Do Golem Mark II, Shatterer and Jormag. They’ll give 15-25 dragonite, last I remember. Temple bosses give 30 dragonite. Karka queen gives 30 dragonite I think.
You can forget the others, they drop only like 3 dragonite?
Anything you need, just whisper ingame. I’m also CD.
Information is usually enough for you to be able to complete it on your own. In the exceptional cases (certain champions) I can send one of my alts down to kill it.
Pretty much the only thing I can’t help you with are the Krait Witches, but luckily killing them is currently not needed for anything at all.
For one thing, pay attention to the words under a mob’s name. That information is vitally important. If it says that it knocks back, stuns etc, be prepared to dodge/use an invuln/block/evade skill when its crowd control skill charges. If it’s ‘transfer conditions’ you might want to think twice before burning it. So on and so forth. Later on you’ll learn to read its boons as well as read conditions when you’re not alone (to focus fire on targets with 12 vulnerability for example), but for now, the white text under the name is enough.
The mobs aren’t generally hard enough at normal rank for this to matter, but it’s good training for when you eventually get up to soloing champ+ rank mobs.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
I didn’t say it was from THIS update.
But this update did make things worse by putting Taidha on a timer. So now you can’t even solo the thing just to enter anymore, you must wait for her event to be up.
Save them for ascended crafting. 5 laurels per recipe is much, much steeper than it first appears.
I had 210 laurels and now I’m left with only 1, after getting ascended weapons, half armor and amulets for my characters.
Yes, you have to activate the world boss event now.
Actually killing Taidha isn’t needed though. Just activate, run the heck past while she’s still talking then go downstairs for the skill point.
Frankly, I find it a very, very bad update.
Can’t say I’ve EVER seen anyone act like that.
Frankly, you may wish to consider a change of world.
Damage = Coefficient*Power*Weapon Strength*Critdmg mult(if crit)/Target Defense.
More normally we care more about damage per second, which is Coeff*Power*Weapon Strength*(Critrate*Critdmg mult + (1-Critrate))/(Cooldown*Target Defense). In this case we drop the crit term because neither of these sigils can crit.
Because the rest are constants, when comparing attack types like this, just use coefficient per second.
The coefficient per second of air is 1.1/3 = 0.367.
The coefficient per second of fire is 0.85/5 = 0.17.
Dividing these values, for fire to be better than air you must consistently fight more than 2.16 targets – bear in mind fire can affect up to 5, so it has the potential to be more than twice as effective if in a stacking situation.
This is why the sigil of fire costs so much more than the sigil of air.
Don’t use temple armor for this, it’s not salvageable. Either get the dungeon varieties or buy some off the TP.
They were definitely separate before the patch, my mesmer build uses them.
That said, sigils did lock each other before. It seemed like onswap sigils could lock oncrit sigils into ICD, etc etc, even though they were not supposed to. Now, sigils don’t stack with any of the same type, but no longer cross-nerf each other.
The Ouroboros and Lachesis are also ambidextrous mice, while there’s a left handed specific Naga version.
I think you’re correct. Though salvaging still gives dark matter, ectos, t5/6 mats and sometimes an inscription, so it’s not a total loss over the old method.
For the warrior, it’s the best two handed weapon for damage, so even though its place doesn’t change, that’d still make it the best. It’s just that it won’t match the axe.
If talking greatsword vs hammer as far as I know only the Guardian and Warrior can use both. In the charts both would get an equal buff in terms of utility from the second sigil.
Generally speaking, the greatsword is a mobility weapon (across all the classes), the hammer is a control weapon. Between these two, any application that requires more mobility will do better with the greatsword, any application that requires more control will do better with the hammer. For instance, a zerg vanguard would do better with a hammer knocking down everyone from an opposing zerg while their damage dealers and conditioners behind them attack the defenseless knockdowned people. Whereas if you’re running the Frostgorge champion train, you’d definitely want a greatsword, or you might have problems even catching up before the champions die.
