On Monday, I did the jump puzzle and was unable to open the vault. I have since tried each day this week, and it will not respond. I have also stood by the door with others who could not open it.
I was just waiting for a server reset to fix it, but after going in this morning, it is still bugged. At first I thought that maybe it was because I had “old” key halves, but as I was contemplating chucking the key halves and re-doing the jumping puzzle, another person ran up who had just gotten them and it wound’t open for them either.
I am on Henge of Denravi server, but I saw a few posts in the WvW sub-forum stating that some other servers were having the same problem…It seems like more of a “bug” issue than a WvW one, so I put it here. Anyone else confirm here that it is or is not working for them?
It has been bugged on HoD for about 5 days. I just checked again after the server reset and it is still bugged. Someone else who had just gotten the key halves couldn’t get in either, as I thought maybe my “old” key were no good.
My main frustration is of chasing a fleeting goal. Right now I could buy a precursor for a mere 135g. I would spend it if I had it. Last week it was 80g. before that it was 35g. So If I start saving up 135g the likelyhood is that 135g will not be near enough by the time I get there. I have no problem chasing a difficult goal…just don’t like chasing a goal moving away from me like a speeding train.
(edited by Skar Hand.5037)
If it is anything like GW1 (which I suspect that it is) I ended with 3400+ skill points on my warrior when I left for GW2. I very much doubt that there is any cap.
https://twitter.com/GuildWars2/status/253898808155586560
I’m guessing it has something to do with the Halloween event.
What did you do to get it?
If I remember right, you have to go down by the dragons tooth and walk to the back. there is an instance you can enter by talking to an NPC I think.
Ori nodes not showing up as minable - Friend showed me spawns I see a ruined base like I mined it but I haven't, can mine 2 out of 5
Posted by: Skar Hand.5037
HoD, I went to where the ori spawned in frostforge and watched 2 other people mine it, but it is a dead node for me.
I have this as well after completing my monthly survivor.
Thanks for the nice response. I myself an leaning towards the 10x option, at least for my first 100 or so materials. If I get no clovers I may go to the 1x recipe. My only quam was that I read in a post or two that some people thought that you could get some T5 mats out of the 1x recipe. If that is the case, I will stick to the 10 the whole way as even a failed attempt that gets me t6 mats moves me towards my goal, even if it is more slowly.
Originally posted this on GW2Guru, but I think this site gets more traffic.
I am beginning what will be for me a long term goal of getting a Legendary Weapon before any expansions come out. With that being said, I have decided to tackle the mystic clovers first since they have the element of randomness, and once I have them, I can basically make a shopping list for the rest.
I have set myself a starter goal of 250e, 250 coins, 250 Obby shards, 150 SP.
I have read alot of conflicting advice as to which route is “better”. The one at a time recipe, or the 10 at a time recipe.
I realize that “better” is somewaht subjective here, but here is what I mean by it: which of the two give better “failed” results.
I expect to fail alot, lol. I think the one at a time recipe has a more stable clover chance, since 250 individual gambles have a better chance of evening out than 25. But I would rather choose the method that sets me up better with the failed attempts.
Also, is there any use for the crystals if I end up with extra? I don’t really want to buy 250 and end up with 50 left over with no use and waste SP’s. On the other had I don’t want to go back and forth buying them 10 at a time.
Thanks in advance, and good luck to all of you in your legendary hunts as well!
Bump for a friend to find this easier!
When people say they have 155% or so in Magic find, how do they attain that?
I know that Explorer or Traveler gear grants it. (3% x 6 = 18%)
I would presume rings, accessories, etc do the same. (3% x 5 = 15%)
Food, even the omnom’s only give what +35%?
I have a feeling I am missing a puzzle piece, if anyone could inform me what a “Full Magic Find” set entails, it would be very helpful.
Thanks!
Another possible solution to help with the social aspect of the high cost is make it so that the WP nearest someone you are partied with is free.
That way there is NO cost to group with other people.
I agree wholeheartedly that the way point costs should scale with the rewards in the zone. And possibly with one free portal if you have’t used one recently.
I can defiantly see how absolutely free travel would just lead to “Scouts” calling out DE location and everyone swamping it, and never running about.
However in addition to the “anti-social” or at the least less social impact of high traveling cost, it penalizes players who have limited amounts of play time. I for example play GW with my wife. We have 4 kids so our playtime is very limited (after they go to bed). We usually don’t log in at the exact same time as she likes to sit down, check FB and other things after the kid go to sleep. When I log in I have to weight, is it worth hopping over to this zone to play, because she is going to log in soon and I’ll need to go somewhere else. So I end up standing around for 15-20 of my precious little play time, or just running into a zone I have already done to get my daily kills/de’s etc.
