People will always complain about something. If nobody is complaning, that means the game is dead.
skyhammer is just a bad map, you will find very few people complaining about maps like Foefire and Forest because they are great maps with basic secondary factors (the npc objectives)
i think with skyhammer the devs just tried too hard to make it interesting, they added too much focus on secondary factors (the instant death from falling and the unavoidable, nearly-OHK cannon) that the secondary factors play a bigger role than the actual objective.
the map has become a troll playground of knockback and pull builds.
TL;DR people complain when there is something to complain about.
thats why there is very little objection to good maps like Forest / Foefire.
If we assume that the hammer in Skyhammer is intended as a secondary factor with equal importance as in Forest or Foefire, then the map clearly failed.
I agree with that.
Your TL;DR though… I have to object to and fully share Dagins’ take on it.
it does provide a check to positioning skills, stability awareness and adaptability – after all, weapons, skills and traits can be adjusted before a spvp match starts.
While we can’t currently change traits before a match in response to enemy team composition, this is hopefully coming soon – either that, or a full lock of all equipment setup as soon as players queue for a game. I’d probably be fine with either, just not the current mess that stops us from resetting/reallocating traits in PvP maps.
With regards to positional awareness: the map could be designed to strongly reward this without involving instant-kill mechanics.
Consider the midpoint on Kyhlo: you can knock people off, and it takes an appreciable amount of time to get back up to the point, but you can:
- position yourself to only get knocked back (towards a treb side) rather than down to the lower level
- time stability/dodges well to avoid the knockbackBattles over that capture point can be pretty fun, and people don’t constantly make threads complaining about it. The problem with Skyhammer is that such knockbacks/pulls instantly kill the CC’d player rather than just giving a combat/positional advantage to the CC’er, thereby making skills that can move enemies around far more powerful than they were ever balanced around being.
Just for clarification: I meant the major trait selection, not a full reallocation of traits.
I share your concerns of this map for competitive play, but I am also convinced that many complaints simply stem from inexperience, as it is always easier to blame external circumstances than to admit that one’s gotta learn and improve.
Zerker is still the best option. Now its just even more important everyone is full zerk
This is so true, because zerker damage was so high you could forgive 1 person not being pure zerker and still do very very well.
with this change I’m afraid we will see more gear and weapon checks than ever before.
As the pve meta isn’t gonna change at all and zerker will still dominate pve, this change will to nothing but backfire exactly like you already said.
Rather than moving away from zerker, this change will emphasize the superiority of those builds.
Whilst I have to agree with some of the complaints, esp. about the high importance of team composition and the many map bugs, it does provide a check to positioning skills, stability awareness and adaptability – after all, weapons, skills and traits can be adjusted before a spvp match starts.
Hammer control almost always decides the outcome of the match, which in turn makes it one big zergfest on hammer if both teams are aware of it (which interestingly hardly ever seems to be the case).
Guild wars 2 CN have finally announced their price for Chinese players, and it’s only cost about 14 USD,while we cost 49.99 USD here.
Exceptionally short-sighted and close-minded post. Well done.
Don’t be afraid of travelling as it is rather unlikely that you will fall off the edge of the world and it might widen your horizon.
I like that they are gonna shake up the meta a bit.
Hopefully, they will add QoL improvements and soothe the pvp crowd somewhat.
If ANet would have kept updating PvP and would have done a better job with balancing, there wouldnt even be a need for getting more ppl into pvp, as in the beginning, there already were a lot of ppl.
However, a lot of them left.
Compare it to other MMO’s.
Whilst not “totally” balanced and within the boundaries of a MMO, Anet has done an exceptional good job at balancing classes for pvp.
maybe i wasn’t clear. i apologize guys and thanks for actually going for it constructively…
thiefs problem = stealth
mesmer problem = clone spamingnot fun. i believe you guys can deal with those things, but for me to go in a game and start a fight with those two professions is just… not fun:D
Clones are absolutely no problem, locate the real mesmer, kill him, ignore the clones.
…and I think your solution is exactly the problem many newbies are experiencing when it comes to mesmers. Against mesmers, targetting needs to be precise and quick, which is a hard skill to master on its own.
Always that Skyhammer rant…
Only a few people are still doing it.
Most are wtj hotjoin matches for rank points.
And nobody cares.
If someone even remotely takes rank titles into account when choosing his target, I sincerely hope he is on the other team.
