Showing Posts For TWMagimay.9057:

1 Clover Recipe vs 10 Clover Recipe?

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Posted by: TWMagimay.9057

TWMagimay.9057

It’s called statistics, the more times you repeat a single event the more liekly you are to get the actual rate.

For example you could flipa coin 10 times and show a rate of flipping heads of 70%, and you could flip a coin 100times and get a rate of heads of 55%, but if you were to flip the coin 100, 000 times in a truely random environment the chance of having anything other than a rate of 50% is exceedingly low.

With mystic clovers supposing both recipes have a similar rate o clover production the one that you repeat more times is goign to give you closser ot the actual rate of clover production.

With the 10X recipe you could easily do the recipe 10 times (ie ten chances at ten clovers) and only have 1 or 2 or even no clovers and you are not unlucky simply atthe mercy of normal distributiona nd fixed chance, yet witht he 1X recipe if you repeated the recipe 100X (the same cost as repeating the other recipe 10X) the chance of not getting close to 30 clovers is much smaller.

And that part is exactly the problem. You assume the probability is the same(or similar), but haven’t proven that as true. Once you take that assumption out, you go absolutely nothing. Which is what I believe the previous poster meant.

Staff needs better single target dmg options

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Posted by: TWMagimay.9057

TWMagimay.9057

Fire 1 on D/D may as well be single, its very weak if you split it up, but yeah I get your point. But D/D still has those aoes (like the breaths, and lightning whip(used to be single) that hit smaller aoes and have stronger dps in exchange, making it good for 1v1. And their 1v1/few skills are much better dps, particularly dragon’s claw and lightning whip.
…And I wouldn’t count auras since their mostly defensive.
Point is that it’s good 1v1 and 1vMany. The short range drawback I feel is mitigated by the damage buffing/mobility. But yeah, I guess Instead of wanting more single target skills specifically, I just want slightly better 1vfew skills…

The main reason I want a few single target skills on air is because atm, you’re better off spamming fireball in most situations than using air for damage. I think that’s sad. The rare exception is when fighting 2 enemies, because the first target will be hit twice from chain lightning. Basically, air is overshadowed, so I figured the easiest fix would be to go with the official description of air magic and make it single target.

Technically almost all melee is aoe too, because it has a hit radius that can catch multiple enemies, but they’re effectively 1v1s.

I was basically making the point that ele in general is an MT-based class, some weapons are more traditional at it(like, staff) while it’s less obvious with others(like dagger). But it is part of the class.
I did put auras on the side because of that, but they still have MT-side to them so they can’t be fully excluded from the list either.

I do agree that staff air is…not exactly my favourite. Mostly because the autoattack bounce tends to pull adds in pve and that is just annoying. For example, mesmer GS2 works the same way, but the bounce has a significantly smaller range(or smth, never had an issue with that skill). Having the air1 on staff stack(as in, always hit 3 times even on 1 target) and limited bounce range would be a nice improvement. But if anything, I’d like to see more aoes on staff(like, air3 for example).

Staff needs better single target dmg options

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Posted by: TWMagimay.9057

TWMagimay.9057

I think the problem is that aoes are weaker or have some sort of draw back in exchange for the area (which is very reasonable), but OP would like some single target options as well to balance out the staff (all other ele sets have both single target and aoe)

Let’s compare:
MT D/D skills: Fire1, 2, 3, 4, 5 Water1, 2, 3(theoretically 4 and 5 also affect multiple targets), Air1, 2, 4, 5(3 also can affect multiple targets), Earth2, 4, 5
What do you know, D/D has the same amount of multitarget skills as staff…and a good amount of them are aoes. Not point-and-click aoes, but still…

Elementalist - I'm Completely Lost

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Posted by: TWMagimay.9057

TWMagimay.9057

  • I really would like to use runes that would increase the duration and damage of both of those 2 conditions. I find myself switching between Fire and Earth attunements a lot and of course anything with an increase in boon durations would be of a benefit as well.

This is the general list of runes: http://wiki.guildwars2.com/wiki/Runes I guess 5x Nightmare + 1 other or 2 of the bleed duration ones. This topic: https://forum-en.gw2archive.eu/forum/professions/elementalist/Ele-s-Staff-Dps-Other-weapons-in-group-PvE/first#post688991 eventually went into staff dps options discussion Jaedenaar is the bleed oriented one(think he mentions his rune set-up for 25 stacks of bleed solo at some point, but am really too lazy to read through all of that xD).

Nah, I think it’s a ‘crappy’ feel. That’s just how it’s going to feel when you swap to an unfamiliar weapon/style. I know because I’ve done the opposite, swapping from Daggers to Staff and it did and still does feel a bit crappy. It has mundo support but its damage and control is different and niche. When I’m using a staff, it very much feels clunky because the meat of the skills foes can simply move away from.

It’s not so much short vs long because you can make up for that with utilities and tactics same as your long range and control. But that never changes the feeling you’ve trained yourself to recognize as a player of a specific weapon. You’ll see a situation you could have capitalized on with this weapon or that but you’re stuck with the one you have and that thought and hesitation make one just that bit less capable.

Mmmm, I went S/D → D/D → Staff. When I started using D/D, I suddenly saw earth weapon skills in a whole new light(3 just gives 4 and 5 a new sense). When I tried staff, it just clicked for me, I’d found the right weapon for me and it felt right, not crappy. Now I’m using D/D again(for the stupid achievement) and it does feel crappy, I constantly get the “I could’ve done this so much better/easier with a staff”-feeling. To the point where I sometimes leave events to change weapon. Because staff fits my preferred playstyle and I’ve been a healer(ranged mage) for a long time now.

