I’m sorry to hear that Artemeas but given your personal circumstance it looks like legendaries should be a longer term goal for you. Pre-cursors right now are actually one of the easier to obtain items for legendaries. Yes dusk and dawn are 250g+ but thats almost half what they were 10 days ago (400g+ for dusk). If you look further, you will still need 600-700g in materials cost to finish the weapon.
It use to be said that get the pre-cursor and you are half way there. Well now, getting a pre cursor will only put you 25% of the way there. The gold cost of precursors is very reasonable at the moment. 250g for 25% of a legendary when the other 75% costs 600g+ for 50% of it (gift of mastery has no gold cost).
That being said, having 100g+ is a very good starting place and you just need to keep at it and you will get there. It may be frustrating others have theirs now but if you want it bad enough and are persistent you will get there.
I can see you amended the gold cost from 1000 to 700.
Anyway, legendaries also have karma, wvw badges, map completion, 2x 400 crafts etc i.e. an added time element to them. A full completed legendary has roughly the same gold costs as these exotics but with the addition of the added time sinks I’ve mentioned, it can total hundreds of hours.
Infinite light meanwhile can be bought in a completed state for 700g – you can actually make it for closer to 500g if you invest 250 skill points and farm the ori yourself. These expensive exotics are alternatives to legendaries for people who want pretty skins but either do not like the legendary looks (e.g. necros and Bifrost) or are unwilling to put the time commitment in.
Specifically related to infinite light, it’s a very rare sword and only a handful of people have it in the entire game. The way to acquire these weapon is farming 100-200 gold then investing it in the TP to increase your money. That’s how 90% of people get these weapons (the other 10% buy gold). If you realistically want this and similar weapons you need to invest your gold more.
Should these exotics cost under 100g? I don;t think so, they’re there to provide people with rare skins and by attaching substantial gold costs to them they keep them rare. If you are unable to farm/ play the TP for gold then you either need to make this a very long term goal or look at alternative weapons.
I’m sorry that this sword appears unobtainable for you at the moment but I can’t see/ don;t think anything needs to be changed.
(edited by Terra.8571)
What is totally wrong about legendaries is a fact that if you have gold, then you basically have about 80% of a legendary. If not the gold I would have my legendary already (I got karma, tokens, badges and everything else). I have spend over 600h in game and I still need about 500g for Bolt. I thought that legdaries should display the experience in game and time spend on creating it, not just the owners wealth…
Mastery of Gold is arguably the biggest challenge in any MMO. As such it was an obvious choice as a gate to hinder people obtain legendaries. If the gold costs were low I’d have 3 legendaries now – instead I have Bolt and 2million karma.
I know gold costs upset many but its a tried and tested method for making weapons difficult to acquire. Legendaries are easier to acquire these days because gold costs are lower on a whole and karma is more readily available. That being said even though you need 200-300 gold less to make some legendaries you still need upwards of 400-500g to make most of them which is still a significant effort.
They need to reset their instance. They do this by going to a personal instance e.g. a home instance in say the Queens chambers in Divinity’s Reach. The fastest personal instance though is using a Hall of Monument Stone (purchased for free from Vendor in LA). Once they are in their own instance, they simply leave and the dungeon is now reset. Nobody needs to be kicked but as you have found out that is an alternative.
Ok, so i’ve just finished the level 10 dungeon (woohoo!) and i recieved this ring. Can i purchase one of the infused things and attached it to the ring? Some say yes and some are saying no.
Also is [Seal of the Khan-Ur] the ring people are talking about when i read these forums?
Jo
You can insert an infusion into the empty infusion slot. What you cannot do is add +5 native infusion using the 250 ecto + gift of ascension forge recipe – the ring does not go into the forge. Thus the maximum agony resistance on these rings is plus 5.
The lvl 20+ fractal drop of the same ring comes with +5 agony resistance already in it (its [Seal of the Khan-Ur – Infused]). So with this ring you can fill its infusion slot with +5 agony for a total of +10 agony resistance.
The discrepancy of the extra 5 agony resistance with the infused version is what people were probably telling you about and that you can only have a maximum of +5 agony resistance on your ring.
+1
The prices of t6 materials are just through the roof as it is now.
The OP idea will have no effect on t6 items for the foreseeable future. His idea is to balance other crafting materials in the game – specifically t1-t4 which I see as reasonable.
With regards to t6, they are currently being trade in high volumes due to need for legendaries and ascended gear. Do not expect a drastic change in their pricing for months unless AN intervene – which I would be against because it’s us the player base which are setting these prices.