Whatever the view on rank might be, it is very likely that a rank 50 knows more about pvp than a rank 20.
You know, back in my day people pvp’d just because it was fun. Maybe I’m getting old.
Back in my day people had to start the game over from Level 1 if they died. Unless you’re deleting characters on death, I don’t see your point.
My point is that there’s incentives to playing the game aside from just e-items. My incentive to play is that I just plain like pvp. Of course I was being facetious earlier though, I know everyone doesn’t share my sentiment.
If peoply do pvp, I am pretty sure that they enjoy it (besides maybe some hardcore AP hunters – but they enjoy it as part of a different gaming experience).
From my point of view, the issue is not pvp itself.
Given that someone only does pvp, why even bother with pve stuff?
The thing is that hardly anybody exclusively does pvp.
Therefore a lack of rewards that can be used for pve and wvw penalises pvp-players.
Example:
Player A plays 100 hours of pvp.
Player B does 100 hours of pve.
Player A decides that he wants to do some dungeon and fractal runs.
Player B decides that he wants to do some pvp.
Requirements for player A: Purchase exotic equipment.
Requirements for player B: None.
Player A wants something from gem store: Buy gems for cash.
Player B wants something from gem store: Exchange gold for cash.
What it breaks down to is that pve nets you much more gold than pvp, so if you do both game modes, you are at a disadvantage compared to pure pve players in terms of gold and everything that comes with it.
GS crafting was profitable. But now the margins are just to small in comparison to the permanent undercutting and the time the money is banked on the TP.
There are better markets out there.
You only need to go to gw2spidy or alike to get an idea.
This is one of the worst thought out decisions ever at ANET.
I’ll give them a big hint as I told them BEFORE they implemented this.
YOU DO NOT REMOVE REWARDS WITHOUT A NEW SYSTEM IN PLACE
The smart approach would have been:
1. Keep giving glory
2. Stop giving glory on the day the new rewards are ready
3. Keep the glory vendors in place for 1 month following the removal of glory.
This or a similar approach would have made sense.
As I said, their communication of this topic and the next steps really has room for improvement.
It seems like they gave it to someone fresh from college and with little to no experience in PR. Mistakes happen, especially if you are inexperienced or have a young team, but I don’t understand why they don’t do anything to repair the damage done.
Which leads me to the conclusion that there simply is no system to replace the old one yet. And even if we assume that there is a good system that will take over, their communication policy takes a lot of the drive away from it.
Not to add to some drama, but all in all I do consider this somewhat disrespectful to us as customers.
It somehow feels like the reaction by Anet to the complaints about a half-empty glass is to just take away the glass with the promise that the glass will be full again someday.
Yet we’re not told when we will get a full glass and what will be in it.
Whilst I tend to defend the actions taken by Anet as I do know that making a game – especially a MMO – is very complex and I am aware that we only see the results of it from the (convenient) customer point of view, I have to say that specifically for the pvp changes, the communication from Anet seems chaotic at best.
+1
Can a mod stick this thread please?
A tutorial would certainly be a nice addition to get new players started, although I still think that a league system needs to be implemented first to ensure that all players are within a certain skill level in a match.
Maybe this could help to make the pvp community less toxic then it is after 1,5 years into the game.
So many people still don’t understand that leagues can’t be implemented anymore. There are a maximum of 8 teams playing this game at primetime on EU and maybe pugs to make up 2 more teams. Solo arena is always the same 10 guys every game with a 8-10 min wait time for queue to pop.
In other words PvP is dead. Leagues require a healthy player base. Tutorials may help players get into PvP.
Whilst I don’t experience waiting times of 8-10 minutes during EU primetime (more like 1-2 minutes), I share your concern in regards to leagues.
I do think that one reason why they have not been implemented could be the relatively small playerbase.
Anet does focus on LS much more than pvp and dungeoneering.
Apparently this seems to keep more players going.
Hard to blame them, they are profit-oriented after all.
And I say that as someone who has absolutely no interest in LS content (besides marionette – that was fun).
Everything before summer would positively surprise me.
Anything later than june would be a disappointment to me.
I mean, if they still have several months of work to release the new system why the “hurry” to remove pvp glory?
can anyone explain me why? i don’t get it. why remove the glory if you don’t immediately add the new feature? it surely won’t happen before a month and maybe further.