Why limit the topic though? For one, I don’t think staff needs anyone defending it…practically all elementalists use staff. I think it’d be healthy for the topic if ALL possibilities are open for discussion. Even if it doesn’t help the OP it might help someone else that is reading the topic and is also lost.

Well, I already explained that. When I found staff to be the weapon I like, I wanted to get some tips about it(it’s how I approach new games, tips → test them → decide what’s best → go deeper into the class on my own). Since I also don’t like making the 100th topic about smth, I decided I’ll just look around and see what’s out there. It was beyond frustrating and guess I still have that dislike(it actually pains me to derail the topic even further, but I have issues with keeping my keyboard still so…). It’s not about defending staff as a weapon, it’s defending staff as the topic choice. If OP had said “daggers” and smb gave staff advice, my reaction would’ve been the same…

Chili Peppers - Any more reliable place to get them?

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Posted by: TWMagimay.9057

TWMagimay.9057

Are you honestly suggesting that there is some form of conspiracy to keep the location of vanilla and chili peppers a secret?

Not really. I’m more trying to get an answer as to where else I can get chilli peppers and vanilla. Although, I have a good income from gathering those…so maybe it is a bad idea to push it after all…

Chili Peppers - Any more reliable place to get them?

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Posted by: TWMagimay.9057

TWMagimay.9057

There aren’t chili peppers in bulk any more. Thus the post.

And then there is my infraction point for saying gathering is the way to get those items. I’ve been waiting 3 days now for the support to clarify it and explain why that was false information(or retract the point if it isn’t). Neither of those has happened, so I can only assume that there is smth we are all missing….and they’d like to keep it that way? Not quite sure….

Staff needs better single target dmg options

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Posted by: TWMagimay.9057

TWMagimay.9057

Out of curiosity, how does one achieve that 83% / 98% dmg?

[theory crafting]
Well, I went in spvp to check it out… With Fire Signet, Runes of Eagle, Rampager amulet, 30 air I got to 74% crit chance. The 10 precision stack sigil would give 250 precision or ~10% crit chance extra, thus bringing the char up to the 83% chance(should be more, actually). Now, FS, Eagle runes and 30 air are available outside spvp, so…how to get 923 out of spvp…
Coral jewel set: 336
Rampager armour: 315
Rampager Stafff: 179
That’s 830. Add a 100 precision food and you got 930 which is just the right amount to get 83%+ crit chance.

At the same time with that set-up I have 38% crit dmg. I’d assume 98% includes the base 50%, which by that standard would put me at 88% total. The extra 10% can easily come from taking out some precision(which the above set-up has more than enough of) and subbing it for crit dmg(say, 3 ruby jewels and 2 coral instead of 5 coral). Which ,in theory would bring the char to 84%/98%.[/theory crafting]

I guess there are more ways to get the same result and am just curious how close I got to the real thing xD

EDIT: Oh, bummer, I was a bit late posting. But I was sort of close-ish…kind of… At least got the runes right….

Elementalist - I'm Completely Lost

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Posted by: TWMagimay.9057

TWMagimay.9057

Well atleast i derailed you and now you are on to more pressing things like personal attacks on internet forums. Well played, sir. Well played.

That’d be as opposed to your very helpful and constructive comments, right? I do believe you played yourself. But you do have a point, I should just give OP advice. Here we go:

I see OP likes staff and swiftness, wants decent survival that doesn’t come at the cost of dmg. That’s cool. OP should play a necro. You can have perma swiftness(even underwater), get extra survivability from the high hp and life force and since those are basic proff characteristics, you don’t lose dmg. You also get pets, which can tank for you in pve or cc/deal dmg in pvp. I’d suggest checking out the necro forum for more detailed information on pet/well/etc builds.

Oh, but OP wanted to play ele? Well, beep that, necro is just as fun once you get used to it and OP’s playstyle or preferences shouldn’t be taken into account when giving advice, right?

So, how did I do? Great, right? I expect to see you defending my awesome advice with everything you got^^

Crafted goods become soul bound

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Posted by: TWMagimay.9057

TWMagimay.9057

Putting gems/runes/whatever into something soulbinds it for whatever reason (not counted if it comes with that inside it, like a ring does).

And then you have to soulbind it again when you try to equip it(which totally makes sense, right?). But at least that warns you about soulbinding, unlike transmuting items, where it’s part of the deal and you don’t even have to accept it.

Elementalist - I'm Completely Lost

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Posted by: TWMagimay.9057

TWMagimay.9057

You should prolly make some more post flamming people that are trying to help, seems really helpful and makes the whole Ele community seem like super awesome people.

As you wish. Although I woudn’t take the opinion of smb who’d rate an entire community based on one person as very, ammm, legit. Or intelligent for that matter. I guess that’s what happens when you don’t leave the house at all… Although being on the internet doesn;t make much sense either, with all those hackers and stuff around…the whole community is so bad. And you are part of it…

Staff needs better single target dmg options

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Posted by: TWMagimay.9057

TWMagimay.9057

Am I the only one who noticed that almost all ele weapon skills(not only staff) are aoes? Thus implying that the class was intended for aoe > single target gameplay? And also that there is nothing wrong with that?

Elementalist - I'm Completely Lost

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Posted by: TWMagimay.9057

TWMagimay.9057

He said he likes swiftness. D/D provides permanent swiftness. The playstyle differences between the various weapon sets are immense. When you’re used to playing staff, switching to D/D or S/D can feel completely crappy until you’ve had plenty of time to get acclimated to it. I was pointing out the benefits of the weapon set, since they actually provide a lot of the things the OP said he wanted.

