focused, and the bulk of the monetary reward comes from how quickly you can complete a dungeon.
In general for this thread, please do remember that this is a persistent world, and it is played by many people. ANet has to consider people that play for hours every day along with people that have put down the game for 8 months and have just come back.
Unlike a single player game where it doesn’t progress unless you are actually playing it, this game must go on because thousands of players are on it every day. But I think ANet has really struck a good balance with returning players too. I literally just had 4 guildies come back over the span of the last 7 days. Some of them had been gone since Christmas. After a brief explanation of what was going on in the Living Story, they could participate in the Closing Ceremony and then run around fighting the Clockwork Chaos.
For being able to bring new content to players that play every day who might otherwise complain if the game stayed the same for 6 months, they are able to have a very low barrier of re-entry for players that have been gone for 6 months and want to get back into the game. That’s a good thing.
Experience is a subjective interpretation so unless you qualified your statement completely, you can’t blame them for joining. Besides this sub-forum is mostly occupied by elitists and their experiences are way beyond what you just described. Newbies don’t come here and pretended elitists are kicked into corner so bad, they just have to leave (or be quiet).
I agree there are certainly different levels of experienced players. When joining a group that is asking for “experienced only,” it gives the impression – and I believe rightfully so – that all the players in the group should have a base competency of having done the run and knowing the basic strategy of each fight. It is disappointing to join an “experienced” party to find out that you’re the only one who has done that path.
Now, if the players were looking for an experienced player to help guide them through P1 because nobody knew the path, I think it would be something important enough to write in the comments section of their LFG.
On a funny and semi-related note, about two weeks ago I joined an Arah P1 group that asked for “Experienced Only!”. When I got in, they asked me, “Do you know what to do?” And I responded yes, so they said, “Okay, can you lead the way and explain the strats?”
I was like, “…”
Thief – I don’t know what it’s called but you know..
psstSteal >_>
I think the Hints that pop up when you start the game are helpful. Also, the first story mission which we all take part in is itself a mini tutorial.
The challenge comes down to people who blast through tutorials to get straight to the game. They’ll skip every cutscene, click the “x” on every hint.
But you don’t want to take away the option to skip tutorial/hint content. I dunno if you ever played a game called Black and White. I kept wondering when the Tutorial avatars would leave you to play the game… and they never do. They’re with you throughout the whole game like a Clippy you can’t turn off.
I believe even transmuting would only make it account bound and would probably bork the precursor (make it unusable for the legendary recipe).
Only way you’d be able to get rid of it is to turn it into a legendary and sell the legendary instead of equipping it.
BLSK?
/15 charrzookas
Race and Gender…?
Ah, got it.
/15 charrzookas
They probably want you to specify zerker, and not DPS in #7.
I’m just, y’know, hazarding a guess out there.
That really depends on how you spec your characters. If you want to be able to take hits then build a more durable character.
Alternatively, you can use tactics that mitigate damage in other ways than taking a shot to the chin.
For a mesmer, know your blurred frenzy skill, good timing on distortion when needed, proper use of dodges and having vigor.
Yeah it works, but there a LOT of room for improvement.
But would ANet consider your suggestions an improvement?
Most likely not, seeing as they NEVER visit the dungeons forum and that they prefer to add mindless zerging content.
Hmmm. But if they’re not going to, then why make the suggestion in the first place? The frequenters of the dungeon forums see “Fractal levels account bound please” threads every week or two. I think it’s a valid desire, however, when people also add in “but keep bonus chests per character” that just turns it into wishful thinking, which I think would be counter to any agenda of actually making some kind of change.
Funny, I’ve been contemplating the exact same thing, just slightly differently.
“Do you give yourself goals that reward you intrinsically or extrinsically?” was kind of a topic I’d been mulling over making.
Personally, I do think that Intrinsic goals are better and more satisfying. I do dungeons because I want to improve how I play the game. I know there are some people who are really good at dungeons and they believe that it’s trivial content. I’m just an average player, so I feel like I make improvement each time I run them.
But then after that, I also like to run dungeons with my Guildies, taking the information I’ve learned in PuGs and such and guiding my team to a smooth and successful run. I think it’s rewarding helping people. I think it’s rewarding hearing people say, “Wow, we did it, and that was a really smooth run!”
I kinda feel like the system with the achievement points has slowly slid down the slippery slope. Now, that doesn’t mean that we’re worse off, it’s just… different than it used to be.
