Hmm I was told that was based on orders again. As far as I understand a guildie of mine got different races in the Vigil than I did in the Priory while we both are Asura.
Nope, it’s based on race:
http://wiki.guildwars2.com/wiki/Racial_sympathy
For Asura, you have a choice between Grawl, Hylek, and Quaggan.
I maintain that Wolf is pretty decent for solo-PvE, moreso than the others. The life-steal on the 2 and the group regen howl are good for keeping yourself up during the duration, and were amazing on my tanky-support Guardian. However, I imagine what transforms are good or not will depend a lot on your profession.
I was stomping around BWE3 with a greatsword + spirits build in random sPvP and was doing quite well. Dunno what changed between then and now…
Though Nature Magic always did strike me as an oddly constructed trait line. I like the “melee shaman” sort of feel that the trait line encourages, but spirits don’t really have the fortitude to make that idea as viable as it ought to be.
As an interesting note, in one of the Charr story arcs you can meet a Blood Legion elementalist, so…
Not entirely true. Race still has one major impact on your story after you choose your order. The arc after your “introduction to the order” arc has you choosing a lesser race to aid and try to win over for the fight against the elder dragons. Your race determines what races you’ll be able to choose from.
Actually, the choice for the charr warband buddy has a very large impact on their story, as it determines the NPC that will be following you around in your story steps. This results in a lot of unique dialogue, as well as one unique cutscene in the Charr’s third arc depending on who you chose.
It’s just that the third question does nothing for anyone else.
So, the patch notes mentioned a fix on this mission. I at first thought that this mean the fix that Mr. Vaughn mentioned came in early, but it seems that the step is still bugged in the exact same manner.
The work-around, killing the risen krait last, is more difficult than it sounds because when I tried, the krait rushed at me before the pack down at the tower did, and due to the veteran present my NPC allies killed the krait enemies before I could kill the other risen, again causing the bug to trigger. There any advice to making this mission work, or am I going to have to wait another week?
Presumably, they’re happening alongside your personal story at some points. It’s sort of like a parallel series of events that you don’t get to fully see because you’re not always with the Destiny’s Edge members. Honestly, the question would vary depending on your choices and what events we’re talking about specifically. But, for example, the Ascalonian Catacombs would happen sometime during/after you joining the order, but before choosing the lesser race to support.
It’s most likely not a fine science. Why do you ask, out of curiosity?
In general, the dungeons and personal story steps are, in the timeline, done by order of level. If the dungeon is lower level than your personal story step, then the dungeon takes place before then.
As others pointed out, every race has one 30-point elite, so one of the transforms had to bite the bullet for the Norn. If it helps, you can look at it from a lore perspective: Snow Leopard is a relative newcomer as far as the “main” spirits go, so most Norn are having trouble and still learning how to “become” her.
It’s not really that big of a deal, anyway.
As far as their power goes…I’ve actually used Become the Wolf rather effectively a couple times. As a Guardian, it provided me with a good mixture of offense and defense that helped in some solo situations, compared to the two tomes that are either fully offensive or fully defensive.
Zemzer disappeared? That’s odd, since I also chose Iron Legion + Loyal Soldier on my Engineer and he showed up for the second story arc, at least on two of the missions that I recall. The only difference is that I chose Clawspur instead of Dinky.
I will say that, arguing over minutia aside, there is one point that is true. For whatever reason, many of the trash pulls in AC Story are more difficult than the bosses that follow. Even if you can beat down the trio of rangers, they’re simply much more difficult and the source of more party troubles than Nente is, for example.
There’s a little bit of wonky balancing going on with a couple of the fights like that. I feel that Nente should be a bit more threatening compared to the ranger pulls, for example.
Who did you like more? Characters from the first games compared to GW2
in Lore
Posted by: Grakor.3450
Calling a favorite between the two games is rather difficult. In the first Guild Wars, heroes and henchmen would actually be out with you as you played, fighting alongside you in almost every zone. Since characters in GW2 aren’t actively fighting alongside you except in the do-it-once-then-nothing-more personal story missions, there isn’t much opportunity to really get to know them or grow attached.