It’s not a “crappy feeling”. It’s long range vs short range. Some people just don’t like being in the middle of the fight and prefer nuking from behind. Having in mind OP is looking for sustain dps with -some- survivability, staff would work much better exactly because of the range(which provides some extra survival by being outside the battle). The only thing daggers provide that OP wanted is swiftness. And I didn’t see him complaining about One with Air trait or looking for an alternative. Air is a very good fight opening attunement for staff. For one, air5 allows you to restrict the enemy in a certain location then drop sand storm/bleed/cripple and go into fire aoes.

I primarily run Scepter/Dagger with Arcane utilities, actually. The build I posted was a fairly close approximation of Daphoenix’s tanky D/D build. I posted it not for self-aggrandizement, but because it fulfills a lot of the OP’s requests, namely: high swiftness uptime, extreme survivability, and solid damage output.

So do staff builds. You know, the weapon OP actually likes playing. Yes, you can get that with pretty much any weapon combination as long as you get the right traits and gear. OP already made his weapon choice(which is basically the one thing he’s not asking about). If you don’t have a working staff build, why post? Yes, I’m also touchy on the subject. I looked through every staff-related topic on this forum hoping for tips. Most of them look like this:
- 20 posts total
- 10 posts about scpeters, dagger, focus and how they’d be better than staff
- 5 pointing out OP was looking for staff advice(and sometimes those would even give staff advice)
- 2 saying OP should roll xxx class instead
- 3 rambling on about smth else(like we are right now)
It is annoying.

Flaw in Design

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Posted by: TWMagimay.9057

TWMagimay.9057

No, he’s not suggesting that. Read the beep topic before you beep post. It was explained 10 times by now. Seriously…

And yet…

OP

“it’s entirely about how crafting raw material into an item and that item selling for less than the same amount of raw material would sell. This is not about the trading post, but about the selling to actual vendors.”

OP

“I was just wondering the concept behind why whenever you craft an item with raw material you can sell that raw material to a VENDOR for more than the finished product.”

Seriously, it seems pretty clear what he’s saying. Perhaps you posted your reply to the wrong thread?

To be clear, selling crafted items to the vendor must be done at a loss. If you broke even then it would be free xp, and if you profited it would be horribly broken.

Yes, it is pretty clear. Not to you, obviously. So, I’ll make it simpler.
Ore A vendors for 5c.
2 x Ore A gives you Ingot A.
Ingot A vendors for 5c.
OP is asking how come Ingot A doesn’t vendor for 10c.

It was already explained(about 10 times) exactly what he means and exactly why he’s wrong. Yet, you decided to hop on the misunderstanding bandwagon with a “gold out of thin air” theory.

Now, keep reading this until it sinks in. Got it? Good.

elite skill which is not useless in dungeons?

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Posted by: TWMagimay.9057

TWMagimay.9057

Have you ever tried tornado in WvWvW?

No, it was enough a disaster in spvp against only 3 people who just got pushed away, swaped to ranged and killed me before I could even get close to anybody else. I wonder how it could possibly work better against 30 people… Video, please?

Why set lowest health?

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Posted by: TWMagimay.9057

TWMagimay.9057

I agree with TWMagimay. Let’s delete all professions and just create one profession that can do anything. Gawd, the choices would be endless.

Where did I ever say that? In any possible way? Like, even remotely? That’s right, I didn’t. You just failed at reading.

Crafting: target audience

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Posted by: TWMagimay.9057

TWMagimay.9057

What would be possible would be implementing an alternative way of acquiring resources by making them crafting themed. I could easily see a mine themed dungeon where hard work would be put into acquiring raw materials. Puzzles to determine profitable ores among junk. Actually pushing mining wagons loaded with ore to the surface. Preventing cave-ins as games of skill and speed, carrying timber and fixing the right beams at the right time. Things like that. I really think it could be made fun.

This is an excellent idea. Much better than just running around nodes, and much less able to be botted.

Me likes. As long as nodes get to stay though(cause I like gathering xD). But, meh, such suggestions never see the light of day…

Flaw in Design

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Posted by: TWMagimay.9057

TWMagimay.9057

This post isn’t a rant about crafting and how you can’t make money at it…
Whenever you look at other games crafting systems one thing is clearly noticed, you can make money by crafting.

This reply isn’t about how your OP was contradictory, but the one thing that is clear is that you contradicted yourself in your post.

I didn’t contradicted myself, I never stated that we should make money off crafting. I was just wondering the concept behind why whenever you craft an item with raw material you can sell that raw material to a VENDOR for more than the finished product.

This about gaining experience stuff, is just lame. No person in their right mind in real life or in any fantasy land would create an item just to sell the finished product for less than they could get out of raw materials.

Are you suggesting that we should be able to profit by selling finished items to an NPC vendor? Surely you see the problem with that idea. The sheer volume of currency generated from thin air would be poison to the economy. Why would you do anything but craft and sell to vendors all day until everyone had piles of gold the size of Mt. Everest?

As for selling on the TP, if a given item has so little value that it’s selling for less than the value of its materials, then you should not be crafting that item in the first place.

No, he’s not suggesting that. Read the beep topic before you beep post. It was explained 10 times by now. Seriously…

elite skill which is not useless in dungeons?

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Posted by: TWMagimay.9057

TWMagimay.9057

Maybe if tornado had a couple more buffs like protection and/or swiftness with it to prolong your life a bit or something like lich form it would get used more. Its actually a pretty cool elite except you die too fast when you lose all your active defenses, which an ele needs.