When the game started, you’d be running around exploring Queensdale and then all of a sudden – ding! You just killed your 200th bandit, here’s a small achievement notification. It was an innocuous and pleasant surprise, not a driving goal to reach “Oh man, my tracker says I’ve got 480/500 trolls killed, I’d better go to frostgorge and farm some trolls”.
I feel like the problem is that if everything is rewarding in a tangible sense, then that becomes the norm and the expected. “I just finished this story quest! What kinda reward do I get? I hope it looks cool…”
Give it time. Don’t blow a gasket. Your refund will be in the mail in due time.
Yeah it works, but there a LOT of room for improvement.
But would ANet consider your suggestions an improvement?
Okay, I’ve got a suggestion.
Fractal levels are character bound just like character levels are character bound.
They recently came out with a scroll that autolevels a character up to 20.
How about an item, like “Fractal Authorization Cube” or something, that would drop from fractal 40+ or is buyable on characters with fractal 40+. This item is account bound and can be used to autolevel another character’s Fractal level to 15.
There would be no reason to remove the daily per char
1. More chances at fractal skins (which everyone already complains about)
2. Increases the rewards (which are already lacking a lot)
3. Only a very small % of players run fractals so it wont effect the economyTo top it all off you could just make every even numbered fractal have an extra chest. So you could run fractal 48, 30 times in 1 day and you would always get that bonus chest.
The thing is that ANet (if they ever came by this subforum again) would read this suggestion and probably just dismiss it. I’m guessing that to make it even to some kind of level of discussion table at ANet, an idea would have to sound reasonable to them. Getting as many bonus chests as you want per day once you have one character up as high as you want him probably wouldn’t sound reasonable to them. It would probably just sound like wishful thinking.
Now I’m certainly no ANet employee. But I think that if – IF – ANet were to implement an account bound fractal level system, accounts would also share the Tiered bonus chests, so only one 48 chest per day, regardless of how many characters you have in your account. And as you can see, some of our community would be upset if this was the kind of change that were to take place.
I think our current system works.
That was plan A. It didn’t go so well.
Rough. Ah well. At least you managed to get it done.
Well, the good news is I managed to beat the path. I managed to do it with a strategy no one else really recommended. It was quite complicated, and was hard as hell.
Basically it is this: I would run in on my engineer with perma swiftness + vigor and encircle the tree once, getting all the spider’s attention. Then, after one lap, 3 more teammates would run in kiting behind the spiders, doing as much damage to the tree as possible while running in a circle. The last person was a longbow ranger who would attack the tree at maximum range, out of the way of the spiders.
The combination of me spamming grenades, + 3 others attempting to kite around + the ranger on the hill managed to slowly kill the tree. However, half of people would always die in this process.
I still say this path needs a nerf. Make it so the spiders de-spawn or something, that way you don’t have to start each subsequent fight completely overwhelmed.
This sounds incredibly intense.
Perhaps next time you guys could try this:
Have 3 people 1200 range the tree from the entrance. These people can pop reflects if they have them for the baby hatchlings if they spawn. Dodge Sideways as the “green goop” falls from the tree during the headshake animation.
Have 2 people behind them in the hallway out of range of the headshake spider eggs. These 2 people should be focusing fire on the recluses and hatchlings that may pop and aggro the forward team.
Maybe something worthwhile to try out?
I understand. As usual when posts like this pop up, I usually ask:
If levels were account bound, would you also be okay with the daily fractal chests being account bound too?
For myself, I’m ok with the status quo, and I’d also be ok with account bound levels. My point in asking this question is because ANet would most likely balance account bound fractal levels with account bound daily chests.
It’s not that you’re not getting through. It’s just that we disagree. I understand your concern, but there are many successful Elementalists out there who run dungeons. Many of them have top tier DPS. If you’re not satisfied with your results, perhaps you can check with them to see what they are doing differently.
Right now, neither of us are giving more than our own opinion. We don’t have data to back up the strength of an ele compared to some of the other classes. The closest thing would be “peer review” which I suggest by going and talking to the Dungeon forum, who are very passionate about digging down into hard data and valuing that over anecdotal observation.
Truth of the matter is; even when the best conditions are achieved, we fall behind.
/shrug
Possibly not the best conditions are met. Eles are very strong in DPS. A group that can meet your needs is ideal for a LH Ele. I may suggest asking the dungeon forum for their opinions. People are quite knowledgeable there since your concern seems to be dungeons.
Edit: Better yet, if you’d like, we can just crosslink to the dungeon forum and just invite a few people to give their opinion.
(edited by DigitalKirin.9714)