Why they are handling it the way they do is something many people wonder about.
Yet we don’t get any information on the reason why they do it the way they do.
Specifically for that case their vague communication has some room for improvement and is certainly one source of the uproar on the forums.
Providing voice chat commands (which are actually a part of any modern fps online game) would be a good start. If this would really have any meaningful impact on strategy and not be abused to spam the chat remains to be seen.
Providing additonal icons for calling besides the cross-hair would be nice too.
All those additions should be available in any group-play, not only pvp.
normal glory vendors removed
only 1 kodan npc glory rewards remain i think
All rank glory vendors will be staying in the game until the feature build.
oh does this mean i can still buy copper silver gold rank reward chests to fill up my pvp locker after 18 march until the feature patch?
Yes, you can still spend earned glory points after march 18 but playing pvp will not grant glory anymore.
I wonder when the new system will take place.
Everything before summer would positively surprise me.
A tutorial would certainly be a nice addition to get new players started, although I still think that a league system needs to be implemented first to ensure that all players are within a certain skill level in a match.
Maybe this could help to make the pvp community less toxic then it is after 1,5 years into the game.
I have no counter argument to yours because you make a really good point so I’m just going to alter your post and look like an idiot. trolololol.
I like cheese.
If you don’t want to understand, it’s fine by me.
Infantile behaviour is unnecessary, but from each according to his abilities.
The thread has derailed enough, I’m gonna leave it with that.
[…]Not to mention, even after I crafted a bunch of dye, I still have a ton of useless tokens that I don’t really have a use for since I’ve almost filled up my locker with what I can and have everything I want. […]
If this problem existed in PVE, we’d totally get compensated. But since this is PVP….Well… maybe… just maybe… there IS a reason why the pvp system is being reworked…
DISCLAIMER: As some crazy folks might come to the conclusion that Anet does care they are just wrong. You heard me. Wrong. WRONG. W-R-O-N-G. This is nothing but an unfair, unnecessary and overall purely evil nerf to pointless accusations on the forums.
Maybe just maybe you should actually read the issue here and that’s the fact that ANET seems to go out of their way to compensate the PVE side of things whereas in PVP they just feel free to delete stuff without compensation.
So tell me how a revamp refutes this discrepancy or is your post just a “pointless accusation on the forum”?
It is pointless because you can still craft your stuff.
Your pvp crafting material will not be deleted.
The only thing that will be without further use from the 18th onwards is the glory booster. And Anet has provided us early on with information about the removal of glory so everybody can use his glory boosters before it gets obsolete.And given your compensation statement: We all know that the grass is always greener on the other side.
Eventually you won’t be able to access the
glory/rank vendors/mystic forgeliving story vendors and we’d STILL have tons of uselessrank and item tokensblade shards left over. Like I said before I have tons ofrank tokensblade shards that I’ll never use because I’ve pretty much filled up everythingwithin those ranksat level 80. Nothing is magically giving mytokens and stuffblade shards a purpose. My point is that we’ll never get compensated for those, which would be fine except seeingPVE[insert random element] constantly getting compensated annoys me. Yes the grass is greener blah blah blah, but I’m free to express my opinion especially when nothing I’ve said isfactually wronganything but my opinion.
Corrected for future rants – you’re welcome.
You certainly can express your opinion. I fully agree.
[…]Not to mention, even after I crafted a bunch of dye, I still have a ton of useless tokens that I don’t really have a use for since I’ve almost filled up my locker with what I can and have everything I want. […]
If this problem existed in PVE, we’d totally get compensated. But since this is PVP….Well… maybe… just maybe… there IS a reason why the pvp system is being reworked…
DISCLAIMER: As some crazy folks might come to the conclusion that Anet does care they are just wrong. You heard me. Wrong. WRONG. W-R-O-N-G. This is nothing but an unfair, unnecessary and overall purely evil nerf to pointless accusations on the forums.
Maybe just maybe you should actually read the issue here and that’s the fact that ANET seems to go out of their way to compensate the PVE side of things whereas in PVP they just feel free to delete stuff without compensation.
So tell me how a revamp refutes this discrepancy or is your post just a “pointless accusation on the forum”?
It is pointless because you can still craft your stuff.
Your pvp crafting material will not be deleted.
The only thing that will be without further use from the 18th onwards is the glory booster. And Anet has provided us early on with information about the removal of glory so everybody can use his glory boosters before it gets obsolete.
