Greed knows no bounds.
There are 2 scenario’s which allowed you to cap mf to 300%
- You are filthy rich and bought your way to 300% mf through ToT bags or whatever means
- You salvage items bought from the TP to resale the broken down materials for a profit
There is zero reason to give people gold (because that is what this sink is about, turning something you have no use for into something profitable) for essence of luck, non.
But here is an idea:
- Turn in a stack of exotic essence of luck for a stack of bloodstone dust/dragonite ore/empyreal fragments
Good thing not all players are salty for no reason like this guy god forbid it affects players besides him.
Someone disagrees with me, better call him salty without providing any arguments why essense of luck should get a sink.
Just a question, how do I get to Neverland? Might as well ask an inhabitant.
That’s an interesting statement for someone, who posted something that mostly translates into “someone reached 300 MF before me – better call them greedy regardless of how they reached the cap, what kind of luck sink they expect (profit generating or not…) etc.”.
You also didn’t provide any arguments why there should not be a sink (calling everyone who disagrees with you greedy is not a valid argument btw.).
Let’s just be glad that the decision in that regard isn’t made by you but by people who actually know whether it is a good idea to have useless items in the game and in what extend a sink for said items would affect the economy of the game. The fact that there already are some recipes that use luck essences shows that those people at least think there should be other uses for luck. It’s just a question of whether there will be additional ones to make the sink for the huge amounts of luck you get from different sources more efficient…
sigh, I also said in this thread that the only reason why essense of luck is even in the game is because magic find gear was selfish towards other players that did not use that gear and were doing more overal while getting less.
To that extent, essence of luck and reaching 300% MF served it’s purpose. There is zero reason to give it additional value beside its use to magic find.No one here in this thread gives arguments why essence of luck should get additional sinks others than ‘I hit the mf cap, now I want more’. It’s just not a valid argument because the sole purpose we get essence of luck is to reach 300%.
Everything that drops should have a use. Even if it is small like a few copper to a vendor. For these people there is currently no use for luck
gray items want to have a word with you, also essense of luck has uses untill you hit 300% after that its a gray item
Greed knows no bounds.
There are 2 scenario’s which allowed you to cap mf to 300%
- You are filthy rich and bought your way to 300% mf through ToT bags or whatever means
- You salvage items bought from the TP to resale the broken down materials for a profit
There is zero reason to give people gold (because that is what this sink is about, turning something you have no use for into something profitable) for essence of luck, non.
But here is an idea:
- Turn in a stack of exotic essence of luck for a stack of bloodstone dust/dragonite ore/empyreal fragments
Good thing not all players are salty for no reason like this guy god forbid it affects players besides him.
Someone disagrees with me, better call him salty without providing any arguments why essense of luck should get a sink.
Just a question, how do I get to Neverland? Might as well ask an inhabitant.
That’s an interesting statement for someone, who posted something that mostly translates into “someone reached 300 MF before me – better call them greedy regardless of how they reached the cap, what kind of luck sink they expect (profit generating or not…) etc.”.
You also didn’t provide any arguments why there should not be a sink (calling everyone who disagrees with you greedy is not a valid argument btw.).
Let’s just be glad that the decision in that regard isn’t made by you but by people who actually know whether it is a good idea to have useless items in the game and in what extend a sink for said items would affect the economy of the game. The fact that there already are some recipes that use luck essences shows that those people at least think there should be other uses for luck. It’s just a question of whether there will be additional ones to make the sink for the huge amounts of luck you get from different sources more efficient…
sigh, I also said in this thread that the only reason why essense of luck is even in the game is because magic find gear was selfish towards other players that did not use that gear and were doing more overal while getting less.
To that extent, essence of luck and reaching 300% MF served it’s purpose. There is zero reason to give it additional value beside its use to magic find.
No one here in this thread gives arguments why essence of luck should get additional sinks other than ‘I hit the mf cap, now I want more’. It’s just not a valid argument because the sole purpose we got essence of luck is to reach 300%.
It’s like saying: ‘’I have 100% map completion, now I want items for discovering the things I have already discovered’’.
(edited by Setz.9675)
Greed knows no bounds.
