I accidentally did this in Cursed Shore while finishing the map. Not dying is easy but avoiding a disconnect from a flakey connection is hard.
I know a lot of people who have issues staying alive around levels 12-18 or so, and here’s my theory: traits. At this level you have access to trait points, but you don’t have many yet, so it’s very possible you don’t have many points in toughness/vitality yet. This will pass in time, if it’s your problem! Check out your attributes, and maybe compensate with gear if you find something handy.
12-18 on a warrior or 12-18 in general? On my 9th character now and I don’t think that has been true besides the first. So to me it seems more like an issue of experience. All were glass cannons at low levels, I take a bit of healing later on.
One issue I have noticed is that I used to be way to conservative with using my healing skill. It is very useful to know how much your healing skill will refill your HP and use it whenever your HP drops below this. I was treating it like an “oh sh—” button but it isn’t.
I still believe that the Final Rest is from Zho Qafar, and its drop rate is exceedingly low. Going purely by facts alone: […]
In addition to this, I wanted to point out:
1. The weakest point to my theory is that Guild Wars 2 Wikipedia is user-edited. So I am unable to qualify the credibility of the statement that Legendary “[…] creatures are very rare to see, they can only be found in dungeon instances or in Ruins of Orr group events[…]”.
2. Regarding unique drops: If you were ArenaNet and you had to peg an open-world foe to drop the Final Rest, short of “Epic”-ranked, zone/world Bosses (who already have their own unique drops), what rank would you give it to? Obviously the next lower in tier, i.e. Legendary. Hence, a “specific (rare) boss” being a Legendary boss makes the most sense.
Hmm that means if you ever see a Legendary outside of Orr it would be a highly suspicious target.
This isn’t really important as the game is already pretty breathtaking but I think (I suggest) it would be nice if airborne pets had the ability to perch on fences, cliff edges etc. when a ranger isn’t moving and is near said terrain.
Unrelated – I would also personally like to see more Black Lion Keys and less BL chests as its almost pointless getting a chest. Or is this just a way for Anet to get people to buy them on the Gem store?
How can you leave out perching on the ranger’s shoulder?! There is even a medium pirate set and there is also the pirate costume.
As for BL keys, there are various bits of the game that always gives you one. The devs have even confirmed that it is okay to keep remaking characters to farm if you want. Probably because the time spent doing that is no better than simply farming gold and buying gems.
4x Incinerators but that is just a plan. I have no intention of finishing it. :P
Are you General Grievous….?
D/D Thief + D/D Elementalist
Although recently I’ve found that for ele it is much better for me to not have pair daggers since I prefer to equip them in a certain order. With different skins I can swap between D/D and staff without having to check if I have the right dagger.
Honestly these things kitten me off lol. My thief has no problem, just a quick shadow step and voila. my necromancer on the other hand…i get tackeled then due to lack of stun break i pop death shroud to absorb the damage but they literally eat right through it and finish me off >.<
You need a flesh wurm.
4x Incinerators but that is just a plan. I have no intention of finishing it. :P
In SWTOR, for example, Magneta crystals involved a convoluted series of quests/required items involving multiple planets and things. It’s possible that obtaining the Final Rest involves something similar, like (for example) defeating all the temples in Orr in a particular order, or obtaining a rare item in one zone and interacting with a series of obscure things in another bunch of zones.
Or another possibility is that it’s an event that only spawns based on obscure requirements, like only spawning during a new or full moon.
Well there is stuff like the Matrix Cube Key and there are NPCs which only spawn and night and disappear at dawn. I’ve also come across an NPC which you could talk to in order to start an even but it did no have the event symbol.
Wait… technical limitation? O.o
Okey, I guess they are working on it, but just… what even causes such ridiculous limitation? There are a ton of items that are not character bound, a ton of items that are account bound… Ughm…. I can’t understand it.
Something with the way it interacts with skill 2 when you activate the blueprints. On the other hand today I just noticed something interesting with the minis from HoM. The minis are Soulbound on Acquire much like the blueprints but you can deposit the mini into collectibles and then take it back out again with a different character.
Does the bouquet give you skills for brawling?
Yes and you can “give” it to someone else as well although that only last for around 3 minutes. Not sure how the second part works but a friend did that yesterday.