The backpack would likely have 5% mf just like Quiver of a Thousand Arrows. Unfortunately I don;t think any of the exotic protypes have mf on them but gw2db is not 100% accurate so can;t confirm. Basically if none of the exotic backpacks have mf on them then the ascended version will not either. Ascended mf on other backpack items is 5% though.
I just did that exact thing, and yes you will lose the precise infusion.. Which is rather stupid if you ask me..
Wow that sucks, thanks for the heads up. Guess I’ll be using simple infusion then^^
so here i am at level 11 and now my progression will be hindered because of rng?
No you can keep going to 15+ without any agony resist – not as easy as before but still very doable. Some people can go to 20+.
And rng? You can make a backpack and slot 5 agony resist infusion and a further 5 from infusing the item via the forge. The only rng in the back pack is getting one vial of condensed mist. Getting beyond 25-30 may be tricky with only one infused piece though but that depends on if there are any ways to get jewellery with agony resist.
All these posts QQ ing over the rng rings. You know why they added them as drops in the first place? Because you would QQ even harder if they didn;t.
They are basically giving you gear as drops (albeit account bound) which a similar level back pack item costs 30-75g to make unfused and a further 75g to come as the fused version. That’s basically a legendary precursor amount they are giving you – I’m sure there will be recipes to make these items that will cost the same amount. If the rings dropped that frequently nobody will make these items and then what’s the point of even having them.
Part of the reason ascended gear was added in the first place was to fill the void in acquisition seen between exotics and legendaries. One takes days the other months. This should take weeks by that logic. There are guaranteed ways to obtain backpack ascended gear and you should make one of those as there appears no other way to get it. There may well be undiscovered ring recipes too.
I doubt (but cannot confirm) that the only way to obtain the rings is as daily rewards from 10+ fractals. That being said, you do have a way of obtaining at least one item (with up to 10 agony resistance) by using gold and the forge – still needs a small element of rng on the vials.
Bottom line is this, the reason they added them as drops is so some people could continue progressing with this ‘aid’. That being said, I think they fully intended for you to use the forge to get other pieces (with the stats you want).
If you want a guaranteed ascended item and for them to remove the rng then you will need to shell out 50-150g per infused item. If you say they should cost less then that completely nullifies one of the key reason AN added ascended gear (to fill the time void between exotics and legendaries).
As such you should be grateful that for people who have less time to invest there is a way to progress. Stop expecting everything now. If you can;t wait, go make a fully infused backpack with 10+ agony resistance, that should get you to 25-30 easily. Hopefully by then there will be ring recipes out or you will have gotten an infused ring as a drop.
If you look at one of the big reason’s for ascended gear, it was to fill the void in time to obtain a piece between getting exotics and legendaries. Legendaries take 1-2 months to get for semi-hardcore players compared to exotics which take a day to a few days. Thus ascended gear was always going to require weeks to farm. A full set of jewellery and back pack will be similar to obtaining a legendary.
You could argue that those with gold could just buy 90% of the items but that’s the same with most games. If you have gold you can buy most of the best gear.
The extra 250 ectos is for ADDED agony resistance. It will almost certainly be a standard recipe for every gear piece. Before this, we knew the need for infusion upgrades to slot into the ascended items. We now know its possible to double the infusion amount in each gear piece.
People are already doing fractal 20+ with 1-2 infused pieces, it appears a full set will not be required until very high up. Bottom line, this should have been expected as AN always intended to make these items much more difficult to get than exotics. In the meantime it is possible to do lower fractals (when agony start) with 0-1 pieces.
Path 2 worked fine – the 3 bosses which give gems are kohler, spider queen and troll.
Full MF, np doing dungeon (didn;t think I would) and took 35 minutes. Only a couple of downs/ death but that was because we all alt tabbed out checking if we missed anything and killed ‘extra’ mobs to see if the dropped anything.
In all, full mf adds 10mins or so to the runs. Is it worth it? Time will tell. But as one of my friends got an exotic with eagle rune in full mf, i’m only gonna use proper gear for fractals I guess.
I’m seeing a lot of people reacting to Magic Find being an issue here, so I felt I should clarify something.
Magic find has always effected dungeon creature drops – we haven’t changed that at all. Magic find does not effect chest drops however. This has always been the case in dungeons.
The mention of Magic Find for the sub bosses, is to say that we have given them unique loot drops, and that Magic Find is a factor in what you get from them. That is no different in the past as it has been in the future. The more Magic Find you have, the better chances of obtaining a rarer item.The difference is that creature drops in dungeons right now aren’t unique. No one wears MF gear because you can just go farm Orr and get the same stuff much quicker if you wanted to farm for actual mat drops.
