Hello!
It needs 5 Charged Quartz Crystal to craft 1 Celestial Intricate Gossamer Insignia.
what were Anet thinking?
That’s why too much, for me to get a full set of Celestial, it will take me 1 month to get that. That’s just inzane if you compare to all the other exotic insignias.
/Dan
For reasons lost to the antiquities of time (and mostly because ANet never really explained them), celestial items were introduced as account bound items, with account bound recipes, requiring account bound mats, that had an account bound time gate.
On the one hand, it’s likely that the original reasons are now moot. On the other, if ANet changed the recipe now (or changed the gating), we’d hear the big whoosing sound of uncharged quartz disappearing even more quickly from the economy.
tl;dr it’s an unfortunate situation and isn’t likely to change soon. For now, I’d recommend one of the suggestions above:
- Farm dry top quartz nodes and hope for charged drops.
- Buy wintersday or trick-or-treat bags (keep the quartz, sell the rest)
- Wait it out.
I make a habit of producing many of the time-gated mats/supplies and hoarding them, so that I have more than I need when I want.
(edited by Illconceived Was Na.9781)
All of the Mystic Forge Stones I’ve obtained since the most recent patch (11/17/2015) are unable to stack with older Mystic Forge Stones. There is also a difference in the text. One version says account bound. The other version does not.
Previously, for items of the same type that didn’t stack, I could put them into my inventory and then change maps, after which they were then able to stack. That method is not working for these.
There are now two different items with the same name:
- Old stones: account bound
- New stones: unbound, can be traded (i.e. sold or donated)
The “previously” situation was to address a bug where items with identical internal IDs didn’t stack; this is a new situation in which it’s a different item (and, in ANet’s infinite wisdom, uses the identical name and ID). Both work the same in mystic forge recipes though, which almost excuses the duplicate name. (Personally, I’d prefer if the renamed the old ones to “personal mystic forge stones” or something).
tl;dr they aren’t supposed to stack
apparently this was a bug — fixed in today’s (Thu/PST) patch
(edited by Illconceived Was Na.9781)
Forgive me if I missed something in the patch notes, but I didn’t see any fixes on Guild Missions. I don’t want to put my guildies in that same situation of not getting any rewards at the end as its been the last couple weeks.
they fixed several things about guild missions in Tuesday’s patch, including rushes (individual rewards given upon completion).
“Daily Fractal” is kept separate because it’s part of a reward track, just like you can do “daily dungeons” for 60 tokens/path. Neither are (currently) intended to be part of dailies.
Unrelated, I think ANet has deliberately kept HoT out of the dailies because there are already so many daily activities within HoT: challenges, hero challenges, meta events, and so on. This also offers incentives to HoT owners to play in Central Tyria, which is a decent goal.
I agree that the setup seems uneven or asymmetric; I don’t agree that it’s an issue ANet needs to address.
Eh, heroes have the positives and negatives. However, the main thing is that GW1 isn’t massively multiplayer, except in cities. There is no “open world” content in the game, so heroes can easily take the place of player characters for those able to micromanage the builds and skills.
In GW2, only dungeons, stories, and raids are instanced, of which stories can certainly be solo’d and some dungeons already can be. That means there’s not all that much that could make use of heroes. And it’s a huge amount of effort: balancing skills with heroes in mind, setting up the AI, figuring out how it affects rewards and achievements.
Plus, it’s not even clear that there’s an issue. When GW2 launched, a lot of people felt it was difficult and then learned how to make use of the game’s mechanics. HoT launched less than a month ago. Some of us are still learning the new mechanics — especially the new foes.
And finally, the game is wildly popular and there are tons of folks playing. There are still all sorts of ways to team up with like-minded folks.
tl;dr Heroes are a useful (and fun) solution to a problem that the game doesn’t have yet.
If GW2 reaches the point that it’s difficult for anyone to form groups for instanced content
Hey All!