As a capsule summary:
Axe – Multiple target ranged (Ranger), Cleave DPS (Warrior)
Greatsword – Mobility and 2nd tier Cleave DPS (Warrior, Guardian, Ranger), Ranged single target DPS (Mesmer)
Longbow – Ranged single target DPS (Warrior, Ranger)
Shortbow – Multiple target ranged (Thief), Condition applicator (Ranger)
Pistols – Ranged single target DPS (Thief, Mesmer), Condition applicator (Engineer)
Rifle – Ranged single target DPS (Engineer)
Torch – Burning applicator (Mesmer, Guardian, Ranger)
Warhorn – Swiftness buffer (Necro, Warrior, Ranger)
Swords – Cleave DPS (Guard, Ranger, Thief, Mesmer), Condition applicator (Warrior)
Mace – Counterplay (Guard, Warrior)
Dagger – Main hand: Single target melee DPS (Necro, Thief), Offhand: Condition applicator (Ranger, Thief, Necro), Both: Melee cleave DPS (Elementalist)
Shield – Defense, Control (Guardian, Warrior, Engineer)
Choose the weapon set you need according to what kind of application you’re intending to use it for.
Since certain things are more important than others in normal gameplay, some weapons appear a lot more than others. For instance nearly nobody except rangers use the warhorn (in conjunction with RaO elite), pretty much nobody uses the torch, and because ranged damage is less than melee dps, the melee dps weapons are all more common in PvE than anything else.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
Because of the second sigil and the deconfliction of multiple on-crit sigils, Greatswords will be better after the patch than before.
What you’re getting confused with here is that the Warrior now has a ‘more’ viable build. Axe has been buffed by 10%, making a 6-6-0-2-0 Axe/Mace build the new highest damage spec. This doesn’t reduce the Greatsword’s viability, it just makes the Axe do more damage. Greatswords retain advantages in mobility, in exchange for losing about 5% dps and losing a ranged option.
If an engagement is a short one, the greater mobility may still result in a higher clear speed than using something with greater damage. To be clear, Axe/Mace|GS was never even the max damage spec, but it was used by the earlier meta crafters due to its combination of mobility and damage, making it at that time one of the most viable options for dungeon speedclears. It was outdamaged by another spec. This got corrupted halfway by people who never understood the original intent of the build.
Spring semester is in full swing. With finals around the corner, it wouldn’t surprise me if most college kids were busy preparing (read: faking it) for finals. :-)
Ain’t nobody got time fo dat.
With 5 new traits per class and 8 classes, it’s gonna take some time to see if any of the builds need reworking…
Kaineng? Oh yes, it’s one of the lower population servers.
Or you can always to guest to Eredon Terrace and basically enjoy soloing everything. That server gives you the ultimate ‘game is dead’ experience. Alternatively, if you want to feel optimistic about player numbers, you can guest to Tarnished Coast.
The true population density of GW2 is pretty much more similar to what Crystal Desert or Borlis Pass experience. There’s enough to run a 5-15 member world boss train, there’s usually 3 small champ trains in EoTM, Queensdale and FGS, and then there’s about 20-30 hanging out talking crap in Lion’s Arch, with 5 crafters or so hanging out in Rata Sum, and about 90 players scattered across all remaining maps, exploring. This is in off hours. Then during NA hours, triple all of these numbers.
Wouldn’t exactly call it dead, wouldn’t exactly call it active either. Megaserver would probably increase density in many of these since it’s a de facto server merge.
Yes, you can have 2 different professions on every character. 4 of my characters have 2x 400/500 (depending on what is the max) skills, and then I simply switch characters to craft other items so there’s no need to repeatedly pay money to switch professions, before transferring the account-bound products to the destination character through the account bank.
Run Orbweaver + Mamba, that twiddlestick is really awesome for attunement shifting.
Wouldn’t really have recommended putting all your controls onto your right hand, but since you already ordered that mouse, just make sure to prioritise ground-targeted skills onto your right hand first, so that you can just ‘click’ a spot to activate them. Left hand you can reserve for movement, attunement shifts and autoattacks – you don’t want to repeatedly spam a thumbclick, or you’d have RMI on your right hand soon enough.
Not this thread again.
They should really just post a note and lock the thread rather than nuking it into oblivion, or it’ll repeat another 20 more times.
You must understand that to many new players we’re talking MMORPG vs MMORPG, and they don’t give a crap about GW/TES lore since they’re new to both. Or rather, even if you don’t agree, it doesn’t change their decision making at all.
In such an instance, the king is value-for-money, and because it’s that much more expensive, TESO can’t ever compare with GW2 for that. The people I know here are starting to join GW2, steadily… though my community in itself is slow to join MMORPGs.
I love how people think something “light” is necessarily for younger people. There’s a whole lot of older people who don’t like dark as well. And those people have plenty of money to spend on gaming.