The problem is that “CHARGE!” is an old GW1 Warrior skill, so I doubt they’ll use that.
It is, without the quotes, also a current Warrior skill, on the warhorn.
Having played all of the Norn stories by now…
The writing for the Norn isn’t as good for the Charr, but that’s because the Charr got the best stories overall. The Norn stories felt a little disjointed, and having Eir as our mentor is a mixed bag. She’s not a BAD character, so much as she’s barely a character at all because she’s easily the mentor with the least personality.
On the other hand, the “Blacked Out” line has some very humorous dialogue and is good if you want some comedy, and the “Lost an Heirloom” line has probably the strongest writing in the Norn stories. You also get to do a lot of stuff in the Shiverpeaks and Ascalon, which is good because Sons of Svanir and Flame Legion are much more interesting to fight than bandits, and less annoying than the CC-happy Nightmare Court or Inquest.
I wasn’t really disappointed, though.
Aye, the big problem is that the models have to be able to work for all builds of Norn. The shoulder models all look fine on my Norn with the most muscular build, but for others…well, the price that is paid for being the race with the largest variety in character builds.
My main criticisms of the personal story, particularly pre-Trahearne because that guy is a completely separate issue, would be the cohesiveness and continuity of the story. As I expressed in the first post, part of what made the Charr story so effective, to me, was the little touches that kept with me, like the warband members, and the maturity of the writing. Neither of these things really came out at me during the Norn story arcs, and I think part of that is because the only common element in those arcs is Eir. I hate to say it, but Eir isn’t an especially interesting character because she has no real personality. She easily gets drowned out in that regard in comparison to the much more colorful and varied cast she’s surrounded by.
Seeing as the warband members were a huge part of what made the Charr story so effective, I find myself saddened that the idea of companions was scrapped so early in development. Not only would that have done a lot to help the disjointed feel of the story arcs by having another common presence, but it would have also brought back another feature I just adored from Nightfall/Eye of the North.
Part of the problem is that the game doesn’t do a very good job of helping the player build their character and equip properly for dungeons. AC Story isn’t THAT bad, but it becomes much, much worse when you have that one greatsword guardian who has +0 toughness and +0 vitality who is then surprised that he gets downed first every encounter and the mesmer is out-tanking him (yes, had this happen.) Dungeons are extremely hostile to glass-cannon builds, even though such builds work perfectly fine in other areas of the game.
Mr. Stein,
I didn’t realize that there was a separate team for writing the story. Thanks for clearing that up, so the props can go to them!
And I want to make sure that I want to keep this positive. I know it may sound like I’m criticizing the Norn story, but that’s not what I was trying to go for. Less “Man, the Norn story sucks, what were they thinking?” and more “Man, the Charr story rocks, they need to do more of this!”
Also makes me quite happy to see you posting here. Thank you!
Because Ascalon and Kryta are traditionally enemies, not allies. You are again presuming that humanity was in some way unified, when that simply wasn’t the case before. Why would Kryta care about Ascalon at all when Ascalon was never theirs to begin with?
…and what does humanity get? A huge story arc about how awesome Queen Jennah is for supporting a peace treaty that makes much of the races’ past redundant. As someone else pointed out, it makes no sense for the charr to want to reclaim Ascalon for 1200 years…only for the humans to largely forget about Orr and Ascalon within the space of a year.
They haven’t forgotten. All it takes is one trip to Ebonhawke to know that they haven’t forgotten. Ever tried talking down the separatist sympathizers in Ebonhawke as a charr character? Oh man, they haven’t forgotten. For that matter, talk to random NPCs in the Ascalon Settlement as a charr, that’s good too.