Explanation of the Requests:
1) Placing a limit of 250 items is time is ineffecient for most of the items that I buy and sell. My guess, however, would be that a limit was set to prevent botters from being able to make mass transactions rapidly, prevent players from ordering 2000 rather than 200 of an item by accident, and a database restriction (i.e. it’s harder to keep track of larger orders). So, I understand if it doesn’t happen but I would appreciate an indicator of if it’s even possible or being considered.
That is almost certainly wrong. It would be easier for the database to deal with fewer orders. Bigger numbers doesn’t really give a computer much difficulty but more data to process can. Very very large numbers might need additional handling but who has the gold to put and order for 18,446,744,073,709,551,616 items?
2) The ability to see the number of transactions of an item over the past 24 hours would be a tremendous tool for gauging the viability of an investment. I understand that it is simply not feasible for the game to process and constantly update values for all items on the TP. That would be ridiculous. But, perhaps we could get a value since the last server reset? I understand that it would be of limited use when the server switches over but it would increase in usefulness as time since the server reset lapsed. Then, I am certain, that certain websites that we all know and love would be able to keep track of the items sold for us.
You can do this already. It just means that you have to take risk to find out what prices things will sell at. I don’t think requiring the person who is going to benefit the most from the information to take the risk to find out is unreasonable.
This should probably in the suggestions section.
Log into whichever character I am leveling at the time. Head over to the map the Personal Story step is pointing to. Clear the map. Go to the story location. Repeat for next step. This is not in a single session unless it’s Queensdale.
The way I clear maps is to spiral into the center. At least that is the theory, in practice I end up chasing resource nodes quite often.
As for triggering DR that depends on what you think it is for. To me it is obviously one of the ways for combating bots. What that translate into is that DR will be triggered if you behave like a bot. How does a bot behave? At least some of them? Stand on one spot and maybe move a little while killing anything that is in range.
Basically I don’t think you will trigger any of the anti-botting features if you just play normally rather than try to min-max everything. That includes things like parking a character at every dragon lieutenant and attempt to loot every one of those chests every time they spawn.
Now for a bit of my own paranoia. Some of the people crying about drops and DR aren’t necessarily honest either. They could very well be gold sellers or working for one. A little social engineering can go a long way.
Maybe this is related to the bug with achievements resetting but I’ve been getting achievements randomly. I got the Sword Master achievement while on my necromancer who is using a scepter/dagger. Then while in TA I got Ghost Buster from killing one of the silver spiders.
Edit: Now Insect Slayer from killing an Arctic Jellyfish.
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Well if you believe people’s claims then yes. Some claim to be able to finish at least one of the paths in around 30 minutes. That is about the same as TA. The problem is that you’ll need to find 4 other people who want to do this and do a bit of practicing/planning.
Well if I had known I wouldn’t have destroyed mine :/
It would be nice if there was another way to get this kind of gear other than the starting sequence
Are you aware of the method to do that using a second character slot?
How exactly did you get in? I know those tents and there are no ways inside unless you try hard to glitch your way inside I imagine. Anyway, were you not able to kill the guy in front of you with aoe or something? You could always just shut down the game and relog back in to get out of combat, and then waypoint yourself outside.
Do those tents every get destroyed? I’ve been stuck like that before in Snowden because I was standing on a spot where one of the tent would be and when the NPC repaired it I got stuck inside.
A mesmer with Signet of Inspiration.
Nothing like a random burst of speed to make things interesting …
Mesmer also has neither +25% movement speed signet or easy and reliable access to swiftness or leap skills.
As for race, it was an issue in the beginning but after playing every race and a range of sizes it doesn’t really matter that much anymore. Maybe it’s because I only have one asura but I find the lower angle with an asura more problematic than on a tall Norn/Charr.
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I would rather Defiant operate on a timer, perhaps an increasing one with each successful CC. For example, at the beginning of the fight, you can immediately use a CC skill like normal. Once you’ve used it, the boss gains defiant for 10 seconds, which then fades away automatically. You can then use another CC, but that stack will then increase to 15 seconds, then 20, then 25 etc or perhaps 10, 20, 30 etc. This means that rather than throw every single CC skill you have at the boss, wasting them just to get an open window for a CC skill that actually matters, the entire team knows exactly when a boss can be held back and when a boss cannot as an absolute, not as a “I hope those stacks go away soon” thing that most PUGs seem to have. That would promote teams to co-ordinate who should use their controlling abilities at specific times rather than a simple “remove Defiant” mentality for CC-heavy players who just throw all their cooldowns at it.