This is essentially a large part of the pony community, to the complete confusion of the creators of that series.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
All gaming companies keep that a secret, frankly.
What Gumball said. It’s mathematically impossible for the population of all servers to drop, they only increase or transfer from one world to another. This isn’t a subscription MMORPG.
The population fraction can drop if the capacity is increased. The capacity must be increased because you don’t want a whole group of new players raging on the forums that they can’t join their friends for those worlds being full.
And if anything, people I know are JOINING the game in relatively high numbers, because of how the pricing for TESO turned out – the game they were waiting for at first. Let’s face it, even players who really, really like the TES franchise might feel the game is 3, maybe 5 times better than Guild Wars 2, but for it to be worth the purchase, relative to a 50% discounted GW2, it’d literally have to be 10+ times better than GW2.
That is pretty much impossible.
I played RuneScape for several years, so it’s possible to play an MMORPG for that long. That said, that was because of the XP malus in F2P – within 14 months of creation a P2P account I simply 99-ed every skill (16 of them in one massive firework party at the end), level capped and quit.
GW2 I’ve level capped for some time, and continue to play.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
It has issues with being interrupted by, let’s say, running out of inventory space.
Even things like auto-opening karma consumables (which definitely does not have this problem) have been suggested before, but it hasn’t showed in an update yet.
Just keep clicking… >.>
No RNG is truly random, but the better ones feed values of high precision into a chaos function to give a better semblance of randomness.
Only the people who coded the GW2 RNG algorithm know how it works here.
As far as I’m concerned there are 8 gameplay classes and 8 crafting professions.
Retaliation procs when you take damage.
At high level fractals, you don’t want to take damage.
May have something to do with your build. Thieves are pretty much the fastest levelling classes in the game, what with a 25% movespeed utility, stealth for breaking aggro from pointless fights, insane burst damage from Pistol Whip, and 3 sources of shadowstep you can use on white mobs for faster travel.
What he said.
Also, ‘allowed’.
All items, I believe.
Every world is different. What kind of people suit you depends on what kind of person you are.
If in doubt, start on a random world and then guest to different worlds to find out.
If anything for normal power builds, longbow/shortbow > greatsword since in pretty much any situation, the sword weapon already surpasses the greatsword in nearly every way…
But yeah, not that much point getting a profession for only that alone.
Magic find – world boss trains. Find a timer site, then go to the active bosses. Some days I’m busy I latch on to other commanders in CD. Some days I’m free and I’m the one who clears the pre-events. The world boss chests do seem to be affected by magic find; at low luck I used to get 0-1 rares from a world boss chest, whereas now at 180 luck I can pretty much expect 1-3 with the occasional exotic. In contrast dungeon chests don’t seem to be affected at all, loot from champion bags don’t seem to be affected and the mystic forge doesn’t seem to be affected.
Karma – WvW lolcapping.
EXP – Either the world boss train or dungeons.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
Save 3 silver 27 copper on waypoints, spend 15-40 seconds on an additional load screen, then drop a couple extra minutes here and there because LA’s layout is less optimal…
If it takes you 15 minutes to do CoFp1, then the minimum 4 silver in foregone gains from a 30 second loss of efficiency already costs more than the waypoint fees. It’s actually more when you throw in the random drops on the way and ecto you can get from the dungeon tokens.
But most people don’t calculate time-costs. Unless, of course, they’re using it to bully some random dude in Soldier gear for an elitist-populated dungeon, then suddenly they seem to do it a lot.
There is a levelling curve, it’s just very mild.
And actually, levelling at higher levels can be much faster than at lower levels, because certain content like dungeons become available which you can’t do earlier on. A single dungeon is 0.7 levels guaranteed, often 0.9 from mobs… and it only takes 10-15 minutes to do an easy one.
The heart missions are different for every map, but whether or not you find it boring depends entirely on you. Some people will find it boring, some will find it nice.
Cities give very little exploration xp. Clear normal maps and do every single event you pass by. Often, doing certain events also simultaneously clears a heart – then gives you three sources of xp – one from the mobs, one from the event, and one from the heart.
It takes 8 days, relaxed. The first time, before you understand game mechanics your play will be inefficient, and so everything will take longer. But it shouldn’t take anyone more than a month to get to level 80. After that it becomes a lot faster. I can probably 80-level a character in 5 days now through map exploration alone, which is about 45-48% of the world depending on which maps I do. Full-exploring a map takes anywhere from 60 to 90 minutes, depending, while Lornar’s Pass specifically takes 140 minutes because of how large it is relative to everything else.