I’d be happy with tornado if it pulled instead of pushing. So, ok, good, I just pushed everybody out of my dmg range…now what? Pick one of them, head there and push him out of range again?

Our most amazing elite - plauged by design flaws!

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Posted by: TWMagimay.9057

TWMagimay.9057

And no, what that guy said about all of the items disappearing was not true, don’t trust the ‘information’ he provides. A warrior’s banner will never disappear after a drop, for example. They are practically the same thing – a conjured elite, which can be picked up and used by others. Only the Ele’s conjured weapons are the only ones that disappear after being dropped, which needs to be fixed.

Except, ya know, banners are very very different. Also, they disappear when their time runs out. Oh, and they are more of mobile buffs than weapons. But, yah, I guess it’d be too much to expect you to understand that. Do you want me to list all differences or do you think you are capable of discovering them on your own?

As for your Orr experience, yeah, that’s how it works with staff, except on bigger range and with more skills. Also earth elemental tanks like a pro there.

Why set lowest health?

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Posted by: TWMagimay.9057

TWMagimay.9057

If all the classes had homogenous health and armor it would be rather boring no?

No, why would it? It would, after all, be all about player choices. Kind of like, you know, ArcheAge. Heavy armour gives more defence and hp, light armour gives more dmg(maybe even ms). So if you want to have a 20k hp ele, you can.

Now, your turn, how does 4-5k hp difference make for “not boring”?

Elementalist - I'm Completely Lost

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Posted by: TWMagimay.9057

TWMagimay.9057

Sure, if you like staying in air attunement for 50 seconds. Which I don’t. D/D’s perma-swiftness is up at all times, even while you’re attunement swapping during combat.

As for choosing weapons and runes based on what I like, I like increasing the duration of my fury, might, swiftness, regeneration, and protection by 40%. It’s pretty great.

Oh, my bad, I thought this topic was about what Siliconhobbit likes. You know, the guy form OP who not only said he likes staff, but made it pretty clear that he doesn’t enjoy daggers. I guess I should’ve been more blunt about it instead of going for sarcasm, but, meh, thought it was obvious enough.

And, yes, I know it’s a trend for everybody to push their build at every topic, but, c’mon. It’s the main reason I decided to tackle staff builds on my own instead of asking. Figured I dun wanna read 2 pages about daggers, scepter and focus for 2 posts about staff(yes, I also happen to love staff and generally dislike the other weapons).

So this is not completely off-topic:
Depending on the attunements you use most often during combat, I’d suggest:
- precision for fire(it’s actually pretty easy to score ~50% crit rate and you can totally see that in 1, 2 and 5 skills)
- condition dmg/bleed duration for earth(because, duhhh, 2 and 5)
I was pretty much looking for the same gameplay you mention and eventually went for power/precision/toughness set with 30 in earth(because I like them signets). I find my dmg satisfactory(although mobs in dungeons love me a bit too much) and survival is not an issue(except for dungeons thus i refuse to do them xD). You can trade that precision for condition dmg(which, granted, would make more sense with maxed earth trait) or vit(if you’d rather have the survivability).

Buying easier (cheaper) than Crafting

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Posted by: TWMagimay.9057

TWMagimay.9057

I think it’s the weapon design… It’s not very..universal. Actually, I only see it working for a necro. Cause the skin screams “i play with dead things”. Can you picture yourself shooting pink butterflies out of dangling bones? I know I can’t see that as good looking…

Elementalist - I'm Completely Lost

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Posted by: TWMagimay.9057

TWMagimay.9057

I know you said you don’t like D/D that much, but if you like moving around fast, D/D is the weapon set that gives you perma-swiftness. If you put 10 points in Air for Zephyr’s Boon, then Dagger Water 4 and Dagger Air 3 abilities will each apply swiftness and fury. With Elemental Attunement from the Acrane tree, you get swiftness from attuning to Air, and you also get swiftness from Air Dagger 5.

Combine all these abilities with 2x Superior Rune of the Monk, 2x Superior Rune of the Water, and 2x Major Rune of Water or Monk, and you get 40% increased duration on all boons. With 30 points in Arcane, you have 30% increased boon duration on top of that.

It’s very easy to stack over a full minute of swiftness by using this combination of traits/runes/abilities. D/D can also be one of the most survivable builds, because in addition to perma-swiftness it also uses a lot of Cantrips (defensive utilities) and traits that give you extra benefits from Cantrips, such as regeneration and vigor.

Or you can, you know, take One with Air, have 25% perma movespeed and be free to choose your weapon and runes based on what you like instead of speccing everything towards ms. Also, staff air 4 is quite nice for running around since it removes slows and roots.

Anyway…
I find the superior sigil of battle rather nice(gives 3 stacks of might for 20s on attunement swap), especially if you swap often. The “ends on downed” are rather situational, but if you can maintain the buff, it’s probably better than swaps.
For armour/runes/jewellery…depends on how tanky you want to be really. I suggest looking through wiki and gw2db.com to see what’s out there and pick the combination that sounds good(spvp is a good place to test the result for free and get a general idea about the char’s performance in the "real’ game).

Official Response: Drop Rate of Legendary Precursors

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Posted by: TWMagimay.9057

TWMagimay.9057

Lastly, if they were to make precursors really easy to get, that still doesn’t make the whole weapon fast food(I was looking at The Bifrost just yesterday….almost choked when I saw the list of “total needed”, The Legend is the least of my problems….).

That’s funny because bifrost is the cheapest legendary.

Do you have, say, a point? Maybe in your other pocket?

The point is that legendaries are expensive.

Oh, so it’s basically the ’whales are big" joke. I see, very funny, indeed….

Why set lowest health?

