and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated
I’m running all Logitech stuff and it doesn’t seem what you want is doable. Even if you set a macro to only act as a button-press down (without going back up), it does the full keypress rather than the holding-the-button-down behavior you want.
Play around a bit with your keyboard’s macros. As far as I can tell, the Logitech ones won’t work.
If it’s just your mouse-hand that hurts quickly, perhaps binding a keyboard macro to the regular left-click function would be enough. My Logitech keyboard gives the option for macro keys to mimic mouse-button actions. You’d still have to hold the button down, but it may be easier since it’d be on your good hand. I don’t know, just food for thought.
The general rule of thumb for macros is one macro keypress = one output keypress. In your case I’d suspect it would be fine if you make a macro that toggles pressing a button down and one to release it. (In which case it would in essence be two macros to one key).
Macros are only an issue if you’re making combinations. For example, pressing the G11 macro key on my keyboard to act as hitting F1 is fine. Setting the macro to act as hitting F1+V is not ok.
1) Known issue, they claim to be working on a fix although it’s essentially less than low priority at this time. Don’t expect it anytime soon.
2) Don’t have one, so I can’t really say much. Keep in mind some people may already play at the perfect angle and this would essentially ruin it for them.
Elementalists are in that gray area where the celestial type is not really detrimental to use since attunement swapping utilizes essentially all stats. If you’re constantly swapping builds, go for celestial since it will always remain relevant. If you’re comfortable in a glass cannon, tankish, or support role, it would be much better to get the type that specifically boosts the relevant stats.
For example, if you’re specced fully into condition damage the +crit damage, precision, and power are effectively going to waste since you would get a better damage output by adding a higher condition damage bonus instead. But as stated before, if you choose to swap builds completely into lets say a berserker glass-cannon build, that ascended trinket will be completely useless instead of just sub-par (still useful) as the Celestial one would be.
When you strafe, your character is essentially facing where your camera is facing. When your enemy reaches a certain angle off that direction your character stops auto-attacking because the enemy is effectively beside/behind you and therefore outside of the attack’s range. This stopping generally happens more in melee since an enemy moving one foot can be the equivalent of moving from in front of you to behind you. When you resume facing the enemy, it should restart auto-attacking. It behaves the same as when you move from out of range to being in range.
There are some settings like where it will stop auto-attacking on target change (includes de-selecting a target), which may be messing with you. Double check those settings.
You have to do dungeons to get the 500 tokens required for a legendary.
You can work around PvP in the WvW requirement by doing jump puzzles. I did this and stocked up tokens rather quickly without much of a time investment. Before I knew it I was done.
Before you start working on some legendary, pick one. Then use the wiki page on it to guide you on what specifically is needed.
I was going to go for that scepter first, but what you’re describing is essentially the reason I’m going for Bifrost instead (for Ele). Your focus actually draws more attention and looks more legendary than Meteorlogicus and was definitely less expensive :/
That isn’t the only legendary that needs some work to truly become “legendary”. It would be nice to see some true polishing done on these weapons.
I asked for help in LA when doing that story mission on my thief since I was pretty bad with the class back then. Ended up steamrolling it with the help of a random stranger.
That personal story mission tends to be rough for most people. I’ve solo’d it with all my chars other than my thief, but that was more because I hadn’t learned how to use the class well than due to a class inequality issue.
If you can’t find help just do full exploration of an extra zone, which should boost your level by at least 2-3, and then buy masterwork (green) gear and try again. Being a little over-leveled with good gear will make it considerably easier.
I’d be against the boomerang and whip. They seem be a bit clumsy to use in lots of combat situations imo. Then again, it’s a fantasy game so it’s not insanely far-fetched. Glove idea seems a bit awkward too; maybe a hide offhand option when out of combat would suffice?
I’m in full support of the rest (polearm, greataxe, etc.). More variety in weapon/skill choices is nice.
Wait until these instant 80’s are asking “what is atunment?”, “how i control pet?”, “wat is timwarp?” in the middle of Arah runs (terrible spelling/grammar is intentional).
Just because you like a class and would enjoy using it in the “endgame” is not a valid reason to avoid leveling. I consider myself an average player, and in the time it took me to hit 80 on my elementalist, I had only just scratched the surface when it comes to mastering the class, but at the very least I was competent enough to hold my own. Heck, I didn’t even find (pre-nerf) Orr to be a problem as many people did.