And given your compensation statement: We all know that the grass is always greener on the other side.
[…]Not to mention, even after I crafted a bunch of dye, I still have a ton of useless tokens that I don’t really have a use for since I’ve almost filled up my locker with what I can and have everything I want. […]
If this problem existed in PVE, we’d totally get compensated. But since this is PVP….
Well… maybe… just maybe… there IS a reason why the pvp system is being reworked…
DISCLAIMER: As some crazy folks might come to the conclusion that Anet does care they are just wrong. You heard me. Wrong. WRONG. W-R-O-N-G. This is nothing but an unfair, unnecessary and overall purely evil nerf to pointless accusations on the forums.
The day I start to miss Scarlet is the day I wanna be institutionalised and put into a straitjacket, because whatever it might be called, it is without a doubt clinical.
In other words: I really didn’t like her. She still is a Joker gone wrong to me.
Independent from any current mechanics, pve is exactly as the OP says.
Everything but zerker is gimping yourself, as it basically always comes down to avoid getting one-shotted.
Why they don’t add some mechanics of low consistent damage a la agony to actually give healing and toughness a purpose, I don’t know.
And I am specifically not talking about condition damage here.
As requested in the reply to my ticket by GM Helene, I want to point out an issue with the dishonorable debuff as well as with Skyhammer.
Description:
BUG 1 – Skyhammer:
Fighting on Skyhammer.
Defending hammer as necro.
Got a knockback from a ranger and fell down from the hammer.
Used spectral walk a split-second too late, therefore spectral recall moved me right back at the start of the fall. Instead of falling to the ground, I fell through the ground and landed in an underwater pit which couldn’t be escaped.
BUG 2 – dishonorable debuff:
To avoid my team fighting with only 4 men I relogged, as there was no escape from the underwater cave.
After my relog I received a dishonorable debuff (if I remember correctly it was for 3 hours).
2 days later lagging during a spvp match. As the lag didn’t resolve after a few seconds, I checked my internet connection which was fine.
Therefore considered this to be a server-side issue and relogged.
After logging back in right after the logout, I couldn’t get back into the ongoing match a I received a dishonorable debuff for one and a half day.
Conclusion (Bug 2):
Whilst I fully agree that the dishonorable debuff is a necessary and good solution to prevent random leaving of pvp matches, I am not sure that this is working as intended, as this has never happened to me before.
If it is intended, it encourages to sit out a lag for a full round instead of trying a quick relog into an ongoing game as the latter is immediately punished with the debuff.
Therefore I do consider an optimization of this mechanic beneficial for the pvp community.
As already posted, it is a mixture of 1+2.
If you do alts, you will have scrolls, crafting and alt-switching in dungeons to level.
Way faster than going through zones. For me, the zones got boring after my 2nd alt, which was approximately a year ago. I guess it is the same for many others. And new players join high pop servers for obvious reasons.
Specifically for this time period, it is the closure of living story season 1.
LOTS of people do LA. (It is very noticeable when you try to pug for dungeons for example.)
Whilst I can’t be bothered to zerg in LA, I do think that this part of the living story is very popular and a huge success for Anet.
SoloQ matchmaking definitely has room for improvement. As I highly doubt that it is a coding issue, one wonders why nothing is changed.
Maybe Anet doesn’t see it as an issue or the amount of players doing soloQ doesn’t allow for a rank grouping as the queue time for a game would drastically increase.
At least a very rough separation of ranks might help, e.g. <rank 20 and >rank20.
At rank 20 you will most likely still get owned by high-rank players, but I think it would improve the overall gaming quality for soloQ and keep more new players engaged in pvp.
On a side note: The ladder system also desperately needs a rework.
Nice. Another oh-so-necessary attention-hungry thread.
If you can’t provide any useful criticism but infantile whining, just go. Nobody cares.
Too late for this, they said use up your glory boosters and i did.
In what way it would be fair to me that you didnt use your glory boosters? Will i get my 200+ glory boosters now back if they decide to give reward for them?
If you dont use them that means you dont need them, if you dont need them then dont cry about them beeing removed.
Not to sound like a know-it-all, but you might wanna check on the use of crab mentality again, as you apparently misunderstood its meaning.
Simple answer: most enemies do so much damage it makes defensive stats mostly useless. It is a “kill them fast or get killed” situation. There is also a thing called “dodging” that exists in the game, where a timely dodge nullifies all damage that would otherwise kill you.