With new patch yesterday i finnaly got last 2 pieces for The Predator Achievement and got recipe to craft tier1 exotic experimental rifle….
Then i went int calculating expences for all materials needed to craft it…
U need totall 600 gold to make exotic weapon that is not even precursor yet…
To buy The Hunter precursor on tp u need like 560 gold total…
I am really dissapointed about it….And probably i will buy precursor not craft some useless exotic rifle…
It’s up to you. The point, however, is that some people don’t want to save up 600 gold and some do. Some people want to go on a journey for their legendary; some just want to build it fast.
The old way: you could just spend on whatever you need. The new way: you have the option of gathering at your own pace. And incidentally, the only reason it’s so expensive right now is that everyone is trying to do the same thing. Those who are taking their time are going to end up spending a lot less.
tl;dr it’s not a joke for those who are more interested in the journey than reaching the final destination
I’m curious as to if you get a bonus effect, glow, shine, etc. if you wield 2 incinerators at once? or no? I’m thinking about going for 2 incinerators but after seeing ascended has the same stats, it would be silly to go for 2 legendarys when you only need 1 for skins, right?
?
You get the same effect with two daggers (or two swords or two whatever) as you would with one; you can get different effects with two different legendaries.
However, aside from a 5-point achievement, there’s no reason to craft duplicate legendaries: you can just apply the skin after unlocking it and it works the same, whether it’s used on an ascended or a common rarity weapon.
Hi all,
I’m a bit confused. I see that I need mighty infusions for my berserker gear according to Metabattle, but those are offensive infusions and I only have defensive slots. Will this work? Thanks!
Metabattle always recommends the maximum potential damage. However, most of the builds there work just fine without ascended gear, let alone without infusions.
In terms of types slots, there are three:
- Defensive: all armor and one version of each ring, accessory, and amulet.
- Offensive: all weapons and one version of the above trinkets.
- Utility: one version exists for amulets only.
Simple agony resistance buffs can go into any of these slots. Offensive stat infusions only work in offensive slots; defensive infusions only in defensive slots; and utilities only in the one type of amulet.
(There are also less simple infusions, that combine agony resistance and an offensive or defensive buff; these, too, follow the same rules.)
tl;dr no, you can’t put an offensive infusion into a defensive slot; then again, you don’t need to have them at all.
Builds Diversify Death of the Berserker
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
I don’t know why the OP is surprised. The entire reason why the Holy Trinity often hurts gaming communities is that it’s easy to get DPS and sometimes tanks; it’s hard to get dedicated healers. GW2 isn’t immune from the preference to contribute huge damage numbers and end fights as quickly as possible (faster kills = more time to do something else that is fun).
However, I think lots of groups will find over time that you can have different comps that will succeed quickly enough. This is only the first day.
Electric Wyvern location: Was this necessary?
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
One of the pets can only be obtained in WvW and that freaked out a lot of PvE- and sPvP-only players.
I think the game should have more stuff that is hard to find, hard to obtain, and stuck behind gates, as long as they don’t have some special functionality that makes them nearly required.
Neither do I think the OP is making a baseless complaint: the game is so accessible that we’ve come to expect access to all content, without that much effort — it’s jarring in the few cases that’s not true.
I think ANet could do a better job setting our expectations, e.g. “we’ve added some harder-to-obtain pets for the hardcore completionists; they offer some minor differences with other pets.”
Black Lion Keys are a great deal for people who love the anticipation before opening the chest and are willing to pay for it. I know a couple of people who only spend gems on keys and they are very happy, because they are doing it for the fun, not the economic efficiency.
Generally speaking, the best use of gems for making money: convert them to gold, skip the gem shop entirely.
I go above it vendor value is 54 and I put in 55 but i don’t work.
You cannot place an order for less than vendor + ~18% — it has to be enough so that the seller will make at least the same as they would get by selling to the merchant.
