Sorry you are feeling upset, but instead of using wiki, you could have went to any individual in game with a legendary and simply asked them. What you said has never once existed in game. Don’t think anyone can help you out. I’d say enjoy your Frostfang because in my opinion, it is one of the most finely detailed legendaries they made, and is also my favorite out of the 4 that I have. Not sure what class you play, but axe is very viable for warrior, revenant, and necro, not too sure about ranger but possibly.
Axe is very good for mobs like pocket raptors and situations where you want to get in as many tags as you can.
I hope any solution applies to all minis that are currently account-bound. I mean, how many mini Queen Jennahs does anyone really need?
Worth noting that you have to get that invisible mushroom for each specialization you have, so you might have to do the fight more than once.
When you complete various collections, you get a chest containing several recipes needed for whichever level of weapon you are making. opening the chest causes the recipes to automatically unlock; they aren’t recipe sheets.
So the point is, don’t open the chest on a character that doesn’t have the crafting discipline needed for that kind of, or you won’t get the recipes.
If (like I did) you do run into this problem, you can buy the chest again from the Legendary craftmaster in Lion’s Arch, for about 10,000 karma.
I bring this up because the tool tip for the chests say they can be used by weapon smiths, huntsmen, or artificers. but that’s a generic tip and doesn’t make clear the way it really works.
Also, I suggest making these tooltips a little clearer!
I especially like the suggestion about trading Aetherium for an expedition through which you can earn supplies. It would be nice if you could trade a limited amount for favor as well.
My main guild is tiny and we are almost to level 20 now. We often have the mine sitting full and idle because it’s hard to get enough of us on at once to do missions, or to collect enough supplies quickly enough to keep up with the aetherium production. And we have 5000 storage but haven’t upgraded the rate past 2 yet, to avoid this as much as possible.
Flashing exp bar makes me hate u all
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
Some mastery points in HoT aren’t so hard to get, but I am also stuck on that now. I find the Dulfy guides helpful, for example:
http://dulfy.net/2015/10/30/gw2-verdant-brinks-mastery-insights-and-strongboxes-guide/
If there aren’t coding reasons that ot won’t work, I suggest adding a tab to the guild panel that would list the upgrades currently available and their requirements, ideally organized by area (Market, Tavern, War Room, Arena, Mine).
I find that I spend a stupid amount of time jumping in and out of the guild hall to see what’s needed. Also, when several of my guildies are on at once, it’s especially hard to keep up with what mats are required since they may add something during the time it takes me to check, go get that thing, and come back.
We try to coordinate, but it would be easier if we didn’t have to enter the hall every time we wanted to check!
Thanks.
At first I found all the maps confusing, difficult, and in credibly annoying. Getting a full glider mastery and nuhoch wallows helped a lot with that. Getting familar with the maps makes it much easier, and not just with the terrain, but with event timing.
For example, in DS, some vistas/pois are much easier to get in a map that doesn’t have an organized meta, whereas others require successful completion to be accessible. Some maps are a little more relaxing because the events are more straight forward, and have a little downtime in between. Others are really intense and non-stop action.
Funny how Orr seems so easy after this.
The thing I dislike though is having so many mastery points and collections locked behinf the adventure scores. I like the adventures ok, but I suck at them, and it’s a just kind of a bummer that so many things seem out of reach because of that.
Having the same issue; we were approaching level 15, and I expected getting the magic find buff to kick us over, but the bar was showing 14 maxed and after I approved the upgrade there was no change. Please look into this asap!
For some reason I thought they were account bound, so I never even checked! Thanks!
I got a few today in AB, thank goodness. But I do think something weird has happened in VB, as used to get a lot there, and now none.
Has any one noticed that these are dropping much less, or maybe aren’t dropping at all?
I ran out of them, and then played through meta events in VB and DS in order to open a lot of airship cargo and noxious pods. But after opening about 10 of the former and 5 of of the latter, I didn’t get any at all. I think I used to get at least one every time. Planning to test AB and TD next.
Has anyone else been getting them as usual, or see the same change?