There are 2 scenario’s which allowed you to cap mf to 300%
- You are filthy rich and bought your way to 300% mf through ToT bags or whatever means
- You salvage items bought from the TP to resale the broken down materials for a profit
There is zero reason to give people gold (because that is what this sink is about, turning something you have no use for into something profitable) for essence of luck, non.
But here is an idea:
- Turn in a stack of exotic essence of luck for a stack of bloodstone dust/dragonite ore/empyreal fragments
Good thing not all players are salty for no reason like this guy god forbid it affects players besides him.
Someone disagrees with me, better call him salty without providing any arguments why essense of luck should get a sink.
Just a question, how do I get to Neverland? Might as well ask an inhabitant.
I don’t understand why they don’t just copy paste your existing gear/traits/bags/items/map exploration whatever and delete the original character and fastforward your ‘ghost’ into the character creation tab, only allowed to pick the profession you had before. When character creation is completed you get everything back your old character had but that old character is deleted.
There still is the problem of the initial story line choices and a new race at character creation now being not chosen by a char that is out of character creation. Choices that had to be made before creation but aren’t, is bound to bring a host of bugs. (And if it’s copying gear, how about race restricted cultural armor on another race).
Maybe it’s all not as easy as we on the outside think.
What part of deleting the character and being prompted into character creation do you not understand? You know character creation? The part where you have 10 stages of character creation?!!
What about cultural armor? if you changed race than obviously you can’t equip the cultural gear, have fun transmuting it again.
There are 2 possibilities:
- the character code is so poor that any tinkering will break the game beyond repair.
- Anet has people going full coocoo about race changes and has an abnormal sense of character identity.
Either way, there is a huge demand for race change to the point people won’t shy away from spending 2k gems for each race change and nothing is being done to this part of the market.
The entire point of race change is to play a different race without having to go through the agony of map completion again (and maybe the birthday).
I don’t play ranger because of the messed up AA sword chain.
Greed knows no bounds.
There are 2 scenario’s which allowed you to cap mf to 300%
- You are filthy rich and bought your way to 300% mf through ToT bags or whatever means
- You salvage items bought from the TP to resale the broken down materials for a profit
There is zero reason to give people gold (because that is what this sink is about, turning something you have no use for into something profitable) for essence of luck, non.
There are other means of capping MF. It “happened” to me when I crafted my first two legendaries + lots of the “expensive” t6 agony infusions – no profit there. It was for my own use. Since I upgraded t5 to t6 mats for that and salvaging ectos was cheaper than straight out buying dust back then, it was only a matter of time until I hit the cap.
But here’s the thing: the reason why a person already has hit the cap should not be the deciding factor for whether or not a luck sink will be added to the game. Regardless of when you hit the cap, as soon as you do, there is a useless material using up inventory and bank space. I even stopped salvaging items because it is annoying to clear up my inventory of luck every single time and I generally don’t throw things away, which could some day become useful again in some way (see ascended rings, bloodstone dust, etc.). Sooner or later, you will also run into this (or at least a similar) problem.
This has nothing to do with greed. I don’t expect any profit from a luck sink, just some kind of use for the material.
But here is an idea:
- Turn in a stack of exotic essence of luck for a stack of bloodstone dust/dragonite ore/empyreal fragments
I’m not sure whether this was some kind of joke or a serious suggestion, but I would be totally OK with that. At least I’d have some use for my stacks of luck.
You made profit while gaining essence of luck, I fail to see why you need to get more profit afterwards for an item which sole purpose is to get players to 300% mf and that’s it. It was introduced because mf gear was selfish and others had to literally carry players while gaining less themself.
At the end of it all, if you have 300% mf, essence of luck served it purpose and you bunch are too greedy.
I don’t understand why they don’t just copy paste your existing gear/traits/bags/items/map exploration whatever and delete the original character and fastforward your ‘ghost’ into the character creation tab, only allowed to pick the profession you had before. When character creation is completed you get everything back your old character had but that old character is deleted.
Greed knows no bounds.