Leveling in this game essentially serves the purpose of teaching you how to use your class at least marginally well. Eliminating that will only serve to frustrate those working on completing endgame content (dungeons, fractals, etc) who actually know how to effectively use their class. And no, reading guides and copying builds does not make you effective with your class.
It isn’t stopped because people could salvage for runes, it’s because people could salvage for ectos/mats and the devs have stated they do not want people to be able to convert karma to gold.
If there was some way that once you modify the armor you can salvage it only for the upgrades (and of course still destroy the original piece), I would not be opposed to it. I don’t know if it would be possible on their end though.
Revisit the Chantry of Secrets in Bloodtide Coast. That usually triggers it for most people who don’t initially get it.
The only problem with the approach of leaving a pet on passive mode and ignoring it is that a ranger’s DPS noticeably suffers with the pet sitting idle. An option where we can stow the pet and gain something like a 5% damage boost and some other passive boost (I haven’t and don’t care to number-crunch here, so this could be wildly OP or UP) is what I think most people would appreciate.
The whole idea that pets run around and aggro everything is completely false. Hate to go “elitist” on everyone, but that’s a L2Play issue. If the pet is in the agressive/combat mode, it will go after your target. If it gets within aggro range of another target, it will hit that one next. I dare you to set it to the non-agressive status and use F1 to attack specific enemies (or use the recall F3 after each kill). It won’t aggro a single extra thing. And yes, melee pets are more susceptible to overaggro because, you know, they get within melee range and are therefore closer to the surrounding non-aggro’d enemies.
Aside from that, making the pets optional would be a godsend. Some of us would rather rely completely on our own skills rather than depend on that of a half-witted AI that we need to properly command every move or watch like a hawk to not screw us.
Interesting idea. Southsun does need a little love, so anything to attract players there would be nice. What kind of rewards did you have in mind? Some # of tokens per wave and similar rewards to other dungeons or something new? Since it would be an indefinite survival fight, I think it would in a way force the discovery of better/new class synergies. Adds a little more flavor.
Oh, and you’re on a public forum. Negative comments will come, no matter now nicely you ask people to not post them. Ideas need both positive and negative comments, that’s what “discussion” is all about and it helps flesh out an idea and make it better. There’s no discussion if the world bends over and accepts your idea thoughtlessly :P
I’m running a 1055T with a 560TI. I only hit lag issues when I do the events right after reset since that’s when everyone’s doing them. Other than that, I’ve never hit skill-delay lag. FPS drops should be expected when there’s at least 10 people. All the skill effects from pretty much any class are enough alone to slow your FPS down.
If you’re doing the first event(s) after reset, just skip that one and hit the next. That first event is where it’s the worst.
At the very least, saving the previous combination would help. That way you just keep clicking the forge button only rather than all the mats over and over again.
As others have said, avoid engineers and elementalists especially due to the heavy use of the 1-4 skills and swaps.
I’d vote guardian or warrior. I would suggest ranger, but given how they’re rather weak in comparison to the guardian/warrior, stick with one of those two :P
Agreed. It’s been suggested plenty. One of the ideas mentioned earlier that I like would be a gemstore “book” or what-not that would allow you to save a certain # of trait combinations. They make money, we’re all happy.
So your suggestion essentially boils down to forcing people to get legendaries. Nothanks.
Legendaries were meant to be an aesthetic thing to show that you’re dedicated or whatever to the game. They’re optional. You’re suggesting to make them necessary for players to be up-to-par in gear.
If anything, change the skill animations. Not the mechanics/damage.
As mercury ranique said, you can use transmutation stones to white quality gear to transfer the skin between characters, but you cannot for stats since the account/soulbound status is linked to the rarity.
Hi, you must be new here.
And nothanks to the skill tiering. That just delays the skill unlock process and forces people to “grind” through the early tiers since they’re essentially useless. Not my cup of tea.
Of those you’ve suggested, I’d say it’s a toss-up between mesmer and necro. Elementalists are a bit more complex to use and less forgiving when you mess up due to having the low health pool on top of light armor. Both mesmers and necros can spawn multiple helper NPCs (clones, minions) which help substantially in solo play. Elementalists can spawn elementals which vary based on your attunement but they can’t be kept up most of the time, so they’re less reliable in that sense.