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Posted by: TWMagimay.9057

TWMagimay.9057

You shouldn’t have too much trouble surviving with an ele. My ele has constant protection up. Protection turns that 14k health pool into an effective 21k health pool. Not to mention all the knockdowns, stuns, interrupts, heals, and mobility we get. If things start going south, run. It’s one of your biggest strengths; being uncatchable. You can’t be engaged to the death unless you want to.

Thieves have it just as hard, but like eles their biggest strength is also being slippery.

I don’t think OP was talking about survival issues. More like…a mesmer has 50% more hp than an elementalist and the mesmer also has stealth and clones to take a lot of heat off the char. So, if protection turns your 14k hp into 21k hp, the mesmer protection turns his/her 21k hp into 30k hp.

I never got the idea behind different hp or, for that matter, armour type. That is primary a healer-tank-dps feature and makes the whole “we are all dps” thing feel unfinished.

Conjured Weapons

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TWMagimay.9057

Last I checked(5 min ago), staff didn’t have minimum range, did that change since then?

If you’re a non-bunker staff ele and a warrior gets up in your face and uses 100B, you’re not going to try to put some distance between you? Yeah. Tell me how that works out. Tell me how a close range staff ele fairs against 100B. Meanwhile, I’ll be the ele lmao @ the noob who just got pounded into dust by a burst warrior.

Oh, as opposed to being non-bunker D/D where you’d totally let a warrior get in your face and use 100B on you, right? I see how very pro you are….

Official Response: Drop Rate of Legendary Precursors

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Posted by: TWMagimay.9057

TWMagimay.9057

Lastly, if they were to make precursors really easy to get, that still doesn’t make the whole weapon fast food(I was looking at The Bifrost just yesterday….almost choked when I saw the list of “total needed”, The Legend is the least of my problems….).

That’s funny because bifrost is the cheapest legendary.

Do you have, say, a point? Maybe in your other pocket?

Official Response: Drop Rate of Legendary Precursors

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TWMagimay.9057

Did you seriously believe that “only 5% will have legendaries”? That is beyond naive(and closer to plain stupid) since…logically, the only way that could be possible would be through a forced cap on how many legendary items can exists simultaneously(I hope you can imagine why that’d be a very bad idea). Ultimately, just like with every other thing in every game on the market, more and more people are bound to get legendaries.

I also spent the last 15 or so min looking for the official post that says precursors will now drop from the sky on rainy days. I haven’t found it and unless smb can direct me towards it, I’ll view most posts in this topic as mass hysteria.

Lastly, if they were to make precursors really easy to get, that still doesn’t make the whole weapon fast food(I was looking at The Bifrost just yesterday….almost choked when I saw the list of “total needed”, The Legend is the least of my problems….). And even if that were the case, we could safely assume there will be Legendary 2.0 coming soon(because you don’t give the carrot to players until you have a bigger carrot in your pocket, that’s just counter-productive).

Conjured Weapons

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Posted by: TWMagimay.9057

TWMagimay.9057

Staff? Long range.
If another class notices which skills/weapons we’re using, all they have to do is go where our range is not. For a staff that’s as simple as getting in our faces.

Last I checked(5 min ago), staff didn’t have minimum range, did that change since then?

I find the idea of attunement based weapon intriguing. It could make FGS a better elite at the very least….

Our most amazing elite - plauged by design flaws!

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TWMagimay.9057

You can’t pick up the sword after you drop it… Just saying. Give us an option to pick it up whenever, fix the sound problems and it’ll be much better.

Oh, you meant…the other drop. The one where it disappearing makes perfect sense since it happens to other items as well. Yeah, guess I should’ve seen that coming.

And also, without the higher expectations of us, players, games would be complete crap.

Where did I say your expectations were “high”?

And seriously, your idea of whether I am right is really not a factor… I wrote this here for Anet’s devs to see, not for your amusement.

Yet, you keep amusing me by suggesting I can’t possibly disagree with you because you are wrong, I must be trolling/doing it just to flame etc.

Our most amazing elite - plauged by design flaws!

in Elementalist

Posted by: TWMagimay.9057

TWMagimay.9057

This was, of course, referring to PvP combat. Yes, meet PvP, where people do dodge and can avoid your staff attacks easily. I’ve played my ele in PvP a lot more than I’ve in PvE; leveling it to 80 is just an extension of the initial idea – to do PvP. Going through the leveling process has been of great use as I’ve learned a lot more about the class, things I otherwise would have missed. So obviously I’ve used all the possible weapon combinations and what they do, you don’t need to be a smartass about it.

Oh, ofc it was. So, you were comparing FGS in PvE with staff in PvP(before you try to deny it, read your post, the part about dodging staff aoes and then the part about lining up mobs for FGS 1 that came 1 sentence later). Good job on that.

Perhaps you are the type of person that accepts things as they are more readily than others, but I am looking for improvement. You can either have logic or not have it. It’s logical to lose the weapon when underwater, but why would you be able to cause the burning condition there? You can in fact inflict it, no matter how much it doesn’t make any logical sense. If you believe that asking for the option to PICK UP your sword after it has been dropped for any given reason is asking for too much – then there is no reason not to believe you only came here for the arguing and disagreement just for the sake of it.

I accept game mechanics as they are, unless they are in some way gamebreaking. I generally stopped looking for real life logic when I started playing fantasy MMOs(just imagine the mess if they tried that…for one, you’d have to make a new char every time you die) and learned to accept the logic created in that world.
Ermmm, you already have the option to pick up the weapon after dropping it. Or maybe, just maybe, I do disagree with you. I know, hard to imagine, but you should get used to the thought that you are not always right, at least in the eyes of others. I could go your way and claim that you made this topic only because you saw the other topic about useless elite skills and just wanted to disagree out of spite….