To start you off, I’ll give you 3 mechanics.
Cleave – This applies to most melee weapons except daggers on most classes. Necros have no cleave at all. Elementalists can cleave with Lightning autoattacks on their dagger mainhand. Cleave means that you can hit up to 3 targets in your front arc at the same time.
Pierce – This applies to some ranged attacks, and some other attacks can be traited to pierce. It hits up to 3 targets in a row one after another, doing full damage to all 3.
AoE – This applies to pretty much anything that creates some kind of field on the ground. It will hit up to 5 targets per ‘tick’.
Killing enemies one at a time is extremely slow. Draw the attention of several targets then kill them using these three mechanics to up your kill rate by up to 5 times.
Incidentally, a bomb engineer can train faster than an axe warrior in some cases just because the AoE hits 5 targets while Cleave only hits 3, even though they do less damage per attack.
You can learn more later as time goes by.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
Rata Sum. All 8 crafting stations are close by to the Accountancy waypoint, which contains bank, guild bank, an item merchant and the TP. Craft, then Acc-waypoint to retrieve stuff from the TP, then craft more, etc etc as necessary.
Frankly, I used this even when Lion’s Arch existed because it was that much more convenient.
‘Anti-farm code’.
It’s not ‘the same’, it’s 15% more damage if all grenades land.
The trick is getting all of the grenades to always hit. No problem for zergs, no problems for bosses… somewhat more of a problem in normal applications.
Pistols are for condition builds. Rifles are for power builds.
In bomb builds, engineers have the highest AoE dps in the game. On 3 targets it’s less than a cleave warrior and FGS elementalist, but on 5… nothing else comes close.
Shoot stuff with your rifle, as they approach turn around, run, and drop bombs. There isn’t a single melee champion you can’t solo faster than any other class.
Of course, as AoE is the natural counter to stealth, this also makes engineers the ultimate anti-thief class.
Engineers also outdamage rangers at 1500 range applications with a traited Grenade Kit.
Then lastly in terms of utility, the number kits available makes engineers second only to elementalists in terms of how many different things they can do for party support within 10 seconds.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
30/10/0/0/30 was previously the highest damage record holder after considering average multiplier in a skill rotation; the +15% critchance trait on full adrenaline gave the equivalent of +315 precision, while the base trait itself gave +30% critdmg that outdoes the +10% from bleed addition from the 25 master trait. 30/25/0/0/15 was +15% critdmg 250 precision (12% critrate), +10% dmg. 30/10/0/0/30 was +30% critdmg 415 precision (20% critrate) as in both cases critrate is nearly 100% when you throw in the signets and banner, 1% critdmg = 1% dmg, so the 30/10/0/0/30 outperformed the 30/25/0/0/15 meta by 5% damage.
The 100b/WWA might only lasts for 5 seconds per proc, and so adds only an additional 350 power for 2-3 seconds on average in axe mode assuming every single hit critted – not enough to make up for the 5% damage loss, and the full-Mighted damage in GS mode is lower than the non-Mighted damage in Axe mode due to the lower multiplier per second value. (5.5+2.8+1.7)/6.5 = 1.69 mult/second, whereas the axe rotation is (1.4+2.4+5)/5 = 1.76. We haven’t yet considered Axe mastery’s effects, which widens this gap. Usage of Slashing Power makes the greatsword burst more than the axe in that build, but giving up Axe Mastery leads to 10% lower damage in the longer axe phase.
However, in the new meta, adding 10% attack speed in addition to the 10% damage on bleed is a base increase of 21% damage. In contrast the formerly good +30% critdmg has been nerfed to 300 ferocity, or 20% damage. When we add in the damage the bleed itself does, the new 30/30/0/10/0 eclipses the old 30/10/0/0/30 build. It also eclipses the more popular old 30/25/0/0/15 build – which after the patch will outdamage the 30/10/0/0/30 due to the Ferocity nerf – by cutting damage of the 30/10/0/0/30 by 10% and the damage of the 30/25/0/0/10 by 3%, the formerly 105% build now becomes 95%, while the 100% becomes 97% – clearly, 97% > 95%, and the 30/10/0/0/30 has become worthless with the update.
In contrast, the 30/30/0/10/0 now adds 10% damage on bleed, 10% damage (due to 10% attack speed), and 300 precision, against the 30/25/0/0/15’s 10% damage on bleed, 250 precision and 7% critdmg%. 20% > 17%, and 300 precision > 250 precision.