(And this was done at community request — at launch, you could sell for any amount. Later, you could only sell for vendor +1c and again the community asked for it to be changed.)
So that’s the only way, then. Kinda painful. Thanks for the answer
You can buy them on the TP. Running 10-12s each at the moment.
Can we have the Season 2 for free now?
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
Let me rephrase my question; Why were they given a price?
Season 2 was introduced with a price from the start. The gem costs were waived for anyone who logged in during the 2-5 week period each episode was live.
Well yes, but why?. If the purpose of introducing them with a price was to make money, why offer them at no charge at all? I just don’t get the split here; why give them away to people who did something as simple as logging in during a two-week period and clicking a button (not the same as being an active player), then charge everyone else gems for them? It creates a bigger problem for new players – finish the core game story, and then have to fork over gold or cash to access the content that bridges that to HoT. Mordy isn’t even mentioned in the core game, is it?
I know I’m beating a dead horse here, done now. :P
In the part of my post that you didn’t quote, I explained why: it was a compromise between offering content for free and earning some cash for new content. That’s why there was a split.
Again, a convenient way to think of it is that ANet always intended to charge for each living story episode, they always intended to offer a discount for the whole season, and I’m sure they always intended to offer a deeper discount some time after that. As a reward for those playing at the same time, they offered the episodes for free to those logging in.
You might as well ask, “why does ANet only offer free gems to people who have earned 5,000|10,000|15,000|… achievement points?” It’s the same idea — it’s a loyalty reward, and that’s only offered to people who have shown loyalty (in the predefined way).
Still, I’m not suggesting that you are required to like or approve of such a system, only to see why it makes sense from ANet’s point of view.
behold Guild Wars jargon of old: http://wiki.guildwars.com/wiki/Ferry
what even is taxi? taximeter? have i been forgetting to pay my fare?
short for taxicab.
a boat or other means of transportation used to convey passengers in return for payment of a fare.
taxi is kind of immersion breaking.
ferry, on the other hand, actually matches the description of what we’ve been doing:
transport from one place to another on short or regular trips.
“helicopters ferried 4,000 men into the desert”actually how about we just eliminate the need for ferrying/taxi-ing; hunting LFG just to join and leave for a filled map is awkward, and players who aren’t “in the know” get left behind. should this really be necessary??
“Taxi” is only immersion breaking if you want it to be. Also: it’s slightly shorter to type.
And taxiing is a mathematical necessity: people are just more likely to enter a map with fewer people, except when tons of people are joining the same map.
- People using LFG will be in full maps.
- Full maps won’t accept new people.
- Nearly full maps have some slots reserved (for additional party members, including taxis) and so won’t accept new people.
- Leaving the newer maps for the new joiners.
The tool has been in the game for a long time. I wouldn’t say you have to be “in the know” — you just have to be willing to use the mechanics the game offers. Unless you think that people who dodge or learn to avoid damage are offered an advantage because they are “in the know” about those mechanics, too.
Have Anet mentioned this? Can these be a thing? pls?
They did mention it. They made a design decision 2-3 years before release that they wouldn’t do this — turned out to save them a lot of trouble, time, coding, design. In theory, they can turn out more skins that aren’t dyeable. In practice, as some have pointed out, many weapons are identical except for color(s).
Considering a lot of guilds have been making demands from members to donate an amount of gold a week towards guild halls I was thinking it would be a great idea to add an optional checkbox for guild members to allow a percentage of any money earned from bosses, mob kills,
TP salesetc. to go directly into the guild bank, either a set amount like 5% or something guild leaders could set up themselves. This would allow even lower level players who aren’t swimming in hundreds of gold to contribute a little something to help towards building fees.
Can you imagine the support requests about this?
- Our GL suddenly decided to double the tax without consulting
- We dropped the tax, but our guildies claimed they lost the same amount.
- I suddenly lost gold, can anyone tell me why? I’m in 5 guilds — does that matter?
And so on.