This. Exclusively this.
Whilst not a dungeon, just go into a 80 zone and kill random mobs.
Do this with soldier’s gear, then do it with berserker gear.
You’ll never use anything other than berserker again.
It’s really just turned into a confusing mess.
Even though there are FAQ in regards to the glory removal, I do think that this is how a lot of players (at least forum posters) feel like.
I attribute this to the vague picture we have.
They can’t however change their approach specifically to glory boosters – which seems to be the stumbling block – as this would alienate the players that took their info as a given and reacted to that (i.e. depleting their glory boosters stock).
In my opinion, the glory boosters issue is the catalyst for the basic criticism that I read in the OP, namely: We take away your usual rewards (glory) and reward you with a cookie (increased rank points) until we have a solution.
This makes it seem like handing out a plane ticket with unknown destination.
Some might consider this adventurous, quite a few could consider this headless.
tl;dr: A clear destination and a timeline is missing and should have been communicated (more clearly) in the first place.
I fail to understand why people whine so much about this topic, as glory was rather useless anyway. Whilst I am pretty sure that it is the vocal minority again, I do think that people should remove their shortsightedness for the future layout of rewards.
Anet wants to blend it in better with the pve rewards. This can only be good, as there is a huge disparity between the rewards for pve content vs. the rewards for pvp.
Just because you don’t like the answer Anet is giving doesn’t mean it is not an explanation.
Your quote is exactly that – an explanation.
And for once I completely agree with Anet’s point of view.
Difficult to answer as you don’t specify which region (EU/NA), but for EU:
Elona and Seafarer (as Farzo already said) are the most active in PvE terms.
And then partially Shiverpeaks or Vizunah too.
[…] In GW1 there were certain titles you could display to show skill, but in GW2 not so much (even DM is pointless). The best would be if there were title attributed to the total number of tokens you have earned running a certain dungeon. I.e. for AC you could have a title scheme of:
1. 1k tokens – Catacombs Dweller
2. 2.5k tokens – Catacombs Explorer
3. 5k tokens – Catacombs Adept
4. 10k tokens – Catacombs Master
5. 25k tokens – King Adelbern Pays Me RentAs such, if you wanted a good speed clear group you could post “LFG AC all paths, 80+, Display Catacombs Master”
I like that idea, although it could lead to unknown levels of elitism. But then again, it is much better than AP requirements.
Btw, as bad as an AP filter might be, for high level fractals pugging my experience is that it is rather helpful.
Go ele if you want to be welcome in pug runs.
Aaannd there is always the one guy who doesn’t get it.
I didn’t get it too. Please, enlighten us with your wisdom.
Complete set. Only for the looks.
Well its not that bad for the price. Right now (its a rough estimation) it cost 22 Gold for 1 Maintenance Oil station (I don’t count the initial recipe cost).
Potent Master Maintenance Oil can be bought for about 15silver and give the bonus for 1h. For 22 Gold you can buy 15 Potent Master Oil. If you take into account the difference in time (90min over 60min), then the Station is equal to roughly 10 Potent Master Maintenance Oil. Usually food feast cost 10 food but double the time.
So you need to give the feast to 5 person or more to make the feast worth the money. For the Maintenance Oil Station its 10 persons right now so its less profitable that feast, but not so bad. Of course the price of Elonian Leather will drop in a couple days/weeks, i don’t know if the price will drop enough so the station get near the profitability of a food feast, but it will come close i’m sure.
The recipe should had been 15 Master Maintenance Oil, to ensure that it always have the same profitability, but its not that bad.
People like you provide me with gold. I appreciate that.
RNG is RNG. Opening one or a thousand doesn’t make it any less of a devil.
…quoted from “Statistics and other misconceptions of modern science”
They’re detaching themselves from GW1 since they have commented that if people want GW1, they can go and play GW1, and GW2 is not and won’t be GW1 with revamped graphics. And that I can respect since they admit it.
But I can’t help but feeling that they know that the level of world building, writing and immersion was superior in the original game and they’re frustrated that so many people aren’t feeling their chosen approach on GW2 (read: Living story) compared to traditional expansion style.
It really feels like that, does it not? (Really Anet? Doesn’t-it gets censored?)