There are 2 scenario’s which allowed you to cap mf to 300%
- You are filthy rich and bought your way to 300% mf through ToT bags or whatever means
- You salvage items bought from the TP to resale the broken down materials for a profit
There is zero reason to give people gold (because that is what this sink is about, turning something you have no use for into something profitable) for essence of luck, non.
But here is an idea:
- Turn in a stack of exotic essence of luck for a stack of bloodstone dust/dragonite ore/empyreal fragments
The only thing I could think of really was that the rewards of Halloween this year would be more in line with HoT rewards than with core tyria rewards (if HoT had some special item not available in core tyria, this halloween might provide some sort of equivalent item).
Well also to seperate the community into two pools, one going after HoT zones and one going for Halloween. When the two pools are done with their content they would swap themselves over to the other part, lowering the stress on the servers.
No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
- Dungeons will still generate a ton of blues/greens which are the biggest source of t5 materials.
- Salvage is getting revamped Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
this could imply that salvaging lv60-80 blues and greens wil reward t2-4 materials which are more rare than their t5 counterparts which will improve gold/salvage at this time.- Gold generated in dungeons was tremendously higher than gold generated in fractals by time.
Overal, the gold nerf is not outrageous considering that the TP is getting overhauled with it.
Can out get a source that clarifies the incredibly vauge wording of the Blog Post that dealt with these changes, or are you just throwing out you’re personal ssumptions and speculations as if they are facts? Because I’m completely confused about have you came to these detailed conclusions.
There has been a post by John Smith where he answers a bunch of questions, what I wrote down is something that can be derived from his answers.
The salvage part is my speculation.
Remember when anet maid new fractal maps? Good times… because as of now we are getting the same dozen we have all been doing the last 2-3 years.
As far as I know, the majority of fotm maps are getting large overhauls.
Could you find the source for that because as far as i know they aren’t changing any of the maps.
seems like I messed up, the instabilities are getting a makeover.
Remember when anet maid new fractal maps? Good times… because as of now we are getting the same dozen we have all been doing the last 2-3 years.
As far as I know, the majority of fotm maps are getting large overhauls.
That is a false statement Zach, dungeons right now generate the most gold/hour. SW generates the most materials/hour.
No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
- Dungeons will still generate a ton of blues/greens which are the biggest source of t5 materials.
- Salvage is getting revamped Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
this could imply that salvaging lv60-80 blues and greens wil reward t2-4 materials which are more rare than their t5 counterparts which will improve gold/salvage at this time. - Gold generated in dungeons was tremendously higher than gold generated in fractals by time.
Overal, the gold nerf is not outrageous considering that the TP is getting overhauled with it.
hmph, actually made thread about this in general discussion.
No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
- Dungeons will still generate a ton of blues/greens which are the biggest source of t5 materials.
- Salvage is getting revamped Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
this could imply that salvaging lv60-80 blues and greens wil reward t2-4 materials which are more rare than their t5 counterparts which will improve gold/salvage at this time. - Gold generated in dungeons was tremendously higher than gold generated in fractals by time.
Overal, the gold nerf is not outrageous considering that the TP is getting overhauled with it.
Basicly, personal loot with the ability to send your loot to others from your raid (if they were there for the kill). Would mean even lower droprates on special skins etc though.
Are these really the bosses or just mini-bosses before the actual thing?
I think there is a lot of opportunity in the character select window.
Wauw
That UI for character select is so pretty
I’m afraid they will drop a GW2 #2 halloween on us.
Decreased droprates from last year by 99%, increased vendor cost of items by 900%
‘drops the mic, deal with it’
More like allowing to place characters where you want without having them moved when a character has logged in.
For example, I have 8 humans, 4 asura. Humans are all after each other and asura as well. Then when I play 1 asura, that character is placed before my 8 humans, when I play 1 human my asura is sandwiched between humans. I just want my 8 humans to stay next to each other and my 4 asuras as well.
Hello’s
Just a quick question, is it or will it ever be possible to lock the position of characters in place during character select? I don’t want my last played character to get the front row and the character before etc etc etc. It’s really messing up my fake OCD.
I think you guys are blowing this way out of proportion here.
We are talking about Anet for crying out loud. When it comes down to beating fights and min/maxing, I think guilds like rT, SC, KING, vC will do a better job than Anet.