There is exactly one dedicated trait for conjured weapons and it’s called ‘Conjurer’ (very original) for 10 more charges. Excluding the shared traits, which grant boons or conditions, (things that you get from all kinds of other kitten) it’s a single trait devoted to 5 weapons, each corresponding to the relevant element, because after all they are elemental weapons. Compare that to the amount of traits for cantrips, for example. The conjured weapons deal (or rather are supposed to deal) elemental damage. They create the corresponding combo circles, and it is absolutely logical to expect them to benefit from elemental traits. If not – why not give us random wooden weapons, or something that wouldn’t suggest ‘elemental’? Kind of boring if it’s all about aesthetics. A total of five conjured weapons share only one trait, so why wouldn’t I expect them to benefit from the rest of my talents? A ton of things already provide me with endless regeneration and burning, so that’s not really impressive or that useful at all ( if you decide to point out Soothing Wave or Burning Fire).

But it’s about your expectations. That are based purely on your idea of what is or should be. I didn’t have those expectations thus I wasn’t disappointed. I did have other expectations that weren’t met(like, trying to blind a mob and fail even though there is nothing to suggest it won’t work). Happens, but that’’s a problem with the opinion and not the game.

Thoughts on Water Attunement 'healing'.

in Elementalist

Posted by: TWMagimay.9057

TWMagimay.9057

The second is that in other MMORPGs a player gets a Support Build where most of what you do is three things

1) Stand still and try to not aggro anything or claim hate.
2) Look at health bars of players and enemies
3) Spam your super-skills hoping your MP does not drop to zero.

You are either inexperienced as a healer/support(or horrible at it) or you play some poorly designed games. I’ve been a support healer for, hmmm, 6 years now and I’ve never had to do only the 3 things you listed(sure, I could, but…why when I could do so much more?!).

Playing Support in Guild Wars 2 as an Elementalist actually takes skill. It takes a full build too.

I have to see a lot more of the battlefield and switch between buffing players around me on attunement swap, debuffing enemies that would buy everyone time to react. Not to mention time my heals accordingly in order to not waste them.

It has become my favorite and when done right it really is an amazing support.

Consider that its an MMORPG and one healer can really make a difference if played right.

It also comes down to the people you play with. There are groups I can support who know what they are doing and I can act within those groups. Then there are groups who force me to needlessly waste my stuff that I can’t support as I can or should and we all get slaughtered.

Then there are the players who say “You should have kept me alive! I died!” and they dare to argue with me saying “If you’re a healer, why should I ever need my self-heal?”

…I always tell players “Use your self heals, do what you need to do. I am here for support.”

Yeah, that’s more like it. Might come as a surprise to you, but that’s how well-designed healers work in MMOs.

Ultimately, no class in GW2 would ever satisfy a dedicated healer. Ele comes close, but you will always lack the ability to keep a party alive against all odds, just because you are good at what you do(which is what a good healer in a good MMO does). No more Godcomplex for healers in this game….

Chili Peppers - Any more reliable place to get them?

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

Has anyone maybe found Chilli Peppers in Bulk? Because my last post was deleted for the false information that gathering is the way to get them. Which got me wondering, but I have been unable to find anything else(granted, I’m not willing to go to every single karma merchant in the world, but maybe smb stumbled upon it…).

Our most amazing elite - plauged by design flaws!

in Elementalist

Posted by: TWMagimay.9057

TWMagimay.9057

Furthermore, the opening of my post suggests I like the spell. If I was not satisfied with it – I wouldn’t be using it, nor writing a thread about it. But the problems can be very disheartening and I don’t see anything wrong with pointing them out. The part that I ‘never said’ is still not there, quoting me won’t make it magically appear there. This is not a thread made to rant about a spell ending. Read through and you will realize that such comments are unnecessary and untrue.

True, you are so completely satisfied by the spell, you felt the need to make a topic complaining about aspects that completely satisfy you… And quoting you say smth doesn;t make you say smth even thought it’s a quote from a post you wrote. Oh, wait, that makes no sense at all.

But what is mostly out of place here is your attitude towards this spell – some made jokes about it, they never use it nor like it. I, on the other hand, do use it and find it very pleasant. I haven’t tried it at lv 80 and with proper gear – but plan to do so in due time, as soon as I level my toon.

Did it occur to you that people made those jokes because they, ammm, tried the spell at lvl 80 with proper gear and didn’t find it very pleasant? Or are you(the one who’s not lvl 80), the only one allowed to evaluate spells? Just wondering…

The AoE aspect of the sword is superb – you can’t achieve that with any other spell. The only thing I can compare it to is the Piercing Arrows trait of the ranger (R being my main). If you have 10 mobs in a straight line – you can damage all of those 10 mobs simultaneously, dealing tons of damage. You can also cripple them in the same manner. The staff’s aoe attacks can be easily dodged, they are slowish and will never be on par with the AoE side of the sword. I believe the spell has its implications, and fixing all of those small issues will only make the class much more enjoyable. I don’t understand if you don’t realize that or just came here to start a flaming discussion with no end to it.

Meet staff. Great aoes, bigger range and doesn’t disappear. Oh, and if mobs are dodging your staff attacks(weird, doesn;t happen to me all that often), why are they so happily standing in a line so you can hit them with FGS?