The minute you bring unique rare gear into a dungeon that is affected by MF and cannot be received anywhere else, people start running MF to get that loot. The correct way to do it was to put that new rare gear in the chests after the boss which isn’t affected by MF, adjust the drop rate accordingly, and not have it come from their bodies.
Now random PuGs are going to be dragging along people who can’t carry their weight because they are losing 40% of their combat stats by running mf instead because they want better loot.
No one cares about mf in solo Orr farming. The minute you bring it into challenging teamwork focused content where you have no control over what the 4 other people in your group wear, it becomes a huge problem. The only way to check against that is to either ask every single person you invite if they are wearing mf gear (which can still be hidden) which becomes tedious, or start segregating even more to guilds and dedicated groups which will make it even harder for new players and casuals to find dungeon groups. This is not good design for challenging content in an MMO.
This is 100% correct and the main issue most of us have with MF and these new item pieces. If they are as good as you have hinted, MF is essential. There was nothing or real note in the drop prior to this patch – now there is potentially lucrative loot.
Orr now offers 3g+/hr.
Please provide backup to this statement.
You can farm Orr for hours and not receive a single rare in full MF gear, whereas you’re guaranteed to receive 1.5g from AC.
Have you not been using the TP at all the past 10 days? All T5 and T6 mats have increase in price from 50-200%. T5 mats hover at 1s, T6 even more. Crystalline dust is 3.5s. All rares are 20s+. Basically everything that drops is worth 50-100% more ATLEAST. Before you could earn 1-2g from orr. 75s-1g of that is guaranteed from events.
These days, everything that drops is worth something, ancient bones are 58c – they were 14c 2 weeks ago. Go farm orr for a few hours and see. Rares haven;t increased, its just they are worth a lot more as is everything in Orr.
AC still drops same rubbish and prior to Mr Hrouda mentioning the buff to these sub bosses, rewarded around 2g for 3 runs. Thats in MF gear and that also assumes you get a 20min/run party – most parties are 30-40minutes.
@Rising Duck
You mst be very lucky because that is a lot more rares than most people who run in mf gear – they net 2-3 over 3 runs. Still, with the price rise, Orr is a much better place to farm these days. If you are netting 5-6 runs all power to you as that’s on par/ slightly better than Orr these days. Does not take away that Orr will drop more T5/T6 mats and offer more loot as a whole.
yay… now people will start wearing MF into dungeons making them undoable…
If you can’t finish a dungeon with a team of MF gear players then I think you should question your skill first, before the gear.
So dungeons are completed by individuals?
I always thought it was a team effort – is that not why there are five people doing it?
Can I complete a dungeon with 5 people? Yes
Is it the most efficient? No
Further more mf is limited to power/prec gear, what about the condi speced classes. Secondly, mf gear has no defensive stats – it obviously favours classes which mitigate damage though complete avoidance e.g. thieves. However, its double edged as it significantly reduces power and damage so you need to melee to counter this. However many people will stick to ranged weapon to avoid being one shotted. This will increase battle length and result in more chance of wipes.
If people want to wear full mf they can but other’s shouldn;t have to suffer from them contributing less. I don;t care how good you are, there is no argument – the same play will contribute more if he wears gear without mf.
The case in matter, if you are NOT wearing MF gear you are doing it wrong. That is basically what Mr Hrouda is saying. By the same token, as mf gear is power/prec, we should be physical damage builds or again you are doing it wrong.
If you argue, well you don;t have to have 200% mf, I will counter by saying mf gives me better loot, I am doing dungeons for loot, why should I waste a gear slot anything without mf as I will be rewarded less.
You answered your own question. If a dungeon goer is going for the loot drop from bosses, why should he not be allowed to run MF gear? You want to clear it fast because you want the reward at the end, other people might want the rewards in between.
But before there was little in terms of dropped rewards to warrant MF gear. Maybe a yellow or two. That was it. Now it’s basically compulsory.
So before this they were contributing less for maybe 10-20s. Now MF may result in exotics worth 1g+ and thus actually be worth it.
Do you realise that full MF gear nets one almost 300 less power than non-mf power based sets – this is because:
- On mf sets MF is the primary stat.
- MF gear has no defensive stats.
- MF gear is not viable for condition specs.
- MF gear is not viable for defensive specs.