@Setz, how is that not a better deal than having to find TWO of the same profession running exactly the most optimal builds?
Assuming that 2x the same thing will be the most optimal thing.
Find it a little bit unfair how you guys think, she already stated the reason why 10 man buffing is a no go.
It would force people to bring 1 of each class with the right traitlines to build up to maximum potential, to prevent bosses from being melted down raids would be made towards this maximum potential and 1 of each class would be mandatory, miss 1 class? raid can’t go because of missed potential.
ofcourse this is all speculation, its just my disappointed that ascended materials are needed to craft exotic precursors.
How an already expensive material (ascended) will become more expensive and push ascended weapons to a higher price.
How some precursors won’t be crafted since they are cheaper on the tp.
We dont even know what the legendary inscription will be. already 3.3x more mats needed than an ascended weapon so an inscription for 3x the material cost of ascended inscription wouldnt be too strange.
How the collections are just the prerequisite to spend gold.
You’re not doing the same thing which is the difference. They’re having you do activities across Tyria. Much different than sitting in SW and farming gold.
You just don’t get how farming X amount of gold to buy a precursor is the same thing as farming X amount of gold to buy crafting materials to make the same precursor. Too caught up in the collection to see the cost of the recipe and where the equilibrium of prices will be.
What you don’t get is that you’re not doing the same exact same thing the entire time.
Because precursor crafting isn’t exactly the same as outright buying it on tp makes it better or acceptable? just no.
It’s less of a grind because you’re not doing the same thing over and over again.
Can’t image how many mental gymnastics you went through to get to that conclusion but the discussion between you and me ends here. Neither of us will back down on our stance.
Edit:
Do collection one, spend 250g in materials.
Do collection two, spend 250g in materials.
Do collection three, spend 250g in materials.Wauw you are right, this is so much better than spending 750g in 1 go on the tp.
Source that the collection materials costs will equal that of existing precursors?
It’s not set in stone but anyone can see that crafting materials for the precursor will shoot up in price untill they become near the equivalant of tp precursor prices. Unless t2-4 materials suddenly get huge droprate increases.
Anyone that thought precursor/legendary crafting was gonna be easy or cheaper was/is delusional. Its gonna be a grind.
Now you can feel kitten about being unable to afford a precursor in a whole new way!
Now, you can’t even afford to make one!So much this!
Don’t get me wrong, it should be a grind. but making it cost money, and moreover, cost more money than buying it outright is about the worst way it could possibly be implemented. It’s taking community feedback and twisting it around so that they are hurt by getting what they’ve asked for. In what imaginable universe could that be good design?
The luminescent collections were a good step in the right direction of how this should be/have been implemented. They require the investment of time, not money; they require feats of skill; and while they do require buying some parts they require you to do so with a special, non-readily-transferable currency, bandit crests.
This sort of thing is how i expected legendary crafting to be implemented, and i simply lack the words to express my disappointment that they have discarded what, to me, seems to be the obvious implementation in favour of one which, if anything, exacerbates the original problem it is supposedly put in place to help with.
The problem that will occur is that crafting price becomes the same to TP price since spiritwood and deldrimor steel are so limited and tied to t2-5 materials, which will only increase in price now as well.
Anyone that thought precursor/legendary crafting was gonna be easy or cheaper was/is delusional. Its gonna be a grind.
Now you can feel kitten about being unable to afford a precursor in a whole new way!
Now, you can’t even afford to make one!
So much this!
You’re not doing the same thing which is the difference. They’re having you do activities across Tyria. Much different than sitting in SW and farming gold.
You just don’t get how farming X amount of gold to buy a precursor is the same thing as farming X amount of gold to buy crafting materials to make the same precursor. Too caught up in the collection to see the cost of the recipe and where the equilibrium of prices will be.
What you don’t get is that you’re not doing the same exact same thing the entire time.
Because precursor crafting isn’t exactly the same as outright buying it on tp makes it better or acceptable? just no.
It’s less of a grind because you’re not doing the same thing over and over again.
Can’t image how many mental gymnastics you went through to get to that conclusion but the discussion between you and me ends here. Neither of us will back down on our stance.