Ofc, the spell has its good sides, nobody is denying that. And it has its bad sides. But the issues you have with it aren’t really part of it. The spell is supposed to do disappear after some time or under certain conditions, the twin is supposed to be pick-able by allies. It’s the same for all conjured weapons. I can understand it being frustrating the first time it happens, but once you figure out how the spell works, you should learn how to use it(like, not cast it before going for a swim and stuff….). Lastly, it’ll make the class more enjoyable for you, not in general.

I came here to disagree with you. If that’s not possible without a flame war, I’m ok with that as well. Your choice.

I also forgot to mention that as far as I know the conjured weapons don’t profit from traits – cooldowns don’t really change if you trait for 20% reduction, and so on.

There are some traits for conjured weapons(charge increase and stuff), but they don’t benefit from elemental traits…because they aren’t part of that element…

Our most amazing elite - plauged by design flaws!

in Elementalist

Posted by: TWMagimay.9057

TWMagimay.9057

@TWMagimay : You are free to twist my words as much as you can or want to, although that’s highly irrelevant. In no part of my post have I said my problem is that my elite skill ends at some point. I explained thoroughly that it ends prematurely, (I bet you know what that words means ( get it?)) and this is caused by numerous external factors, not just one.

Premature: 1. Occurring, growing, or existing before the customary, correct, or assigned time; uncommonly or unexpectedly early

So, no, GS doesn’t end “prematurely”, it ends when it’s, ammm, supposed to. By design and description. Just because it doesn’t satisfy you, doesn’t mean there is anything wrong with it. Oh, and here is that thing you never said:

. I can’t even leave it on the ground and pick it up later, the way I can with all those hundreds of practically useless tools (shovels, water buckets and whatnot).
[…]
nd what is most annoying is that I am even being punished if I decide to be FULLY efficient with my sword – that is trying to use mostly the auto-attack, which throws 3-4 fireballs for the price of 1 charge. If I do that – as soon as my sword disappears, which happens just about after 1 minute has passed – my other sword is gone too.

And what I was referring to. I do understand the mist form and water thing and do partially agree with it(partially, because it’s still part of the design and obviously working as intend thus not quite premature). It’d be a good idea to read yoru own posts and think what smb might be talking about before going into “i’m right, you are wrong”-mode.

I just am not getting it

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

I fancy gw2wiz.com guildes. Very simple, very easy to follow, very logical(once you get the pattern, you don’t even need to look at the guide any more).

As for bags, you can get 8 slot from spvp reward boxes or just ask in your guild if smb can spare a few. The ones you actually want to have are 15 slot(because the higher runes are just not worth it, imo). And if you are having trouble with the leather, ask an armorsmith to make them for you(those require ores which are easier to obtain).

Our most amazing elite - plauged by design flaws!

in Elementalist

Posted by: TWMagimay.9057

TWMagimay.9057

So, let me get this straight. Your issues is that the skill, ammm, ends at some point? And that other players can use it(really, I thought that was the idea of dropping the sword, to give it to smb else)… I think I’m lost….

Flaw in Design

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

You can make money crafting up. It’s not even hard, but it’s also not formulaic. You see, you are competing with everyone else who is trying to make money (except the people who are just grinding up).

Here’s my very long answer to this thread, in a similar thread: http://forum-en.guildwars2.com/forum/game/crafting/How-can-crafting-be-made-profitable/first#post672289

The topic is still about vendoring items and not player trades.

Precursor alternative suggestion

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

Only 1.
I see no point for more atm.

Come back when you have a few more and then tell me how awesome it was to get it.

Precursor alternative suggestion

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

Ermmm, no, ty. Just curious, how many chars with 100% map completion do you have?

Flaw in Design

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

This about gaining experience stuff, is just lame. No person in their right mind in real life or in any fantasy land would create an item just to sell the finished product for less than they could get out of raw materials.

Oh, the real life. Well, then play real life. Seriously. /imply logic If you could sell the finished item for the same price as the raw materials, you would literally be getting exp for free. Right not the difference in price is basically what you pay to level up. You don’t like it? Easy, don;t do it. But it makes perfect sense.

Flaw in Design

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

Also, Anet does not set the prices. The set the drop rates which in turn set the prices. Saying what prices should be doesn’t really do anything. It’s up to us, as a free market (aside from minimum selling prices) to set the prices.

I’m pretty sure he’s talking about vendor prices, not TP prices. Which is easily explained with exp gain anyway….

Why do these vegetables ....

in Sylvari

Posted by: TWMagimay.9057

TWMagimay.9057

Yeah the whole humanoid shape thing doesn’t entirely add up with Malyck who looks just like any other sylvari but comes from a different tree. Chances of that tree being burried on a human graveyard as well seems slim.

What if a human grave is a requirement for a tree to be able to produce sylvari? Because none of the other trees in the world spend their time breeding sylvari…which would suggest special circumstances and I don’t see why one of those can’t be a grave…

elite skill which is not useless in dungeons?

in Elementalist

Posted by: TWMagimay.9057

TWMagimay.9057

Well, tbh, I kind of like the elite elemental. For some inexplicable reason bosses in dungeons fall in love with me as soon as I step in the room As in, they keep stalking me until they finally down me because eventually everything is on cd and then continue ignoring the rest of the party until I’m officially dead…that is, unless smb tries to help me up in which case the boss will literally get them off me and then come back to finish the job… The only thing the bosses kill before I’m dead is…my earth bodyguard. Those few seconds are my chance to actually do, you know, dmg on the boss. I support the big little guy with sand storm and w/e other disables I can. But, yeah, I guess if bosses don’t look at you and see dinner…the elemental would be pretty useless….

November 15th Massive Update: Precursors Addressed?