So first issue, MF gear is not viable for anything other than damage dealers. That was one big issue prior to this announcement. Secondly, as MF is the primary stat such players were dealing less than pure damage dealers. The same player with APPROPRIATE gear would do more for the TEAM – dungeons are run in teams for a reason.
Before this patch, people running MF gear should stick together and let others do routes efficiently, now everyone is forced to run it and with it limited builds, longer fights (more chance for error) and these fights will be more tedious as basically it will feel like the same bosses having more hp (since you are doing less damage).
Skilled players do well with or without mf find they just do it slower and with more chance of errors when wearing it. MF shouldn;t be forced onto the player base like this and that’s my gripe. Before I could steer clear of MF players, now I am going to be one of them.
But its your choice to not run dungeons other than AC. You ever thought maybe some people want to run dungeons for gear specific to that dungeon, or just for fun in general? Clearly if you’re running dungeons for coin, you could be doing Orr for coin faster.
I make roughly the same consistent money clearing AC as clearing Orr, it’s less boring, and it gets me a ton of free exotics to throw in the forge for precursors via tokens or give to my alts. If you farm Orr for money, you have to then spend that money to gear other toons, which is not the case with farming AC (the gear is a free side bonus).
Things have changed in last 7-10 days if you haven;t noticed. Ectos are 22-23s and rares 20s+. Orr now offers 3g+/hr. AC still offers 1.5g/hr in a good group. Orr is much much more profitable these days.
yay… now people will start wearing MF into dungeons making them undoable…
If you can’t finish a dungeon with a team of MF gear players then I think you should question your skill first, before the gear.
So dungeons are completed by individuals?
I always thought it was a team effort – is that not why there are five people doing it?
Can I complete a dungeon with 5 people? Yes
Is it the most efficient? No
Further more mf is limited to power/prec gear, what about the condi speced classes. Secondly, mf gear has no defensive stats – it obviously favours classes which mitigate damage though complete avoidance e.g. thieves. However, its double edged as it significantly reduces power and damage so you need to melee to counter this. However many people will stick to ranged weapon to avoid being one shotted. This will increase battle length and result in more chance of wipes.
If people want to wear full mf they can but other’s shouldn;t have to suffer from them contributing less. I don;t care how good you are, there is no argument – the same play will contribute more if he wears gear without mf.
The case in matter, if you are NOT wearing MF gear you are doing it wrong. That is basically what Mr Hrouda is saying. By the same token, as mf gear is power/prec, we should be physical damage builds or again you are doing it wrong.
If you argue, well you don;t have to have 200% mf, I will counter by saying mf gives me better loot, I am doing dungeons for loot, why should I waste a gear slot anything without mf as I will be rewarded less.
So let me get this right, you WANT us to wear magic find, even condi speced builds who are at an obvious disadvantage as the magic gear is mainly power/prec specced.
I can see it now – guys hold up, we’re about to fight the MF mob, need to switch to magic find gear for the fight. Consequently fight lasts longer, less skilled players die resulting in discontent.
I bet Kohler is one of these bosses, people have been skipping him because they lack skill or lack of reward. I guarantee you half the teams that fight him will struggle, but 50-75% of this will be due to the ‘baddies/ less experienced’ players wearing mf gear.
I’m not gonna be a hippocrit here and say I will be the best player for my team and wear gear to ensure the encounter is completed most efficiently. I’ll get rewarded more for mf gear so I am gonna wear mf gear.
I have a wonderful venom share thief who eats up arah and is eagerly anticipating the fractal dungeons. BUT, seeing how you will reward MF more, I’ll either be running dunegons in full mf gear or switch to mf gear for these bosses. Good job Arena net, you are encouraging magic find over stats which help teams. Further more you are boxing only certain type of mf builds as mf on gear is limited to power/prec.
You can get legendary pre cursors from story mode chests – yes rare but friend got the energiser from AC story – you have to be L80 though for the loot to scale up to you.
Only an AN dev can answer this fully but personally I doubt it. Those items are simply gold sinks, legendary items need tens to hundreds fo hours farming karma, badges of honour, dungeon etc. One of the major reasons for introducing ascended gear was the gap between exotics and legendaries in time to get.
As such, I expect current exotics to remain exotic and expect new skins with infusion slots for ascended gear.
I’ve calmed down a bit since spending all day monitoring this thread yesterday, having been vehemently against this new tier. Mr. Whiteside’s post has a self-contradicting tone at first glance, but I’m beginning to understand where they are coming from with this decision.