If they aren’t dropping, then please have this de-bugged asap, because without milling stones, guild upgrades and many new crafting recipes are impossible.
also, speaking of gliding, are the w, a, s and v (stealth gliding) the ONLY keys to be used when gliding ? I just got a Mastery Point in Tangled Depths for staying aloft long enough to access a cloudy node in the central arena. The area is the large confluence (Ley Line Confluence Way Point area) and you can stay aloft indefinitely as long as you have ley line gliding. I’m trying to go up one of those little chimney holes in that area
I think those are the only keys. What do you get from the cloudy node? I noticed it and haven’t gotten into it yet.
Out of curiosity, will all the people coming to Verdant Brink for the raid be counted toward the map cap after they enter the raid instance?
Glad I read this before getting my final hero point in VB!
Thanks for just that little bit of info— I kept trying to go right, and didn’t realize I could jump up and then glide!
Same issue mentioned above; the final cutscene before entering Verdant Brink causes my game to freeze and I have to force quit.
Running a MacBook Pro (Retina, 15-inch, Late 2013)
2.3 GHz Intel Core i7
NVIDIA GeForce GT 750M 2048 MB
OXS El Capitan 10.11.1
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
Currently, just leveling to 80 gives you enough to unlock all the current lines. —I’ve been leveling an engi for the past two weeks, and every few levels you get a lump of hero points as part of the reward for leveling up.
For the elite, you can run hero points in regular pact Tyria, you can do hero points in HoT maps, you can buy them with new WvW currency (maybe there’s a PvP currency too, I can’t recall).
Really, it’s not that bad.
How is Experience Gating exciting?
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
I am a bit concerned by this, based on how grindy BWE3 was. In the beta weekends, basically the only way I was able to get anywhere was by rolling new characters and running them through the story chapters. The open world content gave negligible mastery growth. I’m also concerned that they talked about raids as being a place of higher XP growth, so are players that don’t raid left in the dust?
We don’t know what the fully fleshed out zones provide, XP might be much easier to come by in the full game than in the betas, but the XP in the betas was pathetic. I understand locking out the very tops of some of the trees, the very optional and single-focus branches like unlocking special boss fights, but the basic traversal stuff should not be a grind, a player that spends a decent amount of time in Maguuma should be able to unlock all the traversal options within the first week or two.
I felt similarly, but since the LS story chapters gave big chunks of XP, I assume that if you do those, you’ll be able to at least reach 1-3 mastery levels. We also don’t know yet what you get for the adventures, and fingers crossed, none of the event chains will bug out.
Since during each beta I was able to get 3 levels with just the one LS episode and buggy event chains, I think it won’t be as grindy as people fear. But I do understand the concern, because the betas felt grind sometimes, especially at night.
TL:DR
Some things I really like and a bunch of critique about night time events and leveling masteries, but overall I really enjoyed it.
Details:
Daytime: I like the two daytime events we saw, as long as Faren doesn’t bug out. It would be good if there end up being a couple more running in different places simultaneously.
The dialogue in Faren’s cracked me up— respect to the writer on that!
I really like the interaction among the NPCs in the chain involving Beigarth, and enjoyed that one a lot too.
The final events were both good, except the final boss in the Beigarth chain seems easier that in previous beta weekends, which was a shame.
Nighttime:
Nightime still feels really grindy, though the canopy boss fights help. The trouble is that defending the outposts doesn’t seem as fun as defending forts in the SW. The areas are small and cramped, the barricades are no protection really, just something to trip over. :P And, worst of all, we can’t use the seige that gets built. So I hope we just didn’t see everything that will be going on. And killing that one vet ram up by Faren’s flyer over and over, that got old really fast!
The canopy bosses were fun, especially the tetrad. One of my favorite parts of the weekend was that I finnaly got up to that one, we killed them all, and suddenly the legendary boss appeared. I hadn’t expected it and it was a great surprise! We didn’t kill him fast enough, sadly, but I really liked that fight.
Finally, leveling up masteries:
This felt really grindy until I managed to get a level of gliding, but that might have been because event chains kept glitching out. If doing a couple whole event chains plus the first LS chapter will get you to the first level of gliding, that’s ok, but if not, fix it! Since you have to have gliding 1 to do even one canopy fight, and you need gliding 2 or (I think) gliding 1 and mushrooms 1 to get to the second fight, leveling masteries shouldn’t feel so tedious. once you have the first 2 in either of the above combos, it’s not bad at all. —Or at least that’s how I felt.