You have to give them props though for trying out new things. It would be nice if they could pull off more immersion in their storytelling (kinda like all pre-EA Bioware games did).
Overall, besides the horrible, horrible grind that ascended gear is Anet has made a really great game imho.
“The world changes, particularly when you have Elder Dragons trying to destroy it”
What dragons?All I’ve seen is a mess of Living story about an insane tree hugger.This has plagued gw2 since the beginning.Guild Wars it ain’t.I enjoy it enough when I can keep away from the living story crap,but it does make it a very limited game.I have no idea why there is some “lore” attachment because the connection has gone.Perhaps it never really existed at all except to draw in guild wars players.
My favorite description of her whose name shall not be mentioned.
It’s the positive attitude of topics like this I like most.
I suggest not only the OP but everybody to open such refreshing threads.
1. Ranger
2. Necromancer
3. Engineer
Note: PvE view.
Just got artificer from 400 to 500 2 days ago. As I had some crafting boosters left, I used one. On the way from 400 to 500, I had a critical success 4 times on exotics crafting.
As I lack a reference framework, I have no idea if this is lucky or unlucky, but it did save me some gold.Do you remember how many exotics you ended up making?
For tailor/armorsmith/leatherworker 400-500 took 24/25 exotics with booster+guild buff for me. The slight difference was because of runes.
I didn’t check how much I crafted. I know however, that I (approx.) crafted to 420 with refinement, to 450 with discoveries, then a few levels with ascended materials and the rest again with discoveries. At about 490 I switched to crafting known recipes instead of discovery, as the costs were lower that way (e.g. selling staff vs. trident).
The only sample I could still take is with tailoring, but given the costs of getting armor crafting skills to 500 and that I do not intend to ever grind for asc. armor, that won’t happen.
I wouldn’t buy a booster on the TP, but if you have some spare ones in your bank… better to use them then to let them rot in there imho.
Just got artificer from 400 to 500 2 days ago. As I had some crafting boosters left, I used one. On the way from 400 to 500, I had a critical success 4 times on exotics crafting.
As I lack a reference framework, I have no idea if this is lucky or unlucky, but it did save me some gold.
There’s already like three threads about dredge in this forum within the first few pages. There’s even one on the first page. Do we really need another one on the exact same topic?
Correction: There are two threads on the first page.
You are right in saying that there are lots of threads concerning this topic.
Basically it mostly revolves around dredge and rewards.
Given that there are so many threads concerning these topics, one wonders why Anet is not doing anything at all. At least they could reply and share their view on fractals. I don’t think that they want to do so, but it seems that they are emphatically driving people away from fractals.
As I am exclusively pugging via the lfg tool, I do find it getting harder and harder to get a group for 40+ fractals. Even getting people for 30+ is not as easy as it used to be.
On a side note: For pugging it might just take too much time to do 4 fracs to attract people. I wonder if a reduction to three fractals would revitalize the community. Then again… maybe it is just the somewhot toxic pugging climate for fractals that drives people away…
Krogan.
Besides hurting the economy,
This is an opinion masquerading as a fact. Please describe, in precise economic terminology, how someone selling a dungeon path hurts the game economy. And I mean hurt as in cause actual damage not “increase the gold supply by .000000001% which leads to inflation of .0000001%.”
First off, I would appreciate if you didn’t take quotes out of context.
Second, I gladly explain it to you: If someone is increasing the gold in circulation by means of EXPLOITING paths to gain fast gold, it is hurting the economy as this is gold not intended to be added in this way.
You do not know how much the gold supply by means of EXPLOITED path selling increases the overall economy, so your statement could be completely inaccurate – politely put.
Saying money gathered by EXPLOITING is not hurting the economy because it is a small amount is a rather strange argument. Bad money hurts in real life too, no matter how small the overall amount might be. As you have quite some thought-out posts in this forum, I doubt that you fail to understand this.
I have put the content I am referring to in block letters, as I am not sure you read my first post in detail but rather felt the need to shoot from the hip.
Level normally until you hit level 20, then the level/time ratio evens out.
This is where you can start crafting, as it will get you quite some levels.
Note: If you want to use crafting for leveling – which I do not recommend with your first character, as Tyria has a lot to offer for your first run and you are well advised to learn the game mechanics before hitting 80 – go with cook. Then follow with artificer. Both very cheap to level. Be careful with tailor and weaponsmithing, as this will cost you quite a lot.