Pretty sure #1 is an invisible bag / safe box issue.
Level-appropriate karma gear is mostly scattered in the heart vendors. I’d recommend against using it on this, as you can buy equivalent gear for little above merch value from the TP, so when you resell it the cost is practically negligible.
The heaviest karma drains are endgame stuff. You can buy exclusive cultural weapon skins from a vendor in your home city for 63k(?) karma each (L80 rare stats). They’re expensive, but appealing to some. The Orr temple karma vendors sell L80 exotic gear for 42k(?) karma a piece. You also need ~1mil karma for a legendary if you plan on getting one at some point.
Anecdotal evidence like this pops up every once in a while claiming a nerf on countless things (forge return rate, ecto drop rate, material drop rate, etc.). Actually track your numbers from this point forward so you’ll get a clear result. Sometimes it feels like you’ve thrown a huge number in, but you actually haven’t.
I honestly doubt there’s been a change. I don’t use the forge often, so my personal return rates are rather insignificant. If there was a drastic change to return rates that you’re experiencing I’d suspect they’d have put it in the update notes or the whole community would be up-in-arms by now, of which neither has happened.
Yep, I’ve transmuted my elementalist’s cultural armor twice now.
If you killed as many things as you claim, you should have plenty of other fine mats (bloods, venoms, totems, dust, etc.) that you can effectively “trade” for ancient bones by selling them on the TP and buying what you want. Farming directly for one material is just not efficient.
I agree. The fact safespots are used for all these fights makes them rather boring. I think the first step to making the fights interesting is the removal of the safespots so people have to fight the dragons the way they were intended. I’d always hoped the dragons would fly around the whole zone as they took damage (e.g. every 25% hp lost it moves to another area within the same zone and wreaks havoc). Even if the locations aren’t far from each other, just the dragons actually moving would make the fights more lively.
If you’re willing to wait for the possibility of the scavenger hunt being someday implemented, leave the precursor for last. Otherwise I’d suggest you go for it first. It’s an expensive goal, but prices have been generally going steadily up so the sooner you grab one the better. I’d advise against using the forge for the precursor because if you come out losing you might just give up on the legendary altogether. Some people may get it in their first shot, others may waste 1000g+ and never get anything.
Don’t forget to hit as many of the world bosses as you can each day since most if not all (at least the three dragon ones) can drop a precursor in the reward chest. Extremely slim chance for it to happen though. Probably the same chance as getting struck by lightning but you never know if you’ll get lucky. The 1 guaranteed rare per event per account per day also helps you stock up on the about 2 stacks of ectos you’ll need.
Can’t say I’m great with either of those, but I do have a lvl 80 alt of each. This is obviously an opinion, so take it with a grain of salt if you will…
With a guardian, solo leveling is a total breeze. From 1-80 I think I died ~10 times, versus ~120 on my thief. That being said, playing a thief is a hundredfold more fun than playing a guardian to me. I think it really boils down to your personal skill level when it comes to picking which to roll with. When playing a thief, you’re learning and mastering the class. With a guardian, you easily learn the class, but mastering it is a whole other story since you can be pretty bad and still face-roll most of the game.
If time is not an issue, I’d suggest leveling a guardian to 80 to learn what’s what in the game. Going the second time through with the thief will be much easier and you’ll probably find out quickly whether or not it’s worth keeping relative to the guardian. Reason is, I found a lot of the apparent difficulty difference between classes comes from a lack of understanding of what enemy mechanics are and how to counter them, and in that sense the guardian is much more forgiving.
Those karma weapons are likely the cultural weapons, which people buy just for the skins. I’ve bought a total of 7 (maybe more, those are the ones I can think of atm) seraph style weapons for my two human characters just for the skins.
I agree that the food merchants should be merged. In LA too since right outside the TP there’s a good 10 or so merchants that all just sell 1-3 different food items each.
Transmuting the precursor will break it. Transmuting essentially creates a new item while destroying the original, so the forge will not recognize said new item as being a precursor.
The fact that transmuting the stats of an exotic onto legendaries now preserves their “Legendary” rarity, I’d guess that was in preparation for the ascended change, so it’ll probably be fine. I personally wouldn’t risk it though :P
Devs don’t post on every thread people ask them to post on. They’d spend all day posting on the forums rather than doing the job they’re getting paid for if that were the case.