There’s two reasons for this perception, though. For one, “humanity” hasn’t existed as a unified whole for a long, long time. In the first Guild Wars, Kryta and Ascalon were just coming out of a long war and still didn’t trust each other at all. I’d be rather surprised if the humans in Kryta cared about Ascalon at all. (Keep in mind, Kryta didn’t have the same lengthy war with the charr that Ascalon did, so there wasn’t as much hatred to overcome.)
Second, you have to keep in mind the story that they’re trying to tell with humans in this game. They’re a dying race, a race that once had great power across all of Tyria and now has much of their holdings shrunken and in ruin. It’s not that humans have forgotten, it’s that they can’t continue to fight as they have and still survive.
People keep saying I should be using condition damage, but since I am properly traited, isn’t that pointless?
No.
First of all, traited conditions are a separate entity entirely. Throwing them into the mix just confuses things. For one thing, they stack with other sources of condition damage, so nothing really inherently makes ‘nades work better with them than pistols besides the number of hits, and therefore crit chance. Even that is questionable, however, because the vast majority of “proc” traits have cooldowns, even if they aren’t advertised in the trait.
From the standpoint of just raw numbers, ‘nades have exactly two attacks that inflict conditions: shrapnel (2) and poison (5). Pistol’s 4 (blowtorch) does more condition damage than those two abilities combined when used at point-blank range.
Now, if you’re in gear with power but no condition damage, your gear is benefiting ‘nades far more than it’s benefiting pistols, because ’nades do more direct damage (remember, only two ’nade attacks do condition damage normally.) Four out of five pistol attacks do condition damage, which means that pistols scale with condition damage far better than ’nades do.
Now, yes, ‘nades do more damage because they’re ground-target. But again, if you’re wearing power gear and not condition damage gear, you’re favoring one weapon or the other, and that’s not a fair comparison.
I just can’t get into the charr no matter how much I try. They reek of some of the same special snowflake tendencies and lore team favouritism that made another token beast race (namely orcs) in a certain other setting get far too much unexplained power, prowess and focus despite the existence of numerous other races.
This is off-topic and so I don’t want to get off on too large of a tangent, but I think this over-simplifies the issue and misses a few big points.
Orcs in Warcraft are the main race for the Horde, so it makes sense that a lot of Horde lore ends up focusing on them (for the same reason that a very huge chunk of Alliance lore focuses on humans.) However, and this is important, this is not necessarily a good thing, even for those that like orcs. The lore-writers at Blizzard found that perfect little niche where theykitten off both camps. Those that hated orcs got them thrown in their faces because they were the main military force of the Horde (which makes sense, numbers-wise.) Those that loved orcs got frustrated because the lore for them starting around the half-way point in WotLK just completely sucked. They became mustache-twirling villains for no adequately explained reason and with no fore-warning, completely disarming all of the character development that they got in Warcraft 3.
Charr aren’t suffering that same problem. They’re not being jerks for the sake of being jerks, and their lore makes far more sense than the orcish lore in WoW.
That said…
I couldn’t get into the human storyline, mostly because of how badly the writers flubbed the characters of Logan and Jennah. Part of that may simply because I had the misfortune of reading Edge of Destiny which completely ruined those two characters for me, but there you go. I don’t want to comment on the Asura story too much because I didn’t have too much experience with it.
The point being: the charr have the best personal story in terms of its construction and cohesiveness. If you take out the personal biases of which races you like or you hate, the charr have some of the best stories. Their arcs are more cohesive with each other and are tied together much more nicely than the other racial arcs. I don’t know if this was just a quirk with who was writing who, or the charr got more time spent on their stories than the other races, but that’s how I’m seeing it.
This. It doesn’t make much sense for Gwen to come to terms with who she is and realize that not all charr are the same and then go set herself up as some brutal charr killing machine after Guild Wars ends. Gwen’s story is about letting go of what you want and doing what’s best for everyone, so why wouldn’t she have push for peace talks with the new charr leadership; the one she helped create?