The 30/25/0/0/15 is popular but was never actually the most damaging option, and problems with inexperienced players interrupting 100b or the axe autoattack chain (or worse, staying in GS mode) simply made it underperform even more. The rarely used and often maligned 30/10/0/0/30 had superior damage, but its users must now throw it away because critdmg% is no longer worth what it used to be. 30/30/0/10/0 is now the way to go – though since the rest of the gear stats are also being nerfed, even this ‘new best dps’ will lose to the current dps. Across the board, dps will drop after this update.
Btw, if you think GS aa can compete with the axe aa… you really, really need to look up the term ‘power multiplier’. It barely broke even only because of skills 2-3-5, especially skill 3 – WWA greatly outdamages 100B on a dps basis, though for some reason people don’t seem to know that. Any use of skill 1 on a GS instantly drops the 30/25/0/0/15.
Tl;dr – Dump 30/25/0/0/15, dump 30/10/0/0/30 harder, use 30/30/0/10/0. Preferably, 30/30/0/10/0 Axe/Mace+Longbow. You still want to use the GS build so that Sunrise/Twilight/Eternity still has a use, it’s still viable, just not the ‘most’ viable. [Greatsword builds in all other classes are not just-3%, they’re out-and-out bad.] Player skill can still quite easily overcome the 3-5% damage reduction… just don’t expect it to be as viable as it is now.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
The Dire stat is used mostly by the super-rare condition rangers and the not-so-rare condition sword-warriors.
Other classes don’t synergise well with it. Necros use Rabid. Pretty much no other class should attempt to use condition damage in PvE, they won’t have enough condition procs available via skills to compete with their direct damage option.
And if any balance issue is changed such that another build is viable, we’ll have 5000 threads on ‘refund my ascended armor’.
Salvage Kit, all rarities.
Nethia.
People should world-explore more…
It’s worth noting that Guild Banks cannot store account or soulbound items, while Banks can store and transfer items between characters. Soulbound items can also be deposited into banks, though other characters cannot withdraw them.
For these reasons, I recommend getting one bank expansion, a total of 8 characters and a level 1 personal guild bank. Then fill all 8 characters with 4 18-slot bags.
If you still run out there’s something quite wrong with the way you’re managing your drops, or you’re a major TP trader.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
Warrior’s getting another buff on 15 April. 30/30/0/10/0 will overtake the current 30/25/0/0/15 meta and provide not only even higher damage, but the option to take a ranged weapon (preferably longbow) as well.
Even though critdmg% is getting nerfed to Ferocity, the new +10% damage trait is likely to leave the Warrior’s DPS untouched.
All other classes with direct damage will take a direct hit, though condition damage builds will receive slight buffs with the new Grandmaster traits.
Warrior might be the way to go again. >.>
Rotation – start shooting with longbow while running at range – you should have full adrenaline from the previous fight. When your party is close enough drop Combustive Shot then Arcing Arrow and Banner of Discipline into the Combustive Shot field for instant 6 AoE might to start the fight with, then swap to axe/mace, use 2,3,4 off cooldown for vuln and perm fury, making sure never to interrupt your autoattack chain. When fight completes, switch back to Longbow and repeat. Should be easy and yet extremely damaging.
Missing trait is the new XIII Dual Wield Agility.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
Poison Master will be worthless because poison, even in a full condition damage spec, only does 284 damage per second. So that trait adds 142 damage per second.
Out of 4543. So, a 3% increase in damage overall. Compared to that, 3 condition removal every 10 seconds is…
If they wanted to add more condition damage, they should instead make bleeds do 20% more damage, rather than making poison do 50% more damage.
Warrior – Cleave direct DPS
Ranger – Single-target condition damage.
Necro – AoE condition damage.
Ele – Booning.
Guardian – Damage reduction, AoE healing.
Thief – Burst direct damage.
Engineer – AoE direct damage, self-healing, 1500 range direct damage.
Mesmer – Crit-based trait activation and critical damage, damage absorption.
That’s pretty much the specialisations in each class. Each of them can also do other roles but will be worse than another class in that role. For instance, power necros cannot cleave, condition damage guardians are just really, really bad, and one does not simply make a healing thief.
I run a full Dire condition ranger. It’s at least 4543 dps (at least because I’m probably underestimating my cat’s damage).