Think about it for a second. Would a gold buyer/seller mail back the original gold transfer? Not likely. If your friend mails you the money, and you mail it back right after, I don’t see how you’d be flagged for gold buying/selling.
It seems you’re going for cultural armor as it becomes available to you. Terrible idea to be honest. It’s extraordinarily expensive and you can get equally powerful gear off of the TP for much less. That gear is specifically for vanity purposes, and is something you should aim to get after you hit 80. You’ll out-level that gear rather quickly and then it will simply be gathering dust in storage until you transmute the looks onto stronger gear. It’s quite a handicap early on.
As others have said, do 100% completion on low-level zones until you can buy a decent armor set off of the TP. When leveling alts, I’ve stuck to upgrading gear every 4 levels, buying “fine” (blue) quality items off of the TP since people sell them at merch value. Cycling through these sets usually costs under 50 copper each time. Blue rarity is strong enough to work with as you level.
Agreed on the points for Wurm and Maw. Occasionally the wurm actually dies before the event starts, so no one gets a chest. I usually start by beating up the third portal on Maw for credit on that event, and have a shadowstep waiting to bring me back to the champ since I use my thief on that one.
I always do the Behemoth portals in Taminn. Usually I’m the only one, and I’m the last one to finish since people usually camp the other two pre-event spawns. I do this on my Guardian, so perma-swiftness isn’t used (at least not in my build). If you want to make it in time, use Phinney(sp?) Waypoint. Much closer and I’ve never missed the event even once by doing this. Usually get there with SB <50% hp, but plenty of time to whack it for credit.
Don’t get me wrong, I wholeheartedly agree with this suggestion. The delay between pre-event and boss spawn should be lengthened and a longer invulnerable period should be implemented (especially for Wurm/Maw), but at least in the case of SB it’s possible (albeit somewhat difficult) to do the pre-events and still make it in time.
Delaying death for 2 seconds means they remain your target for 2 seconds, which allows the rest of their team to pound on you for an extra 2 seconds. Aside from the case where it’s a 1v1 or Xv1, there’s no way this suggestion makes any sense whatsoever, and even then it’s a bit sketchy.
Ehh… No.
Pretty much all areas are a breeze to fight through if you know what you’re doing. The fact that most people don’t even know how to play to their profession’s strengths at level 80 is rather unsettling already. If they rely on a hero/hench to get through the hard battles, imagine how much worse this will be…
That said, the summon idea is not too bad. Maybe an unlockable elite that works like the other summoning skills (Thieve’s guild, Glyph of Elementals, etc.) might be the best way to approach it. If the hero is considerably strong maybe follow the duration/recharge of GoE or up the recharge a bit. New skills are something I wouldn’t be opposed to, but your current 2hr usage, 4hr cooldown is rather OP. You can use the hero in that case to easily clear large zones with minimal effort. That’s a no-go for me.
Banned? I think not. Infracted? Definitely. There is just no point to this thread…
1) Yes. Gems are for cosmetic accessories (town clothes) and things you don’t really “need” but are convenient (bank/bag slots, etc.).
2) Play the game. Leveling does not take long whether you do it through WvW, playing the story, or running dungeons when you reach lvl 35(?).
3) You can change servers for gems if you have characters you want to keep. If you delete all the characters, you can change for free. I’m not sure if the 1-week wait period applies if you just recently created or moved your account’s home server.
4) First dungeon is at level 30 for story mode (realistically you do this once), and 35 for explorable mode. The wiki is your friend
edit: I’m a slow kitten that just got double-ninja’d :/
I should clarify: By announcing the scavenger hunt being implemented, let’s say June, a double-shock will occur where the speculators start to force prices around rapidly, and then the prices shift again when it’s implemented since people will see what it actually is. So therefore, not announcing it will reduce the overall fluctuation of the prices. This might be considered better for the in-game economy to the developers. Personally, I couldn’t care less if they announce it or not, but I can see some reasoning as to why they chose to do it this way.
So what exactly is the problem with adding in a recipe that doesn’t involve rng to getting something account bound?