Mastery unlocks: it appeared that some of the mastery tracks were locked behind reaching certain parts of the map. This rubbed me the wrong way, but I’m reserving judgement. If it turns out you don’t need them till you get to that map, maybe it’s ok, but still, it seems annoying that you can’t plan ahead by starting to train one before you get to that map… I just don’t like feeling my choice is restricted.
But as I said, I’m waiting to see how that actually works and I mention it here so that you devs can consider it and others can say if they have that concern.
In spite of al the above critique, I love the new areas, the events, and omg the jumping and gliding! Can’t wait for release.
During the last BWE, I noticed that during a few nightime events, the hostile hylek attacking outposts had “Mordrem Xocotl” tags over them. (Or maybe it was just mordrem hylek, I don’t recall for sure).
So I wondered about that too, whether we had run into something like the Toxic Alliance.
I played Druid most of the weekend, and I really enjoyed it.
Summary: range on several things should be increased since staff is a long range weapon. Fix targetting on fire wyvern.
Details:
I liked the way staff 1 healed allies it passed through; that added an interesting challenge around positioning.
Staff 2 seemed slow, but I liked the synergy with pets and allies
Staff 3 could use a little shorter cool down and/or longer range.
Staff 4 seemed good. Longer range is always nice, but I don’t feel it’s essential. I would like the direction arrow to be more visible as it sometimes was hard to see, and making sure of that sometimes meant by the time I cast it it wasn’t in the right spot anymore anyway. :P
Staff 5 was really fun, especially since it highlighted the new ai on enemies—had to really think of the best place to put it since they’d move around.
I agree with the about comment that the functions of glyph of tides should be flipped between druid and CA; if you could pull enemies in while in the form that can use glyph of unity for tethering to enemies, that seems like better synergy.
Glyph of unity was great, but I think cast range should be a bit longer, and tether not break quite so easily.
Pets. I love the new pets! Ground targetting for fire wyvern would be much better. Or at least centered on what you have targeted. Sometimes it seemed random. :P
Ascended Gear to be Required for Raids
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
If you only did VW and the 3 champs, ok, maybe only 53, but if you do events leading to breach and the breach itself, I’d say you’ll get closer to 100. All together, maybe an hour for all that? Plus what ever you get in random bandit chests or if you grab a few greater nightmare chests after VW.
I really don’t think it’s too bad.
Ascended heavy armor it the one I have most trouble with, because at my level I rarely get iron or platinum salvaging, so I have to either buy it or roam the right level areas gathering it… But even then, it’s not terrible.
Ascended Gear to be Required for Raids
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
Since a raid will be available in the upcoming beta weekend, we can test it. Take groups in with all exotic, all ascended, and mixed and see what happens. Maybe it turns out some of the bosses inflict agony, and then yeah, you need ascended gear.
But I’ve gotten probably 3-4 drops of ascended armor chests in the last year and used them for light and medium coats and pants. Making the other three parts really isn’t too bad. Plus, now that you can change stats on ascended, you can edit your existing gear if need be.
Since raids are what gets you legendary armor, I’m not so surprised at this kind of requirement.
I think the favor cap could be at or below the max favor you can get if you do the hardest versions of everything, since the cap was stated to be in place in order to make sure big guilds didn’t completely outpace small ones. If I understood that part correctly.
Concrete Guild Hall information/FAQ?
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
You might also find this helpful: http://dulfy.net/2015/09/29/gw2-guild-week-day-one-livestream-notes/
There will be more info released each day this week, so hopefully a lot of our questions will be answered.
I can say already they seem to be trying to make sure small guilds can enjoy all the benefits of Guild Halls.
Ruby said several times how rushed all the guild chats were because of being done at Twitchcon and having to meet some kind constraint, so they were really just skimming a lot of stuff.