Edit:
Do collection one, spend 250g in materials.
Do collection two, spend 250g in materials.
Do collection three, spend 250g in materials.
Wauw you are right, this is so much better than spending 750g in 1 go on the tp.
(edited by Setz.9675)
You’re not doing the same thing which is the difference. They’re having you do activities across Tyria. Much different than sitting in SW and farming gold.
You just don’t get how farming X amount of gold to buy a precursor is the same thing as farming X amount of gold to buy crafting materials to make the same precursor. Too caught up in the collection to see the cost of the recipe and where the equilibrium of prices will be.
What you don’t get is that you’re not doing the same exact same thing the entire time.
Because precursor crafting isn’t exactly the same as outright buying it on tp makes it better or acceptable? just no.
Did anyone actually expect the precursor crafting to be fast, easy or cheap? its an option. Buy, RNG or craft. They reasonably should be about the same cost in gold or time to get or one way will be used and the others ignored.
No they shouldn’t. You say that 3 collections of exploration and doing quests is the equivalent of being afk in a major city. Luxury has a price (outright buying) and completing those collections certainly takes time.
I said gold OR time.
Seems like my comprehensive reading isn’t where it should be, my apologies.
You’re not doing the same thing which is the difference. They’re having you do activities across Tyria. Much different than sitting in SW and farming gold.
You just don’t get how farming X amount of gold to buy a precursor is the same thing as farming X amount of gold to buy crafting materials to make the same precursor. Too caught up in the collection to see the cost of the recipe and where the equilibrium of prices will be.
Grinding gold to buy the precursor or grinding gold to buy the materials. Same thing, just more stages.
Except for the fact that the majority of the things for the Juggernaut (and most likely the others) seems to be actually DOING stuff rather than farming stuff.
You still miss the point, you do stuff to unlock the recipe. You then end up grinding gold to buy the materials needed to craft the pre. It all boils down to filling 3 collections so you can spend the equal amount of gold a precursor costs and spend it on ascended materials (instead of outright buying it)
Exactly, doing stuff, not grinding…..
The difference eludes me.
Grinding gold to buy the precursor or grinding gold to buy the materials. Same thing, just more stages.
Except for the fact that the majority of the things for the Juggernaut (and most likely the others) seems to be actually DOING stuff rather than farming stuff.
You still miss the point, you do stuff to unlock the recipe. You then end up grinding gold to buy the materials needed to craft the pre. It all boils down to filling 3 collections so you can spend the equal amount of gold a precursor costs and spend it on ascended materials instead.
(edited by Setz.9675)
Anyone that thought precursor/legendary crafting was gonna be easy or cheaper was/is delusional. Its gonna be a grind.
I wouldn’t really say it is much of a grind, based on what we have seen at least. It is plenty of work, sure. But it seems to be very little actual repetition and grinding.
Grinding gold to buy the precursor or grinding gold to buy the materials. Same thing, just more stages.
It’s what people wanted. They wanted a method that allowed them to progress to get a precursor so… TA-DA!.
Think players wanted to work for the precursor, not turn 1 massive gold dump into 3 smaller but in the end equal gold dump.
Anyone that thought precursor/legendary crafting was gonna be easy or cheaper was/is delusional. Its gonna be a grind.
You are right and this has been one hell of a rude awakening for me.
Love the collections, really do.
The recipes however. So the hammer shaft (t3) that was shown required 10 spiritwood planks, 100 siege golems and an item from the previous stage. I find it rather strange how an exotic item is being crafted out of ascended materials, just a little bit strange don’t you think?
If we take this knowledge of the t3 part and apply it to the other stages, we will probably end up spending 30 spiritwood planks, 30 deldrimor steel ingots, and 3 legendary inscriptions (lets just assume this ranges from 5 to 30 spiritwood planks/deldrimor steel ingots total) and the cost turns out to be the same or higher for the hammer precursor than on the TP but now the collection just became a timegating punishment for crafting the precursor.
Even if its cheaper by a margin to collect the precursor, the luxery of not having to go through 3 entire collections could easily be a deterrent to just outright buy the weapon on the TP.