Never said I was against the idea. I support it wholeheartedly. If the developers have any sense, the precursors from the scavenger hunt will be account bound to keep people from doing the quest or whatever for a quick buck. A forge recipe that gives a precursor should also remain account bound. No argument here.
The “scavenger hunt” was not promised for the Jan-April months. I believe John Smith said that any news about the scavenger hunt being implemented soon would “shock the market”, which he doesn’t want to do.
Last we heard about this was a few months ago was that it was essentially in the brainstorming phase back then. I doubt we’ll get any updates as to it’s progress due to the whole shocking-the-market thing, so the only real option here is to wait. If you’re willing to be patient (no offense intended, but it doesn’t seem that way), work on everything except the precursor for your legendary(s) and just wait for the scavenger hunt to save some coin.
It’s not random, it’s the right-click targeting that was introduced a while back for no reason. Siva just bumped the thread, might be worth skimming through. Long story short, pretty much everyone is annoyed and frustrated with this “feature”. Hopefully it’ll be removed sometime soon…
Lots of skills do nothing without a target selected. The problem isn’t with Confusing Images specifically, it’s how the targeting system works. And as stated above, the right-click targeting being removed would be a step in the right direction.
That could work in a pinch, thanks. Didn’t think to look for consumables :P
I’m guessing a weapon of those types that illuminates just doesn’t exist? :/
Does anyone know of a weapon that lights up the area around you (like the FDS) that an elementalist can use? Daggers, foci, staves, and scepters only. Been prowling the wiki and haven’t found any so far.
I’d love to be able to run those dark JPs without spamming fireball…
@Khisanth: Didn’t think of just using that. Cheap (as in free) solution to my problem :P
(edited by ExTribble.7108)
Running the Penitent/Shelter’s/Jofast camps in CS is netting me about 5-10 per hour.
Almost certainly not the fastest way to get them, but it doesn’t feel any slower than it was ~2 weeks after release when I reached Orr. These conspiracy theories are getting rather old.
@ WyldCFH: I think the confusion here involves the fact that when one of these chests drop, it’s essentially the same as a monster drop. It’s only yours and only you can see it.
I haven’t paid much attention to them since I usually pick up stuff before the monster’s body disappears (hence making the chest easily visible), but rares do still seem to be dropping in them. And that’s not just equipment, but also rare mats.
I’ve never been present when people kill it so fast that the chest doesn’t spawn, but I’ve been there for a few close calls. The problem when people say “no attack” is that some people don’t want to miss out on tagging, so they wreck it too fast anyways. It’s health should definitely be raised near that of the Shadow Behemoth or something comparable so that people have a chance to pitch in.
Also preventing it from taking damage before it can be targeted would make perfect sense :P
You can also preview the dyes off of the trading post now.
Stupid me forgot about that update. Yes, just use the TP to preview. It’s a million times easier :P
*hides away in a corner*
I believe he means the spam limitation. I suppose it would be alright. I doubt gold-seller-advertising bots will be willing to burn 100g to avoid the default spam block when most people ignore them rather quickly.
I would like to suggest that there still be a limitation when the current threshold is reached, but obviously much less severe. How it is now keeps you muted for a long time. Something like 5-10 seconds between messages (for a minute or so?) in case a troll commander decides to annoy the entire map to allow people to ignore/report the kitty.
It’s far too few and far between on all but a very few classes, and even when it is active it rarely lasts long enough to avoid more than a couple of attacks.
In cases where you can easilly see a KD coming, like when facing a lone Ettin or something, it’s a non-issue, they can’t chain CC you anyways, and this proposal would do little to change such an encounter, but in a situation where you’re facing a half dozen Centaurs and three dogs, and they all start using KD attacks in rounds, then it could be a serious help.
Snipped the above to address what’s worth addressing:
If you’re using stability as it’s intended, which means when you’ve burned your own CC’s, dodges, mobility skills, run out of kiting room, etc., then you will not have many problems. What I’m seeing here is that you want to farm a bunch of mobs that have knockdown abilities and are disappointed you can’t just overaggro and nuke their brains out without thinking about keeping yourself alive. If you control your aggro, I don’t see this being a problem whatsoever.
Your suggestion for the “defiant” status simply reduces the challenge of farming some areas.
edit:
This game is too focused on kiting already.
Measures should be taken to move the gameplay towards other directions.
I can’t deny that. But this is definitely not the solution.
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