Regarding Smokescale; those are so much worse to fight than almost any other mob in the HoT betas. I think they could be really great pets, not only because they are tanky, but because they’ll blind your enemies. (If they have all their normal skills).
In the life-stream they did. I feel like smokescales will be nerfed and wyvern require a buff.
They might, but I hope we can test them this weekend!
There have been hints that some Sylvari Commanders have been corrupted by Mordremoth. I wouldn’t be surprised if we have to work with Trahearne on killing we one we know from the PS, for good so it can’t regrow, and Trahearne is heartbroken, worried about his own sanity, etc. I can imagine us having to prop him up, and maybe he goes into retirement at the end, or sacrifices himself somehow.
I really appreciate the way you are trying to make it viable for small guilds. My nearest and dearest guild is quite small, and we were worried about being to even manage the expedition, let alone missions or challenges.
I don’t mind the way WvW and PvP are set up, at least there is something for people who don’t want to do PvE. I do share the concern about how queue times factor in or don’t. Please let us know about that.
The changes to the UI seem really well thought out, especially with the index to clarify things for people who are newer. Being able to see all the guild chats is also great, and will really help me keep track of the more impromptu guild activities, like people trying to organize for a dungeon or fractals, or LS achievements or something.
Finally, I love Dara and McKenna. Please have them on a lot! The puns were great, and the banter about Lord Faran was hilarious—my guildies and I have had nearly the same conversation. (At least the other women and I)
I was already excited for Guild Halls and now I’m not sure how I’ll survive until HoT is released! Thanks!
You also can use lfg to find LA instances that are in the night phase, if you keep missing them.
Ruby said several times how rushed all the guild chats were because of being done at Twitchcon and having to meet some kind constraint, so they were really just skimming a lot of stuff.
Regarding Smokescale; those are so much worse to fight than almost any other mob in the HoT betas. I think they could be really great pets, not only because they are tanky, but because they’ll blind your enemies. (If they have all their normal skills).
If I understand the info already released, the guild hall mission will be more like a combination of one of the new raids and the “retake fort” events in the SW. So you aren’t competing with other people at all.
Some more details here: http://dulfy.net/2015/06/18/gw2-guild-hallsretake-from-the-enemy/
You start the thing in Lion’s Arch at that new guild building that isn’t really accessible yet.
I agree it’s kind of out of place, and maybe could be a little more subtle. Or maybe when you are gliding you could activate some skill to detect them if you choose to, so those who want can see them more vividly. (Or even just something in options).
During the first two beta weekends, I managed to get my gliding mastery up past using updrafts, but I was never able to actually find more than one.
I noticed in the TwitchCon video about maps, that the updrafts all seemed to be red. That certainly will make it easier! I hope that remains in place and isn’t just a thing for dev testing.
Question about the final Beta Weekend
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
So this announcement was posted recently:
https://www.guildwars2.com/en/news/the-final-beta-weekend-event-begins-october-2/
In that post, they tell us that we will make completely new characters for this beta. Does that mean all the masteries will be reset as well? That would make me very sad. (I would survive though. :P )
First two staff skills hit whatever enemy is targeted, then at least two others are ground targeted. And yeah, there was a lot more besides. A huge change!
I’ve held off making much armor or weapons. Instead I’m working on accumulating raw and refined materials so that after HoT is released, I can decide what to make and make it immediately.
Especially since there will be new legendaries and legendary armor; I wan’t to see what those are and what they require. I’m hoping also that prices on some of the extant legendary precursors drop after the release.
I do though have a crazy number of tomes and other exp scrolls saved up. I won’t go 0-80 instantly, but it will be nice to have tomes for when I get impatient about hitting some particular level.
I’m also not finishing personal story on some level 80 alts until after release, because each episode gives a big exp bump, which could be good for leveling Tyria/Pact masteries. Leveling masteries enough to spend mastery points felt a little grindy in the Beta Weekends, so I’ve been thinking about how to make that easier.
Yeah, nothing. Plus the client crashed while I was standing around zinder slope waiting to see if something else was supposed to happen, so lost the buff too. :P
Please listen to the WvW comunity
in WvW Desert Borderlands Stress Test
Posted by: Eirian Direstorm.9748
I love the map; I think it may need some adjustment. Once a tower/keep is held, it’s really hard to take. Just a few defenders can hold a larger group at bay. This made things actually boring at times whent there just weren’t enough people around (say 20) to capture objectives.