Then there are precursors like the bard, underwater weapons, torch that are well below 250g, Im all for exploration but spending double or even tripple the gold to get a precursor just can’t be justified, so some precursor recipes will never be used unless their recipes require less materials. However this would be extremely discriminatory towards the more desired precursor weapons.
if my speculation of ascended materials for all stages/inscriptions turns out correct, Im going to be bummed to no end for this expensive feature. (spending mastery points, leveling up the mastery itself, fulfilling 3 collection stages and then spending a truckload of materials).
It’s also kind of magical how much the people on gw2 twitch can talk without actually saying anything informative.
Edit: dulfy already pointed out that it isn’t 100x siege golem blueprints but a new currency most likely tied to WvW which uses to same icon as of right now.
(edited by Setz.9675)
I find it highly unlikely that we will get dedicated healers for raids.
Much more likely that every so often we need to stack up to split high damaging hits from bosses and pull our best healing before splitting up doing the encounter again.
I think you fail to understand why we get precursor crafting in the first place.
And i think you fail to admit that there might be items in the collection who are or who need items we can buy from the tradingpost. It would be really nice, if all of the collections only include items we can only optain trough playing and not buying, but i fear there will we a few who you can get trough the tp or a huge amoungt of rng luck (i look at you: treasure hunter).
Sure the possibility is there but:
Having to spend X amount of gold to directly buy a precursor or spend X amount of gold + completing 3 tabs of collectibles. I fail to see how anyone would go for option 2.
Also I don’t think Anet will kitten up precursor crafting with huge costs since players have been asking for it since early release of the game. After thinking about it, precursor crafting is also something for veterans to push them back into the core of tyria, keeping that content relevant. Don’t think Anet will put a price tag on that.
And if it turns into a second treasure hunter, exotic hunter collection, I won’t be able to think straight for days.
I think you fail to understand why we get precursor crafting in the first place.
The biggest problem right now is what is going on in your heads.
You all expect raid bosses to be like WoW styled bosses or lupicus and that is just highly unlikely. Shadow of the dragon of LS 2 chapter 8, thats probably the kind of fights we will be getting. Or things like Tripple trouble with high coordination but on smaller areas. All that does not require meta builds but is considered difficult.
I don’t think I play necromancer too much to give proper feedback but condi reaper right now is pretty strong if you do it right.
I used curse(3/1/3)/soul reaping(2/2/3)/reaper(2/1/2) 20% bleed duration, +20% chill duration.
Malice sigil (10% c.duration), toxic focusing crystal (10% c.duration), ele runes (20% burning/chill), pizza food (+40% c.duration): +80% bleed duration, + 80% burning duration, + 100% chill duration and +60% vulnerability duration.
Your soul is mine / blood is power / suffer / you are all weaklings / Chilled to the boneI played scepter/dagger + staff during beta and this is what I did:
Start staff, skill 2-3, swap weapons, skill 2-5 on s/d, swap to reaper, 5-4-AA till 4 stacks burning. Surely this isn’t optimal for my dps but mobs melted away.The problem however with this build was the lifeforce starvation others mentioned as well.
Staff was on the low end of generating life force while doing low end damage as well.
Scepter has decent bleed generation for 13-27s/bleed but would only stack to 20-25 if I wasn’t using reaper form, + reaper form turned it into 10-13 stacks. Scepter/dagger overal had seriously abyssmal lifeforce generation.Your soul is mine was simply a weak heal, healed like 3.5k (on a 19k hp pool) and generated very little lifeforce vs 1-2 mobs. (Imo it should get a buff where for the next 4-6 seconds it generates 5-10% of dmg done while in reaper form as hp).
Shouts have good effects vs larger groups but become less effective vs less targets really fast. Imo the utilitys of a necro are well balanced unlike some other classes.
On the other end of the spectrum, dagger/warhorn + greatsword (berserker) with spite/soul reaping/reaper was drowning in lifeforce.
What you describe is about 7k dps. Less than half of what a standard ele build does. Your build takes 20-30s to reach 7k dps. Ele builds burst 40k dps then slowly go down to 14j dps.
Not sure how you can consider that strong.
Because I solo open world and it felt fine
I don’t think I play necromancer too much to give proper feedback but condi reaper right now is pretty strong if you do it right.