I think that a system like that would also further enhance control abilities as a battle tool, because right now, control abilities are fairly worthless anyway. Most experienced groups will just run Berserker, dodge everything and stack on the boss’s face while zerg-reviving whoever falls over.
That is much worse than the current implementation. People will STILL have to stare at the monster status bar but now you have taken away the players’ ability to control when the defiant is removed.
Great discussion. I think we can agree on a few points:
1- Unshakable and defiant are not clearly explained to new players
2- They are also not very visible on the UI
3- The current dungeon boss mechanics leave a lot of mid to higher level gamers unsatisfied, while newer players find them too hard sometimesI think Anet has not yet leveraged the unshakable/defiant mechanic to its full potential. I suggest that:
1- The mechanic is better explained to new players, at some point in a higher level dungeon (say around CoF, just before getting to 80)
2- A stronger visual cue is introduced to signal when the defiant stacks are gone and the boss is vulnerable to CC
3- Some higher level exporable mode dungeon bosses have mechanics that revolve more centrally around the defiant mechanic: you can only reasonably beat them if you coordinate well enough to CC the boss at a certain point (to avoid a damage skill, or a heal, or some other event)That would go a long way to improving the boss fights. Thoughts?
Thoughts? I think the devs mostly agree. See various fractal bosses like the dredge mining suit and the volcano fractal bosses.
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3- Unique Skins: Why should the mystic forge get all the unique skins? It would be nice to see some high cost skins crafters could make. It would give more a reason to get 400. Although if some of the skins used account bound materials it would make it even harder to get so more profit.
Just some ideas anyway.
This is in the game already… Godskull weapons are crafted, Corrupted weapons are crafted….
or basically all the crafted rares.
Selling things for a profit is only one way of looking at “income”. Being able to craft things for less than what it cost to buy is another. You might not be acquiring additional money but you are saving money. This is mostly for rares and exotics only but also true for some mid level masterwork items.
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The problem is that all crafted Extended potions are Soulbound on Acquire. People might not care about Ghost Slaying but there are probably some who would care about Undead Slaying for Arah. On the other hand the main benefit of Extended is the double duration.
Speaking of Extended Potion of Undead Slaying, you do NOT way to buy the recipe for the Extended Potion of Ghost Slaying right now. It is bugged, using it will unlock the recipe for Extended Potion of Undead Slaying instead of Ghost Slaying.
The last bug report post was from Jan 23 but the patch notes for the Jan 28 patch made no mention of this so assume it is still a problem.
For #4 … There are actually people who do this? O_o
The game presents you with a dialog with 4 items, gold and experience and …. you just ignore it and run off to another map?
2 I’ve ran into on my second character, which was a while ago so it’s not really a recent issue.
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So, what are people looking for here. I see L2P: the problem is people don’t know how to play. I see coordination: discuss every fight and assign, essentially, roles (though some will balk at the use of the word), at least who interrupts what when. I mean, you don’t want 5 people to interrupt right? That would be a L2P issue itself.
What I see here is just more confusion around combat. You shouldn’t need significant coordination around pugable dungeons. You should need to know your character and use their abilities wisely. Do we need a raid ‘form’, something that requires intense coordination? Do we need better defined combat roles? I really don’t know. I do know that their is general confusion around combat. And, no matter what is said (usually L2P) there remains general confusion around combat. Maybe it will sort itself out over time. Maybe it needs developer action or communication of some kind.
Edit: And, of course, the defiant/CC cycle under discussion may just be a silly mechanic.
The alternatives aren’t much better.
- Just removing defiant. Stunlock every boss and murder it as it stands around doing absolutely nothing.
- Remove defiant but increase CD on CC skills. People will complain that the CD is so long they barely ever get to use the skill.
- Remove defiant but now your CC only has a 20%(or whatever other value might make sense) chance of working
Regardless of what the alternative might be the devs are not going to allow people to have the option of stunlocking bosses.
As for some of the other issues. Why are people insisting on spamming their whole skill bar? Just because they can?