I say this without having the oasis event available; I guess it was turned off because it was crashing the map. Maybe that event changes everything, but I couldn’t judge. :P
I really like tower and keep lords being tougher, and having interesting mechanics. Those were much more interesting.
The “marking” by sentries seemed to last too long on some people. I think if you kill the sentry, it should time out pretty fast—that only makes sense!
In some places, I felt like walls were too high because as a defender, I couldn’t jump out to figh without risking death from falling, and on top of that, it was sometimes really hard to get back in to the keep or tower. They might need some more friendly entrance, and some terracing on the sides, here and there.
On this last point, I don’t think any change is good if it discourages people from going outside the tower or keep to fight. —here I reveal my bias for fights over ppt.
Also, yaks didn’t seem really any harder than before. I thought they were supposed to be tougher now?
As an assist to feedback; could you list what features are disabled for the test and what effect they would have (or that you intend them to have)?
I agree. I’ve heard arguments that these maps are designed to eliminate zergfests, but you almost have to have one, just to get through a wall or gate.
Desert Borderlands Stress Test: on Mac
in WvW Desert Borderlands Stress Test
Posted by: Eirian Direstorm.9748
I tried this and it seemed to work, but I’m not sure. I copied it in and opened the client, which seemed to start downloading the whole game. When it got past playable, I clicked play, and was taken to character creation. I made a character, but when I tried to skip the end cinematic, the client closed (or crashed, maybe). When I reopened it, it started another huge download, this time without any “playable point” marked.
Is this what’s supposed to happen?
The bug disappeared off my mesmer, but appeared on my husband’s engi..
TLDR: I think the mobs are ok; most have mechanics that once learned make them doable, plus gliding and bouncing masteries help with surviving a lot.
Details:
I am not the most skilled player, but I didn’t have trouble with any of the mobs except the mushrooms and mounted cavaliers. (and the LS chapter was really not bad at all) If you hit snipers with reflect, they kill themselves quite nicely. Stoneheads have a fun mechanic, as do pocket raptors. I found a mesmer did pretty well against all of those. My ele did fine against the raptors and stone head as well; had a little more trouble with the sniper. The other mordrem—punishers and tormenters, both were ok. Of course anyone could get overwhelmed by a big group of enemies, but that’s kind of expected sometimes at least, and I think really skilled players probably can deal with that too, usually.
I assume for the shrooms and cavaliers that I just need to learn the mechanics on those better— advice would be welcome.
Also, once you have bouncing shroom and glider masteries, and get to know the map, you can skip lots of the mobby areas. I finished the second level of gliding during the first beta, and it really helped in skipping mobs and catching up with groups that were working on event chains.
??? Trophies on my non-beta character
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
I spoke to an Itzal merchant and noticed that everything they sold was ???? And that apparently need to train that mastery to read it. Maybe also true for those trophies?
World vs. World Borderlands Stress Test [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
They said early on that they’d invite people who were active in WvW, but I don’t think there were any details.
Guild Housing: Remembering Fallen Members
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
I think this a great idea for honoring fallen members, but I think the idea of being able to put up plaques and maybe statues is good for two other reasons:
- it fits in really well with the new scribe crafting line,
- and it would be great for RP guilds. They don’t get all that much support, and this seems like an easy way to give RP’ers something fun.
Even outside RP, I can think of all kinds of fun a guild could have with plaques and so on.
You could try Fort Aspenwood or Yak’s Bend; then you could play against SoS.
This just started this afternoon; anyone else seeing a client crash everytime they try to access the TP? Happens when I open the TP window, AND when I try speaking to a rep.
New image tweeted by Anet (Guardian?)
in Guild Wars 2: Heart of Thorns
Posted by: Eirian Direstorm.9748
Is that a bow, or a bat’leth?
I agree that a longer timer would be better. There’s so much to do, the current time just doesn’t feel like enough. Maybe when it’s really familiar it will be different, but right now, the timer seems too short.