I can see reasons why guilds would want to get money from their members, but not any reason why ANet should enable a one-size-fits-all feature that won’t serve any one that well.
Instead, guilds have many ways to raise funds:
- Hold lotteries.
- Ask for donations.
- Tax officers only — easier to track (and often, tho not always, they have more gold than the rest)
- Asking during g-mish, when the people who most benefit from being the guild are present.
All of those things can be done today, without help from ANet.
Upon opening the Trading post and trying to purchase an item the Trading post stalls and then I see the black back drop when the buy/sell window appears. The game promptly exits and the client closes.
It’s working fine for me and others I’ve asked. That means it’s probably something on your machine. You can contact support (follow the links from the top left of this page) or go to the stickies in the Account/Tech support forum, which show you some TP troubleshooting steps. The two quickest are clearing out your cache (~2-3 minutes) and repairing the .dat file (~5-25 min, depending on your hard drive); those do solve a lot of TP issues.
Since now it has been fixed with todays patch, can I get a copy back of all the ones that were soulbound to the wrong characters since I salvaged them since they were worthless (Especially when they soulbound to someone who couldn’t use heavy armor)?
Open a support ticket (follow links starting the top left of this page) and Customer Service can address that. (I know they could; I don’t know if they will.)
I wonder if it would be possible to have the item try a “join” first, and abort without consuming the item if the map change fails.
Which do we think would be a better solution:
1) Don’t move or consume the item if the map if the map is full.(item not wasted)
or
2) Move to the same spot on a map that isn’t full.(friend can join you instead)
In my opinion, the “better” solution would be whichever ANet could rollout sooner. For how I’ve used it so far, I’d prefer the second solution (I’d rather get to where I wanted to go and worry about joining my party after) — and that might also turn out to be easier to implement.
It will probably change as people start making more progress towards legendaries, if they are missing just the one item.
At the moment, 300 gold for the salvage item I want is looking pretty good, considering that so far, I haven’t gotten a single one in nearly 40 salvages. OTOH, I’ve only seen anecdotal evidence about drop rates and I’m still waiting to see all the things that are involved. I waited a long time before I made a legendary weapon; I’m content to wait a long time for other legendaries, too.
Can we have the Season 2 for free now?
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
Let me rephrase my question; Why were they given a price?
Season 2 was introduced with a price from the start. The gem costs were waived for anyone who logged in during the 2-5 week period each episode was live.
Obviously, those of us who were around then find that a great deal. In contrast, those of us who just bought HoT and want the core mastery points (or related shines) are likely to find it annoying. Arguably, that makes it a fair compromise between ANet offering new content without any compensation and ANet charging everyone for Living Story updates.
I don’t want to live in a world where 65g item is cheap.
It’s not cheap — that’s the point. The items that require you to salvage ascended gear are meant to be uber-expensive.
Why is the map closing system super flawed? It often tries to close perfectly nice and filled maps.
Example just now: It is trying to close my auric basin map, which is so full that i cannot taxi in more people. Yet a map will be closed in 60min appeared. 10min before the Tarir defenses starts. Its such a joke!
I wouldn’t call it a joke — it works perfectly well in core Tyria. It just needs to be tweaked for the new maps.
It’s not necessarily a bug, but probably even ANet agrees: it should be tweaked. However, it seems unlikely that it would be trivial to do so, which is probably why it hasn’t been changed …yet.
What they could do is offer a warning or suggestion when it’s used:
You will use up a charge without changing maps, if the destination instance is full. We recommend that you try to enter the map first, if possible, and then use the item.
I just cancelled orders from the TP, and didn’t get my gold back. Several other players in the map have confirmed the same thing happening to them.
Where is my gold.
Items and coin never vanish from the TP. The worst that happens is that the queue is delayed due to some sort of lag.
If it goes on for hours longer, contact support (link on upper left) and work with Customer Service.