Another thing I have done when I notice drops slowing on a particular item, is go kill something else nearby that drops coveted items I don’t need and sell them, then I can buy what I do need. Early on I needed 90 vials of thin blood for an armor set I wanted to craft, I farmed about 50 vials from a mob of fast spawning bats and also got 50ish scales from the barracudas in the pond next to me. Sold the scales I didn’t need and bought the extra 40 vials. It was actually faster as I could make a loop, and had less down time between kills.
If a mechanic is added to the game for whatever reason…to quell inflation, combat botting, or whatever, that is part of the game. It is what it is. I don’t like bones in my fish but if I want to eat fish, I have to deal with the bones. I can’t wish that fish didn’t have bones. It is what it is.
Thanks for the advice. Do you feel that the Vitality > Toughness/Healing Power?
If I were to make a single gear set that is generally effective for most builds, I would simply copy the sPvP Celestial amulet (even in all stats), or gear yourself with a balance of Carrion (Power, Vit, COND) and Rampager (CRIT, power, vit, cond). Carrion + Rampager is probably better. In other words, an even mix of Power, Precision, Vitality, and Condition damage.
So going this route, I could spec all my Traits into Vitality, Toughness, Healing lines for extra survivability and still have some damage from the armor stats, or spec only into Power, Precision, and Condition damage if I was feeling more “glass cannony”?
I posted this in the Players helping players section before I got down here. I think I might get better help here, so here is my question:
I am rapidly approaching level 80 on my mesmer, and I am starting to plan on what armor and jewelry stats I want to work towards.
I am a semi-causal player with limited play time (job, family, etc) and while I would like to do some experimenting, I just don’t have the time. I know some of my question is somewhat subjective, and based on play style, but I am asking if anyone has played much with different options to see how it works out.
I see it as there are pretty much 3 general ways you can spec yourself out:
1) Glass Cannon (high-damage, low armor/health/healing)
2) Tanky (higher armor/health/healing, less damage)
3) Combination (mid damage, mid armor/health/healing)
My main question what, if any, works well, and how much of a difference is there?
Right now, I am lvl 62 and seem to be doing well, I don’t die super often maybe once-twice per few hours of play (if I over extend or accidently grab aggro I didn’t see, usually) I never stand still and I dodge all the things(that I can). At the moment I am specced with everything into Precision and Condition Damage, with a smidge in power. My plan at the moment is to lean towards more survivability, as I would rather live longer and kill slower once I start getting into harder/longer fights and dungeons. But I don’t know how much the stat changes really affect that.
If I am specced with Healing/Vit/Toughness only, will I be doing 20% less damage? 50% less? 80% less? And can shrug off a few hits? From what I understand in dungeons things hit so hard if you miss a dodge you are dead no matter what, so if specced this way and I still die in one hit, why sacrifice my damage?
Another thought I had was possibly trying to spread my armor/jewelry stats around so there it is roughly the same in to all, and then just adjusting trait points only if I want to go with a crit build, or condition build, etc.
If anyone could shed some light on this and give me some pointers I would greatly appreciate it.
TL;DR
What stats would be good for diverse builds for someone who only wants to have 1-2 max armor sets.
(edited by Skar Hand.5037)
Just saw this, cant wait to get home from work to watch!!
I made a post about this during the Betas on this forum. I not only find it annoying, but it also goes against their stated goal:
Things you do have a lasting effect.
If I kill mobs on my way into a cave, and then kill them again on the way out and then can look back into the cave and see the Veteran I just killed re-spawn (if I could even kill him alone, without getting back aggro) it does not foster a feeling of accomplishment.
There are 2 possible solutions to this issue that I thought of, let me know what you think:
1) If an area (cave, field, lake, etc) has X foe spawn nodes, each time you kill a mob, any mob that spawns from that same node is non-hostel to you, unless you attack it (for a period of time). Look at it like you taught it a lesson, lol. This way they can keep the spawn rate high for others that come along.
2) Each spawn node has a “look for a player in radius”. If the re-spawn timer is 1 minute, before it spawns a new foe have the node do a check, is there a player within X feet, no=re-spawn, yes=reset timer(max 2-4 resets, to prevent someone standing on a re-spawn node and preventing the spawn indefinitely) the radius could be set as a circular radius, or the interior of cave/building/etc.
Both solutions have their strong and weak points, but either would be better then the super-spawning we see now. I am not a programmer, but it seems to me like either of those solutions would be fairly easy to implement. Also for teh record, I am talking about regular mobs that live in the world. Not DE ones, those I don’t have any problem with them spawning in waves and whatnot.
(edited by Skar Hand.5037)
Allyhoo ninja’d me while I was loggin in. I have had very good success in obtaining thin blood from the bats in the orchard right north of LA. (Spiders near there give weak venom too)