While it might be true in other games(including GW1) where bosses will have specific skills that must be interrupted or at the very least that you will definitely want to interrupt. That does not seem to be the case in GW2. The only GW2 I can think of with that requirement is the Dredge mining suit in fractals and that boss is interruptable through defiant as long as it is in superheated mode.
Lastly, defiant only makes them immune to the hard control effects that renders them unable to use any skills. You can still chill, cripple, immobilize, blind and weaken. Some of those might have reduced effectiveness with defiant but they provide a chance to help someone avoid death not the ability just stand there and beat on a boss. That is what I think the devs’ goals were anyway. I am aware that there are bosses which completely fails to meet that goal.
If GW1 is anything to go by, you’ll probably see those costumes return again this year. Plus, ANet would be foolish not to seize the chance to earn more revenue.
On the other hand if they make a different one each year it means everyone will still have a reason to keep buying them and the limited time aspect of it would apply more ‘pressure’. It would be ‘buy it now or never’ rather than ‘maybe next year …’.
I’m more concerned with alternate trait setups than the armor/weapon slots. I’d love to be able to change from support to DPS depending on the situation without having to go back to town.
That would be contradicting your other post but I was replying to OP anyway.
I would like to see this as well but I can’t think of anyway to have it and still work with the devs’ desire to have a build sorta mean something(they mentioned this in some of the pre-release stuff) rather than something you change at a drop of a hat.
Simply being able to save/reload builds would be a step in the right direction. On the other hand you can build with flexibility in mind but that will probably require some sacrifices.
If you have 10g you can buy more bag slots. If you already have all bag slots and using 20 slot bags AND you are still running out of space then you really need to stop being a packrat.
I would be doing that(placing orders like that) if I had the gold to burn and willing to take the risk. Beats going through the whole list of items on the TP and trying to buy them at similar prices.
What level are these items? Certain <80 rares are strangely expensive(more than lv80 rares) for some reason.
If only it was like a GW1 Unique. The enemy that has a chance of dropping the item can actually be seen using it. Like http://wiki.guildwars.com/wiki/Mighty_Grawl and http://wiki.guildwars.com/wiki/The_Ice_Breaker
Both of those sound like you high a pretty bad lagspike. Even more likely if you saw the skill icons you were trying to activate “pulsing”. I don’t do sPvP but I experience things that fits your description almost perfectly whenever my connection is acting up(it can be really crappy with rain).
If that’s the case, they have multiple character slots for that exact purpose. I could understand wanting to change crafting professions (they have that) and also class builds (wished they would add this), but changing classes (professions) would destroy the whole purpose of having multiple story lines and extra character slots.
You can change builds by talking the profession’s trainer. It will cost 3s 50c at lv80.
Posting this here too since I’m not sure which thread is the “main” one.
This might have been suggested before (and sorry if it is but I didn’t see any mentions of anything but Orr when I quick-read all the threads I found), but it might a rare boss that spawns in the secret room near Rumblus etc in AC. It would make sense* and since barely anyone ever checks that room it would also explain why it’s still not known.
*Why it would make sense:
- Gargoyles were habitants of Ascalon untill they mysteriously disappeared in 1185 AE. The staff is called Gargoyle staff in PvP locker and has a statue of a gargoyle in it.
- AC = Ascalonian CATACOMBS. And what was the favourite place of Gargoyles in pre-searing (which is the state ascalon has returned in for GW2), well, the Catacombs ofcourse.
- There’s tons of secret rooms in GW2 BUT afaik every other room has something like kittens or turkeys in it, This one is empty.
- The room looks like it’s designed for a boss fight. So unless Anet suddenly decided to cut a boss from the dungeon, it’s quite likely there could be a rare spawn there.
That room is an incomplete jumping puzzle. https://forum-en.gw2archive.eu/forum/game/gw2/What-s-your-favourite-Jumping-Puzzle/page/6#post1420829
The catacombs is only one of many places where you can find gargoyles in GW1. They were also in …
Diessa Lowlands
Old Ascalon
Pockmark Flats
Regent Valley
Nolani Academy
The Great Northern Wall
The Breach
Nebo Terrace
North Kryta Province
Soundrel’s Rise
Twin Serpent Lakes
Watchtower Coast
D’Alessio Seaboard
Divinity Coast
Gates of Kryta
I think the name in the PvP locker is a red herring. The PvP locker is full of things with the wrong name.