Recently, I notice a big drop in price for the shield skin Ghastly grinning shield, dropping from 4.8k to the current price of 2k, i was wondering is there a reason for such a big drop? i know HoT brings in new skins but why would it affect the limited shield skin so much?
any valuable insight would be greatly appreciated.
Tons of core game shinies dropped in price (see also: poly lumi jewels — 66% cheaper, queen bee — 20% cheaper, etc.). Among the many potential reasons:
- People want the new shinies NOW and need quick cash to pay for them.
- People think ascended gear is going to be essential for Raids and are willing to spend a premium to buy mats to hurry up their crafting. Needs more coin.
- People want GH max now and guess what, they need cash to pay for that too.
- People are returning to the game after begin away for long periods — they have no idea what things “should” be priced at and undercut existing prices, thinking they are getting good deals (which they are, relative to their investment of time and coin).
- Others see the change in prices and panic, thinking (incorrectly usually, but not always) that if they don’t sell NOW then it will be too late.
- And of course, the popular theory that the change to liquid gold rewards in dungeons is causing people to spend less.
I’m sure that the dungeon reward change will have an effect, but the drop in prices for core Tyria shinies started before anyone could even count their supposed losses. Plus, plenty of people have started farming plat, iron, and flax (among other popular materials) — those are still selling at a premium.
tl;dr after any expac, there’s always a market shift like this, wherein old shinies are sold relatively cheaply while new things cost a premium. It’s not particularly surprising that it also happened in GW2.
http://i.imgur.com/6gsqEH1.jpg
Remember when people raised concerns about this website, some months back, and were told “that’ll never happen”?
Turns out they were right.
No one said, “that’ll never happen.” People said it wouldn’t be an issue — and I don’t see this as one.
In fact, isn’t this closer to what people want?
- Folks who think gear-checks matter can group up with other folks who agree that it matters.
- Folks who don’t care about gear-checks can form their own LFGs without worrying about getting people who do care.
In that case, you’ll have to contact support and troubleshoot through them. Good luck.
Nope. At that point it’s just another Ascended Amulet so you get the usual salvage bits that the rest of the amulets do: Dark energy, +1 agony, crystal, etc.
Agreed. There aren’t any mystic-forged items in the game that salvage back to their components. Salvaging a precursor, for example, is like salvaging any other exotic.
The whole game is built around the cash shop. It inherently affects the course of the game in order to encourage buying of gems to convert into gold.
Thus every thing has to be as grindy as possible.
That’s not true. The people working on the cash shop don’t dictate design to those working on the game. I’ve never felt pressure to buy gems to play the game, only to get shinies or convenience items.
The only thing I’ve ever felt I had to grind was the second trait system, in which each and every character had to repeat the same specific events or dungeon stories to unlock each trait (or spend a huge amount of account currency to bypass it). Aside from that, I’ve only felt pressure to grind if I want stuff ASAP; just playing the game normally gets you levels and mastery xp and so on.
In other words, it’s a matter of perspective, not design.
On topic with the OP: yeah, it looks like someone didn’t try to level scribing in their test environment. Seems as if a lot of these things might have been caught (everything except the supply-vs-demand, which is always hard to predict).
Gliding doesn't work well enough when you lag
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
Anet needs to just establish an oceanic cluster for you guys alreaday. There are so many people I see on US servers and I’d bet just as many on EU servers that a small cluster would easily pay for itself.
It’s very unlikely that there are enough players (both existing and future) to justify the cost of three servers (the minimum for WvW matches) and certainly not enough for 9 new servers (the minimum for WvW toureys, not that we have seen any recently). The servers themselves are cheap; the local expertise required to maintain them 24/7 for this game would not be.
Further, while this reduces lag for the Eastern Hemisphere, the effect is only substantial for those nearby the cluster. Japan-to-Sydney is nearly 8,000 km; Germany-to-Japan is just over 9,000 — so that big relief for Aussie players won’t be felt by those in eastern Asia.