Gwen never realized that not all charr are the same. That wasn’t the point of the ending of the Ebon Vanguard story arc. The point was she got over her fear of the charr, but she never stopped hating them for a moment. It was quite obviously clear that she still hated Pyre by the end, even if she reached a point where she wouldn’t have tried to kill him on sight if the PC wasn’t around.
In short, Gwen isn’t a good guy. I’m not saying that her hatred and rage aren’t understandable, because they are. That doesn’t mean that it’s good.
Personally, I file Gwen in the same spot as Koss, Logan, and Queen Jennah: characters that I think I’m supposed to like, and that the writers clearly want me to like, but have such poor executions that they’re simply thoroughly unlikable.
I’ll admit, though, some of the revisions are completely absurd. Like the Gwen the Goremonger thing. Villainizing the orphaned, abused teenager to haphazardly make the Charr look good – who at that point were basically portrayed and merciless slavers and killers without a hint of moral ambiguity – was not the way to go, Anet.
I was actually a bit baffled upon reading this. Did you actually play GW:EN? Because I played that and Prophecies, and the cutscenes with Gwen interacting with charr (especially Pyre)? Yeah, I was kind of weirded out by how utterly hateful and rage-filled she was. “Gwen the Goremonger” wasn’t absurd, it was completely appropriate.
By that same token, Adelburn wasn’t a good guy. Sure, he wasn’t completely evil, but he definitely wasn’t someone that you should be rooting for. The entire point of the story in Post-Searing Ascalon is that Adelburn is too stubborn to get help from the Krytans and too stubborn to evacuate from Ascalon, both choices that end up with the result of him dooming his entire nation to die at the hands of an enemy he can’t hope to beat. Yes, he mentions regretting it when you defend him from the Titans, but that’s just about the only positive thing we see from him the entire time during Guild Wars. He’s not exactly good in Guild Wars Beyond either, if you played any of the stuff in War in Kryta.
3. Depth. One thing that I have to say that made the Charr storylines so enjoyable for me was the sheer number of characters that you could recruit into your warband. They’d still stick with you and you could keep talking to them, learning more about them, and so on.
What really helps the Charr here is that their third biography question has a real impact on their story. Not a huge one, not one that changes your missions, but it does impact the writing in a meaningful way. Your sparring partner sticks with you for thirty levels of personal quests, and you can actually get attached to the guy. It also helps that they have some of the best writing as far as NPCs go. Dinky is wonderfully dumb but lovable, Maverick is hilarious in his showboating, and Clawspur is suitably direct and insightful.
It really would have helped the Norn storyline if the choice of your guardian spirit actually had some impact. This is something that should be one of the most important things defining the Norn PCs life and personality, but it’s not even mentioned. Even just one scene during the third arc where the spirit in question speaks to the Norn and advises him to go fight the dragons would have been wonderful.
4. Mentors. I hate to say it, but Rytlock is the best of the five racial mentors. He’s got some of the stronger writing, being the very definition of badkitten while also being flawed enough to not be overly Mary-Sueish. He carries a deep grudge, but he’s the sort of superior that understands when rules need to be bent and when fun should be had. I think the only mentor that probably matches Rytlock in terms of sheer personality is Zojja, and I want to say half of that is due to Felicia Day’s voice acting. Caithe is, thankfully, also given a pretty good story arc, so she’s in a pretty good place, too.
Eir and Logan, on the other hand…
Eir suffers from failing the “Phantom Menace test.” Try to describe her character without resorting to talking about her role in the story, her occupation, or what she looks like. It’s really, really difficult because she has few definable character traits. When I talk to most people in my guild, the answer I get is that most people think she’s a little stupid due to her goal in Ascalonian Catacombs.
Logan is…Logan. I don’t know if this is the same everywhere, but among my social circle, we use Logan as the butt of jokes because everyone hates him.
This is already unfathomably long for feedback, so I’ll end it here. Thoughts?