I used curse(3/1/3)/soul reaping(2/2/3)/reaper(2/1/2) 20% bleed duration, +20% chill duration.
Malice sigil (10% c.duration), toxic focusing crystal (10% c.duration), ele runes (20% burning/chill), pizza food (+40% c.duration): +80% bleed duration, + 80% burning duration, + 100% chill duration and +60% vulnerability duration.
Your soul is mine / blood is power / suffer / you are all weaklings / Chilled to the bone
I played scepter/dagger + staff during beta and this is what I did:
Start staff, skill 2-3, swap weapons, skill 2-5 on s/d, swap to reaper, 5-4-AA till 4 stacks burning. Surely this isn’t optimal for my dps but mobs melted away.
The problem however with this build was the lifeforce starvation others mentioned as well.
Staff was on the low end of generating life force while doing low end damage as well.
Scepter has decent bleed generation for 13-27s/bleed but would only stack to 20-25 if I wasn’t using reaper form, + reaper form turned it into 10-13 stacks. Scepter/dagger overal had seriously abyssmal lifeforce generation.
Your soul is mine was simply a weak heal, healed like 3.5k (on a 19k hp pool) and generated very little lifeforce vs 1-2 mobs. (Imo it should get a buff where for the next 4-6 seconds it generates 5-10% of dmg done while in reaper form as hp).
Shouts have good effects vs larger groups but become less effective vs less targets really fast. Imo the utilitys of a necro are well balanced unlike some other classes.
On the other end of the spectrum, dagger/warhorn + greatsword (berserker) with spite/soul reaping/reaper was drowning in lifeforce.
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I did this one solo so ye, git gud or something.
Not sure what I did, either as warrior or as thief but it was very doable.
I’ve posted before how mastery tracks level up too slowly and I have to get back on that stance. After getting 2nd tier of gliding and first tier of mushroom jumping the jungle became easyer to walk through and the pressure of getting the other masterys asap to actually be able to play in the HoT map went down. So the experience requirement is probably good where it stands now (for me atleast).
Then enemys and boss fights.
The enemys in HoT are difficult but not over the top (Im not kidding), read the description below the hp bars on enemys and let your brain work.
One thing is uncertain yet but it’s a little feedback about Living story 2. The shadow of the dragon boss fight (chapter 8 ), is a good fight overall but, the fight itself is far more about performing puzzle elements than actually fighting the dragon. Not inherently bad but the ratio of fighting vs puzzle is leaning heavily towards the puzzle which takes away from how awesome and how dynamic combat in GW2 can be.
Entire post is just opinions, don’t take it too seriously.
If a GW3 was released instead of HoT I would ritualisticly burn my GW2 disc and kitten on it, afterwards I would dance around it. Would also scream from the highest places that Anet will screw you over into ascending planes.
bitterness aside, the GW2 coregame (all the stuff without LS1-2 garbage) is highest tier mmo stuff. LS 1 and 2 (content wise, time of implementing, timespan) was the most atrocious kitten I have played in the 16 years Ive been playing videogames. Its why Im happy with an expansion since Anet can make good content at its core, just not in smale pieces, they suck XXXXXXL at that.
And if a GW3 was launched after 2 years of garbage, (kept playing because THIS GAME IS GETTING CARRIED BY ITS COMBAT SYSTEM) Id be livid.
Not saying the current fights in PvE are anywhere near good but its potential is so high.
In all honesty, kitten off with the champion bags. They destroy more than that they add to the game.
Pretty amazing as well how you make things like account wide magic find, gold find, bonus karma and then come up with this event. Its not even just this event, the entirety of silverwastes not dropping loot invalidating all the MF/gold find players got on their accounts, well played Anet, well played.
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Dear Anet,
Don’t worry about what new players think of this event, I just talked to 2 people I had coming over from WoW with f2p and they didn’t understood a thing about this event and thought it was vague as hell. They don’t participate in the event at all. They just enjoy walking through the different maps and exploring right now looking at the pretty pixels etc.
It’s probably the same halloween event as last year, that’s it. There is nothing indicating halloween would be shortened in time.