(Plus, there are other minor issues: loss of efficiency for NA/EU server systems, requiring consolidating the existing ones; significant impact on existing match-ups, etc. None of these by itself should influence whether or not to add a new server farm, but they do make it less attractive to do so.)
In short, ANet isn’t likely to setup any new clusters anytime soon, unless someone figures out a way to generate enough new players local to those clusters to make it financially viable.
That said, I would like to see such servers, because, as Pope Urban said: the game really depends on low latency and that means that far-away players just have to deal with it — that seems unfair to me, even if that’s that nature of physics + economics in 2015.
Poly Refractor - buy now or wait until raids?
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
The poly-lumis are dirt cheap relative to 2014-2015 pricing. I can’t imagine they will stay this low, since the drop rate didn’t increase (according to ToT bag data) and the price of ToTs is about 50-100% higher than last year (depending on how you measure).
Thus if you have 1,000g to spare, I’d buy at least one and then wait to see the look, price, and drop rate on the new ghostly aura. On the other hand, if you have only 50-300g to spend, you might want to save it.
The poly lumi have several issues:
- They don’t work on ascended.
- They only go in L80 items.
- They soulbind the item for exotics (and more than a few exotic trinkets can’t be salvaged).
Thus, the only way you can re-use them is to add them to a fine-quality, L80 accessory or ring and salvage that with a BL kit. That means both a loss of stats and an inconvenience.
not only disabled for F2P but also for Paid core game
see thread :
https://forum-en.gw2archive.eu/forum/game/gw2/Guild-boon-disabled-for-non-HoT-players/5723332In their (ArenaNet) eyes the paid core game no longer exists save for a few less restrictions. If you aren’t a HoT player then you are playing the game for Free.
This is blatantly obvious by all the changes to the core game.
Or it’s a bug. I doubt very much that ArenaNet meant to take away buffs from those who paid money for the game.
(In terms of Play-for-Free, I’m ambivalent: on the one hand, it’s a buff-of-convenience and it makes sense that it’s not available to PfF. On the other hand, it seems unnecessarily stingy, since PfF is already locked out of the GH.)
Each rich iron or plat node is worth 25+ silver as I type this, i.e. 1 gold for every 4 rich nodes. There are all sorts of websites that show optimum routes.
Despite the critics claims, daily fractals are still decent sources of gold (critics are, however correct that they are nowhere near as good as ANet implied pre-launch).
PvP is a great source, especially if you choose a dungeon track and break down the gear you get into ecto + insig/inscript.
And doing just about anything in HoT makes money, especially if you sell the mats (and especially using custom sell offers). People want their mats now and are willing to pay a premium.
While doing Karka Queen today it had died before I could even run to the boss itself. I was involved in the capture events leading up to it so it wasn’t an issue of me arriving too late. This is ridiculous, no world boss should die in under two minutes!
This isn’t new to KQ. On well-prepared maps, it has died within 1-2 minutes for over a year. To be honest, that is partly why I like the event.
On the other hand, I support the idea that “world bosses” should be a challenge, commensurate with other WBs and with the reward. In particular, the KQ is easier to defeat than the Champ Karka at Camp Karka, one of the pre-events — that does seem silly.
One easy change would be to ensure the KQ doesn’t lose half her health after her shell breaks — in theory, that should be just changing data. There are probably some other low-cost changes ANet could make, if they don’t have time to retool the entire event.
Things it doesn’t have…
-Personal Bank (work around in scribe crafting…)
-Trade Post
-Mystic Forge
-Crafting Stations of ALL types
-Merchants of all types across the game.And for anyone saying “save the cities…” All I have to say is Mega-Server! As for how hard each of these things should be to get that’s up to them, but everything should be an option.