I don’t want to be that guy that claims he can do so much better than the writing team Anet already has, so I won’t. That’s essentially the point of this long ramble I’m about to go on. It’s not that I think I can do better, but I think that they can do better, by showing that they already have! One thing that I’ve come to the conclusion on when playing the game during the BWEs and post-release is that the Charr simply have the best personal story. In order to illustrate this, I will be comparing their stories to the Norn stories for convenience, since Norn are the other race that I’m most familiar with. Most of what I say will apply to the other races as well, however.
It goes without saying that this will include spoilers for the 1-30 personal story steps. Without further ado, a list, in no particular order, of reasons why the Charr storylines are simply better:
1. Cohesiveness. One of the first things that you are greeted with once you’re out of the tutorial is a greeting by your warband member. Talking to him/her will get mention of Howl and his amulet, and you may wonder what this has to do with anything. Then, lo and behold, that point is suddenly brought back up again in your third story arc. That’s not really the only point, either. The truth is that the Charr storyline just feels much more cohesive than the others. Things that you do in the first arc have an impact on the following, due to the warband members that you recruit staying with you in the second and third arcs.
Compare this to the Norn storyline, which has three arcs that feel incredibly disjointed. The only unifying theme here is the growing friendship with Eir, which…has its own problems that I’ll get to shortly.
2. Meaning. Right from the get-go, the Charr personal story has things that actually impact the character and shape how he grows as a person. The first arc has you learning about your legion and building up a stable of friends that will be with you for the rest of your racial story arcs. In the second arc, you have your warband dealing with your character’s father in some way. In my opinion, these arcs have some of the best writing present in the personal story. Even if they don’t really go too in-depth, these stories end up covering some interesting and deep themes, like the meaning of family and what one would do for that family. When you chose to side with your father in “Sins of the Father” (Sorcerous Shaman) and believe that, despite once being a Flame Legion shaman, he’s truly repented and wants correct his past mistakes, there’s something powerful and personal there. When you choose to trust your father despite his deception against his own warband in “Thicker than Water” (Honorless Gladium) you have a character weighing in on the importance of family versus the importance of his duty. (Also, I don’t normally care one way or the other about voice acting in video games, but props to the guy who was voicing the male Charr PCs. He was definitely channeling something during the end of “Thicker than Water.”) That can be some pretty powerful stuff. Then the third arc comes and you have to deal with the risen corpse of your former leader. That’s definitely personal.
Compare this to the Norn storyline. The first arc introduces us to the Sons of Svanir, so I suppose it does the job the first arcs usually do in introducing us to the racial enemy, but that’s about it. The first Norn arc has no real meaning as to who the Norn is as a person. All it is is some crisis that the Norn PC comes in to save the say with. That’s fine and all, but at that point it’s not really a personal story, and just becomes an event with cutscenes. The second arc is selectively okay. The “Blacked Out” storyline has some witty writing, but ended on a fairly lackluster conclusion that really didn’t have the comedy that carried the first parts of the arc, nor introduce any sort of meaning for this arc for the character in question. The “Lost a Fight” storyline is basically just the Norn PC going through some fights so he can win a grudge match, and the attempt at making it hold a deeper meaning comes off as fake (did the Norn PC really learn about when fights should be fought, just from fighting in a tournament? Really?) The best arc was probably the “Lost an Heirloom” arc since it provides some nice meaning in the ruminations of what it means to honor a legacy. Then the third arc comes in, which is just to stop some dredge for reasons that never seemed adequately explained to me.
And incidentally, Condition Damage is in the Virtue line. Which I’ve seen people on here dogmatically oppose, but which I keep finding useful bits in. Of course, Condition Duration is in Zeal, so most end up with a measure of it, too.
Er, condition damage is in Radiance.
Anyway, the one thing that I’ll point out: yes, burning is a great condition and possibly the best of the damaging conditions if you have enough sources of it. However, keep in mind that there ARE PvE mobs out there that are just flat-out immune to it, and it’s the only condition that Guardians have.
I feel sorry for any condition Guardian having to face Destroyers in their personal story.