However if you are hellbent on the gargoyle + catacomb + final resting place idea. How about http://wiki.guildwars2.com/wiki/Battle_in_the_Vault ?
- takes place in an underground burial chamber which is basically what a catacomb is
- not far from one of the GW1 habitats for gargoyles
- seems to be the final resting place of 5 GW1 NPCs, 4 of which you have to fight
- last one to be fought is a crazy staff user
- spawns a chest at the end, not a dragon size chest but it could certainly be described as large
Biggest problem is that it doesn’t seem remotely close to being a rare event.
So … on the subject of unid dyes, does it seem like they drop more often for low level characters/in lower level zones to anyone else? It has felt that way on 3 different characters now.
If you are buying everything you need to have around 63g just to get started and you would also need 400 in Weaponsmithing.
There some terrain which seems to confuse the game for ground targetting. One location that I can remember is the entrance/arch on the ship in Arah story mode where you have to defend Zojja. It’s the spot next to the chest. If you are standing inside and try to case a ground targetted spell just outside then the game will keep insisting that you are going to put the AoE on the ceiling.
I also remember certain instances(but I didn’t remember to remember those locations) where attempting to put down an AoE causes the targetting circle to jump between where you are trying to put it and where you are standing.
then do you know why is it even showing up? and I appreciate the positive support for a newbie :p
There is currently a display bug with the Daily Achievement where it is using the computer’s local time to decide which set to display. The achievements that you need to do always depends on server time regardless of what is displayed.
Heh having all traits unlocked would give whoever is doing skill balances nightmares.
Of course! With 9 characters to unlock dyes on I have a long way to go. I think the only one I’ve sold is the duplicate Midnight Ice.
Just be careful with the Orr temple ones. The pieces from a single temple do not have the same prefix.
Glitching through to get in doesn’t really mean anything. :p
If there is supposed to be an event to open the doors then it would most likely be responsible for spawning the relevant boss and when that boss dies it spawns the chest.
There is an issue when two different items that need the same materials are priced differently. How does this make sense?
There’s no consistency when half the insignias I’m working with are cheaper to buy than to craft. Material costs are way out of balance, too, with iron/steel/leather being way cheaper than wood (seasoned wood log = 75c, 3 per plank!).
It wouldn’t be an issue if costs weren’t so high but from my data it appears the greater the value and complexity the bigger the variance.
Not necessarily THE reason but judging from some forum posts and in game chat some people still try to level crafting like they’ve learned to do in other games. Make piles of the same thing which they then have no use for. Then they are left with trying to sell the result on the TP.
As for Seasoned Logs … Dredgehaunt Cliffs is a great place for them but it doesn’t seem like a very popular place. There are also no trees to harvest near the Sorrow’s Embrace entrance.
Are you checking in the correct place? These would be in the PvP locker rather than the regular bank.
It is not a bug, the coat/chest piece will hide the shoulders. It says so on the item info popup.
Does that mean the AC loot would scale up to a lvl 80?
Yes. I’ve gotten one of the named exotics from AC.
There is one in Dredgehaunt Cliffs for priory characters. “Kill the vengeful Son of Svanir”. That one is easy to trigger, you just have to walk pass a certain tree.
https://forum-en.gw2archive.eu/forum/game/crafting/Final-Rest-how-do-you-get-it/1366102
Looks like the actual cap is around 236%. That is with a +2% WvW bonus active. The bonus isn’t limited to the yellow creatures, they are just more likely to have a high bonus. To check the percentage I’ve been killing mostly aggressive creatures in Harathi Hinterlands.
As for ghosts in or around Wychona Woods I could only think of the Ruins of Holy Demetra wich is to the left of that area.
Which also has something to do with Dwayna
http://wiki.guildwars2.com/wiki/Ruins_of_Holy_DemetraCan’t remember if there was a chest somewhere close to the POI.
There is a small generic chest next to Saul D’Alessio’s coffin. I don’t remember if you have to trigger the event to spawn the chest.
The Mystic Forge sometimes seem to want things in a particular order. Have you tried changing the order you put them in?