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

one of the posters above is right, it’s impossible to reason with you. And gosh, it isn’t even a grind, it’s all about playing the Trading Post. (or botting / exploiting) See, it would be a grind, if for example it required you to do all of the explorable paths in all of the dungeons. And that would be FUN. A grind yes, but still fun! Instead of either mindlessly farming for hundreds of hours in orr or being an economy mastermind, able to manipulate markets, or just being a botter. (because there is no really efficient way of earning money by farming which is a real shame)

That could be also because your reasoning is bad. Like, you said that if it asked you to do all dungeons exp paths, that’d be FUN. For me, that’d be NIGHTMARE. You see, unlike you, I happen to enjoy the “mindless grind”, because I have my little obsessions and ways to make it FUN. Also unlike you, I despise dungeons in GW2. The main reason I’m not going after The Bifrost are those 500 Shards of Zhaitan(and my little sylvari leprechaun would really have loved to have a portable rainbow instead of a blue ball on a green stick). Unlike you I have accepted the thought of not sacrificing my fun in the game to obtain a shiney. And, also unlike you, I’m not QQing on the forum about not being able to get a legendary weapon. Because unless you enjot the process of obtaining this skin, going after it is a very very stupid thing to do.

November 15th Massive Update: Precursors Addressed?

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

Ermmm, why would you make long term goals seem completely hopeless to achieve, shortening it down to 0? If it’s the only long term goal left for the player, and you make it completely out of reach, or rather a gamble, then guess what. It’s over

Ermmm, why do you think it’s hopeless to achieve or out of reach? If you are going for the pve carrot part of the game you have to enjoy the grind. Thus, I don;t see why it bothers you. It just gives you more goals to farm, nothing else.

November 15th Massive Update: Precursors Addressed?

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

and he wants to take part in the other long term goals the game has?

Ermmm, that’s a bit of a contradiction, isn’t it? Why do you want to shorten the long term goals of the game in order to achieve them? Doesn’t that defy the purpose? Since you’d effectively be depriving yourself form part of the long term….

November 15th Massive Update: Precursors Addressed?

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Posted by: TWMagimay.9057

TWMagimay.9057

I really hope they address precursors with this update… Maybe put it in the new “very difficult dungeon” as a reward? Let’s hope.

Or else I’m out.. nealy 1000 hours played, 3 lvl 80 chars, ectect… I’m already rapidly losing interest in the game sadly.

And having a weapon that shoots rainbows will change that how exactly?

Food prices - when?

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

Magimay you have never addressed anything I typed with a logical response to the subject.
You are the eternal subject switcher and becoming blissfully nonsensical as you continue.

I compared consumables from one craft to consumables of another craft marking clear differences and all you can think of in response is something about gear having 50 slots. Since when can someone use 50 food items at once, weak weak arguments. I compared oranges to oranges and you compare bokchoy to a pepsi can. You mean someone upgrades their gear over time like they change food over time! The heresy of it all.

Don’t try to troll me.
Next time you post to me I will consider it instigation and I lost my patience with you yesterday because your ears are plugged – why I don’t know but it’s not my intention to find out. I gave you lots of chances to comprehend the situation and explained it then tried again and again. It’s over.

How can you know the state of my ears when you never came in contact with them? Or is it just that I refuse to bow and agree with you that has to mean I can’t listen? I didn;t see you make any valid arguments either, but I’m not “losing my patience” or threatening to do so. Your logic and maturity aside…

I thought we already agreed that:
a) when you have lvl 400 chef, you are not crafting grape pies, but only items that you can use/sell(where vendor prices are completely irrelevant);
b) the problem lies in the process of leveling the craft and the value of items created in the process.
As a result I pointed out that:
a) cooking is the only craft that can be leveled by crafting items you can personally use;
b) there is an achievement for eating food and the quality/price of that food is not a factor(making it slightly less useless).
Then smb else directed you towards the 2nd a) and your response was “but gear is forever”. Since we are talking about leveling crafts to 400, I started wondering how the hell can those lvl 10 pants you craft at the start be “forever”. The only “forever” gear requires lvl 400 craft which would make it not only irrelevant, but also wrong in the context. The whole point is not that food is “forever”. It’s that you can make only usable food while leveling(and I don’t think that clam cakes instead of omnom bars would really affect your gameplay in a noticeable way) but you don’t have that option with any other craft. You are forced to make useless items.

In addition to that, you completely ignored the whole “grape pie doesn;t have 1c TP price because there is no vendor price, it’s because nobody wants to have grape pie and adding vendor value to food won;t change that”-part of the argument.

As for those potions other crafts make. Are you seriously, like, for real, going on about 2c/item? Because that is the vendor price of a powerful potion of xxx slaying. And there are a couple of potions for 13c/each(like, 4-5 and wiki/TP have only seen 1 of them). Oh, and those can be made by 1 crafter only anyway. And you are making a fuss about, what, 2s? Seriously? Two silver is your big problem?!

November 15th Massive Update: Precursors Addressed?

in Crafting

Posted by: TWMagimay.9057

TWMagimay.9057

Get a grip and learn2think.

….or just get really lucky. You can’t possibly tell me farming for 100s of hours is fun; tell the truth.

Why 100s? I farm a few hours a day(mostly gathering, cause I’m weird that way) and I’m having a blast with it. GW2 is the first game where I really enjoy farming since I can do it whenever I like for however long I like(I came here from Tera where I HAD to do dailies every single day, I HAD to farm dungeons every 6h, because of the cooldown etc). And there are always events around to get some karma on the way. Since Legendaries are purely cosmetic, I don’t understand why you feel like you have to farm if you don’t like it… Let alone force yourself into hours upon hours of farming.