My gear is Pow+Prec+Magic Find. So almost every strike I make is a critical, thus’ often activating traits like burning, bleed, vulnerability, etc…
However, regardless of condition damage, don’t grenades deal the same exact conditions with a larger base damage and AoE?
Not necessarily. For one, only two of the grenades provide condition damage, while four of the dual-pistol attacks do. For two, the grande abilities that do condition damage are on a higher cooldown than the pistol ones. For three, pistol’s 1 is both area of effect and has a bleed on its auto-attack. For four, it’s likely that grenades have higher base standard and condition damage to make up for the fact that they are all ground targets and thus it’s very easy to miss with them against moving targets.
I don’t doubt that, overall, the grenade kit does more damage, but I also don’t think it’s fair to compare the two if you’re using an inappropriate item build. If you’re going to use pistols, you ought to be stacking condition damage.
What kind of gear are you wearing? Because if you have gear that pumps your power but not your condition damage, then obviously pistols are going to underperform.
“Strategic advance to the rear!”
That would take much longer to say, though. I’m pretty content with the current implementation, it makes the constant shouts of my guardian saying “Retreat!” while he’s charging rather ironic.
im really not looking after a carrot.
mostly just wondering if server wins in wvw will afftect the game storywise.
or if its mostly like; yeah my server won! now reboot.
Hmm.
In Factions, there was some “meaningful” PvP as you might call it. You joined one of two factions which fought over a particular set of zones on the world map, and the outposts in those zones could be claimed by guilds that aligned themselves with one of the given factions.
There were also guild halls that would actually be places where PvP fights could happen, IIRC. As I recall, guild halls are something the devs said they eventually want to add to GW2.
was GW1 like another regular fps deathmatch?
i mean, when your “side” wins, whats next ?
That depends on what you mean by “wins.”
If you’re talking PvP? You play again. Some people find enjoyment in the game itself, not the carrot at the end of the road.
In PvE? There was a wealth of things to do. Sure, you could eventually run out of “new” content, but such is also the case in other MMOs. I think people forget that, when an MMO is first released, there is much less content than there will be when more content patches and expansions add more to the game. GW1 also had hard mode maps, achievements, dungeons, and such. All very similar to what we see here, and likely will continue to see as the game continues to grow.
If you’re looking specifically for a form of power progression past 80 and exotics…yeah, you’ll be disappointed, because that’s not what Guild Wars is about. Guild Wars 1 was the same way: once you hit 20 you could craft the same top-of-the-line gear as everyone else.
Yet, Guild Wars 1 managed to keep a lot of people interested and playing for a very long time. It proved that the gear treadmill isn’t necessary, that you could “progress” and keep a player’s interest without having to scale vertically, through power gains. Instead, it was all about horizontal progression: completing different campaigns, getting better-looking gear and weapons, getting different skills unlocked so you were more versatile, etc. etc.
Guild Wars 2 was clearly made with the same intention. If you’re the kind of player that needs that gear treadmill, or that constant power gain, then you’ll probably not like this game’s endgame. But you should give it a chance nonetheless, you might be surprised.
You know what my favorite thing about this thread is ? No one mentions their MF or lack there of.
And why should someone be forced to wear full magic find gear just to be able to keep their crafts equivalent to their level during the leveling process?
Oh, if you think they’re hard as a charr, just try doing them as a max size norn…
“Retreat!” always yells that exact phrase when you use the skill, regardless of race. My Norn Guardian says it, too. The “eat my dust” etc. quotes are for when someone gains the swiftness boon.
Runes of the Soldier may also be a good choice if you’re going for a shouter build. If you’re concerned about your Vit, getting some from runes isn’t a bad idea.
With full Runes of the Soldier and 30 points in Honor, you’ve got +465 vitality right there. Not a huge amount, but I’d say that should keep you going in conjunction with your high toughness and healing power.
Precision is hardly necessary on any build that doesn’t get a particular benefit from crits.