Why go to my guild hall when over half the things I need from it are not available… Whats the motivation? Im a very dedicated player and as of the time of this post my guild seems to be ahead of a lot of larger guilds at level 24! But what was it really worth…
I think it would be better for the community to move some of these services out of home borderlands and/or PvP and move them to GH. I also support the idea that GHs should emphasize functions unavailable elsewhere. And I support those who think that GHs should, at HoT launch, have offered any services already earned by the guild pre-expac.
Thus,
- The mystic forge would never be something in the GH; that could be left to conduits and LA.
- The account bank is already available at the scribing station, so might as well include that (next to the guild bank please).
- Crafting stations… I’m ambivalent. I would like to see them removed from borderlands, but only if they are in the GH.
- Trading post — absolutely, since guildies are often buying stuff to upgrade the GH.
- Merchants of all sorts — no, I think those belong in their native lands. The GH should be reserved for guild vendors, those that provide services unavailable elsewhere.
If such a list were published and stickied, and kept updated, I bet there’d be lest pestering from the community, because we’d know that you know!
While it’s true ANet has a database of bugs it’s tracking, there are several reasons why it doesn’t make sense to publish it:
- The tracking system is designed to make it easier fix them; it takes an entirely different set of categories and language to make it so that it makes sense to players. This requires someone to translate the dev-oriented phrasing and requires more time from individual devs to help.
- When given an inch (cm), players (including myself) will take a mile (km) — for each item listed of interest to us, we’ll begin to expect updates and ETAs, so the pestering won’t stop, it will just change focus.
- There are all sorts of bugs that ANet might track which are of no meaningful interest to most players. ANet would have to find a way to filter these out, without hiding esoteric issues that turn out to have indirect impact on us.
In short, it takes an enormous effort to produce a customer/player-centric list of bugs and such a list wouldn’t actually reduce the pressure on ANet to keep us up-to-date.
What has worked well in the past is when individual players have taken it upon themselves to maintain a list of issues within a player-specific interest area. For example, recently I’ve seen lists of mesmer or thief or other profession bugs, list of dungeon and/or fractal bugs, list of duplicate or problematic skins, list of stalled events blocking collection completion, and so on.
there really is no grind to getting the precursor its actually pretty fun if u just play the game like I did for the past year you would have enough materials to instantly craft ur precursor and the legendary
Lol
Nice try.
It really depends on the player if that is a “nice try” or how it happened. I know several people who only had to run the precursor-specific tasks (most of which sound fun, in a growing-mawdrey sort of way). As BlkPrince says, they had the mats.
Others, for whatever reason, are starting their hunt without any mats and yes, that will take a long time and yes, that could turn out to be more expensive in time and/or money and/or effort than just buying stuff off the TP, using aggressive offers.
Either way, ANet always intended this to require lots of time, effort, and coin, so I’m not surprised nor dismayed that the new system requires all three.
The TP runs as an internal web browser. Some TP loading issues can be traced to windows internet preferences. Apparently, WinX is particularly bad at communicating with non-standard browsers (such as the TP); other windows versions can have issues, too, but not anywhere nearly as often.
An easy way to check if this is the case for you: call up the wiki using the in-game command:
: /wiki
If that has the same loading issues, then it’s related to Windows — double check your preferences via your default browser and via the control panel. If /wiki loads fine or if you otherwise can’t solve this yourself, open a Support ticket (follow links at the top/left) and work with Customer Service; they are pretty good at helping to resolve these types of things.
Good luck and please let us know what you discover, to better help others in similar circumstances.
It’s a known bug and they are working on a fix, presumably with the December update that retools fractal rewards. (This is not the first, nor will it be the last, of such posts. For some reason, they fall off the front page quickly.)
There are several things that make it challenging to color lumi armor to one’s liking:
- The preview window only has one type of lighting; lumi armor looks different depending on the amount of light.
- Lumi armor is also more sensitive to your graphics settings and I suspect that the preview window doesn’t make full use of the top options.
- As Dani noted, there’s an inherent blue to the armor and while that is less noticeable in some settings, it’s always present.