Generally speaking, healing power is best used when you’re playing a character with healing abilities that heal other people rather than just yourself. The amount of healing that healing power provides for just your 6 really isn’t worth the drop in toughness/vitality. It only really justifies itself if you have several abilities that provide healing, like if you’re going mace/focus or staff with a healing utility or two.
In other words: power/toughness/vitality is for personal survivability, power/toughness/healing is for group support.
Nope, your 1-10 story is determined by your choice on what your most important quality is (strength to defeat foes, etc. etc.) Your choice of guardian spirit has zero impact on that.
Near as I can tell, the only thing this impacts is some minor NPC dialogue in Hoelbrak. In particular, the “Speaker” of your particular choice will have a different introduction.
Honestly, I’d just like to see the Engineer’s current melee option, the toolkit, actually be good enough to see regular use. I pretty much never see anyone using the wrench. Maybe after the current options are a little more balanced, adding more would be a good idea.
While I’m thinking about it, a few other things I noticed about this, in case it happens to help:
The pack animal (was it a Marmox?) hangs at the top of the ramp and doesn’t actually go down to the third tower. I’m not sure if that’s intentional.
The Wyld Hunt wardens are rather…odd as to their revivability state. The three under the tent aren’t able to be revived until after you revive the one further down the path, then they can be revived and, in fact, will by the time you’re done with the step (presumably because the one you can revive will in turn revive them at some point, as I wasn’t watching them too closely.) I’m not sure why that is.
I reported this in the Game Bugs forum as well. For me, yes, the “Clear the beach of undead” step completes and gives you the checkmark, but you’re not given any step after that.
If you get snared, you run bipedal because you’re in combat once you take damage or get hit with a condition. You always do so when you have your weapons out.
As an interesting note, Charr Engineer PCs will always run bipedal when they have a kit equipped, because they never sheath their weapon. With that in mind, I imagine it’s a quirk with how the NPC models are designed.
Comparing this to worse-off games isn’t especially helpful or productive.
The basic problem is that leveling crafting, not even the making of the exotics at the end, is very grindy. You’ll notice that most people who say that the current drop rates are fine in other threads also note that one of the crafts they leveled up is Jeweling. That’s for good reason: Jeweling is significantly easier to level up than other crafts because it uses different fine crafting mats. The big problem is that of the eight crafts, six of them share the most rare and sought after mats. Whoever thought that this was a good idea ought to get a stern talking to.
As it is, it’s almost impossible to level up two crafts to match your level, unless one of those crafts is jeweling or cooking, or if you have a lot of cash to spend on the TP. The kicker, though? Even those that proclaim that the drops are good to encourage sales on the TP aren’t correct either. Right now the fine crafting mats are more expensive than the items that they create, not even including the cost of the common crafting mats. That’s not a healthy economy.
There IS a problem, and all it takes is one casual look at the TP to see that. I don’t know if the solution is to increase the drop rates on the fine crafting mats, to reduce the number required on the pre-80 items, or what, but something needs to happen.
Trahearne is called a Mary Sue because…it gets in the way of the PC being the Mary Sue? That’s what I’m getting out of this, and it’s kind of a silly argument. Yes, the personal story has problems, but calling Trahearne a Mary Sue because of his role, and then proclaiming that the PC should have taken that role, is kind of hypocritical.
I, too, have noticed that sometimes Protector’s Strike doesn’t properly block attacks.
Also, as noted in another thread, “Hold the Line!” is not properly giving an audio clip like other shouts, depending on your race/gender combination.
Male Norn don’t have an audio for it either. I’m guessing that it’s just buggy and certain race/gender combinations aren’t properly saying it.
I’m confused as to what everyone else is talking about. For me, the Black Citadel and Hoelbrak were the two easiest explores of the six cities. By far the worst was The Grove, since the vistas are such a pain to get to and city is so compact that it can be difficult to know from what level you’re supposed to approach something.
Of course, this is coming from a guy who mains Norn and Charr. Once you get used to them, all of the cities are pretty easy, you just need to make sure you enter all of the instanced areas.