- Lumi armor also glows, similar to sylvari skin, only (imo) not as noticeable. The color in the preview window, however, is static.
I’ve gone back and forth between different ideas:
- Using a blending color, e.g. reds for purple tones, green to get cyan, red & green to get yellow.
- Using a toning color, e.g. blacks (esp the shadow blacks) to emphasize the blue glow, whites (esp. celestial, icing, …) tend to wash it out.
- Polishing colors bring out other effects, e.g. taimi’s electro for shininess or glint’s to wash it out a bit. Some of the enameled colors work really well, too.
An alternative is to go back to the more-easily-obtained Carapace armor; it’s the same look, without the inherent blue glow.
tl;dr dyeing lumi armor is a complex endeavor; there are no easy solutions and your mileage will vary with others…and probably with your own, depending on your mood and whether the moon is in the seventh house.
Can you go ahead and revert back to the old system where you didn’t have to sell your soul to earn them, thanks.
They aren’t that hard to acquire; they just aren’t trivial to acquire anymore. That seems to be the intent, since their primary uses are material promotion and mystic forge production of shinies (e.g. legendaries). In the long run, it’s better for the community as a whole for these to take time.
Of course, if you are one of those people who are impatient to finish one of these items, it will feel as if you have to sell your soul to get them.
Hi!
Its been a while since i have crafted any infusions so i might have forgotten something here, anyway my problem is im trying to craft my +1 infusions away when i hit the +8 in the infusion track it doesnt go any further? ( it doesnt unlock +9) so im stuck with 4 +8 infusions now?
What am i doing wrong? or have i forgotten something?
Don’t forget you can combine infusions within the FotM lobby, too.
With the roll out of the new check off lists, we now have the ability to know exactly which ones we’re missing. Unfortunately the numbering that Anet uses is different from what Dulfy uses.
The past couple days I ran through all of these on an alt account so I could match up what Anet has with what Dulfy has. Below are the links to her guides and attached are the conversion tables.
You are awesome!
It’s too bad the numbering system is arbitrary and that ANet didn’t bother to use one of the existing maps. (I do hope Dulfy sees your post and updates her content accordingly.)
Thanks for doing this.
Hi there,
I was wondering how this item can be obtained after the changes HoT brought us.
Is it a random drop from the chest you get for completing Daily Fractal Journeyman/Master acheivements? Can you get it from Encryptions? Does it drop from the reward chests at the end of fractals above lvl x?
Thanks in advance and have a nice day.
Given the low drop rate on the tonic (even pre-HoT), I’m sure it’s too soon to say from where it drops with any certainty. Regardless, ANet is changing the reward structure in early December, so that might be a good time to ask again.
TD Meta - is anyone still trying?
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
Ill conceived: first go try it, then post on forum.
My point was it’s too soon to say that it’s too hard or complicated. That is exactly what happened with the Scarlet events and those were the only Meta available at the time. Similarly with Tequatl or Triple Trouble, when they were first introduced, that was all people focused on. Today, the game has a half a dozen metas in the new maps alone; I expect it will take the community longer to figure out
So no, it’s not up to me personally to figure out the TD meta and report back to the forums nor is it up to anyone else posting today. It’s up to all of us to give it a go, rather than giving up less than a month after the expac launched.
This is what i feared for Guild Halls
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
How many guilds do you think there are? What makes you think there is enough time for ANet to add enough individual places on the map to support every single one of them? (Even ignoring any guild below 20 members.)
Incidentally, instanced guild halls will always be empty, because people are out doing stuff. That is as it should be. The three bigger guilds to which I belong — those halls are active several times a day, when people gather before missions or wvw or whatever; there’s no need for people to hang out in them most of the time.
I agree with the primary idea stated in the OP: there should be an explanation for new players that is displayed by mousing over the Mentor Tag (“new player” probably means anyone with an account with no L80 toons, and/or an age less than a few months, and/or low AP).