ArenaNet made a mistake in balancing the tiers that are already in the game. They made exotics far too easy to obtain in relation to legendary weapons. Both items are equal in power but nowhere near equal in time, effort, and resources to acquire. There is virtually no prestige at all to exotic armor yet a ton of prestige in legendary weapons. When they eventually release legendary armor, it would have been the same case. There is a very extreme gap right now.
What they want to do, is make Ascendant gear be what Exotic gear was supposed to be. Ascended will take longer to acquire than Exotic, the way that Exotic was supposed to take longer to acquire than Rare gear. However, it still won’t take as long to acquire as legendary armor and weapons, which will be eventually scaled up to Ascended level once Ascended weapons are introduced.
Of course, Ascended has to be better than Exotic because Exotic is better than Rare and Rare is better than Masterwork, and so on. We have to think of Ascended as being the new Exotic because ArenaNet simply failed to make Exotic gear live up to its name.
Many players want to work towards something but don’t necessarily want to take the big plunge from Exotic to Legendary status. This new tier will give us all something to work towards over time. When all the Ascended gear is finally in the game, we’ll look back and feel a sense of accomplishment that many of us didnt feel with Exotics and perhaps then, more of us will start working towards Legendary gear.
I know it’s all scarey and it really wants to feel like ArenaNet is turning their backs on us, but take an objective step back and breathe. All they’re trying to do is fix their initial mistake and make the last tier of gear before Legendary take a bit more time to obtain. It wouldn’t seem nearly as scarey if all this were in place at launch.
I won’t get into the Agony mechanic and the resistance gear they’re adding. I personally think that is a stupid, boring, lazy, outdated, and historically unsuccessful mechanic. It is far from eloquent and I hope they reconsider. But in regards to the new tier, I see it as a necessary fix to a system they didnt quite get right from launch.
I think now I can relax and log back into the game and give them a chance. I’m definitely going to be extremely hesitant to spend another dime in the gem store in the immediate future because ANet has handled this entire debacle very, very poorly. Sometimes the community just needs straight-forward explanations instead of convoluted public relations spins and we didn’t get that here, which only added fuel to the fire. But I understand why they’re doing what they’re doing; I just wish they got it right from the start and didn’t have to do this. Let’s hope the road forward is less rocky than it is today.
These are my thoughts too. Oversight by AN that they’re trying to correct but have portrayed it in a poor manor. Well written post, wish it would be nearer the top unlike some of the other ones here.
Giant eyes are on par with lodestones. Extremely difficult to farm. That’s why their price will continue to increase. If more recipes come out involving the eyes expect them to reach lodestone prices e.g. 1g+.
Does Ascended Armour not have a rune slot? Surely that would make it a dungeon specific armour and not a higher tier armour? That was not the impression I got.
And I believe the stat increase is around 8%, that is fairly significant.
Stat increase is 0.2%.
.
Not sure how you worked out 0.2%. Based on the two explorer type rings posted the increase on power and precision is 8% in pure stats, 48+15 compared to 50+18, thats 5 increase on a base of 63 = 8% increase. The increase in MF is whopping 42% although you could argue thats moot. However if that also works out for a beserker ring it might not be
5 exotic jewelery pieces would deliver 35% CD and 5 ascended would give 50% – I would argue thats quite significant.
The key question for me anyway is does this apply to WvW….
Agree with your math and its about 7-8%. MF is still unusually high and I suspect this because all ascended gear might have it to help with drops? I doubt it will extend to crit damage by that much.
Use magic find gear when you are doing these runs :-)
Yes definitely use MF, also make sure the rest of your group is wearing MF gear. That way you can all leech off each other^^. Don;t forget to wait for resses when you die, no point running from the waypoint 5 yards away and always run 100% galss canon – pew pew pew.
Yes, if you couldn;t guess I was being sarcastic. MF doesn;t effect chests (confirmed) only drops from the mobs. MF is a primary stat (as oppose to secondary) on gear and as such reduces your power by 300 on exotics compared to exotics with power as a primary.
MF gear has no survivability stats and if you’re condition speced its useless. Basically, if you want to do fast efficient runs then use proper gear. It doesn;t matter how good you are, if you did an amazing run with MF, you will do it even better with proper gear.
Running MF gear for potentially 1-2 yellows can cost your team time and potentially result in unnecessary wipes/ deaths. Why should others have to carry your weight – if people want to do dungeons in MF gear they should do 5 man runs together. Otherwise, MF has no role in efficient dungeon completion.
I really wish there was a /inspect. I have no problems people running with greens to do story modes/ lower dungeons but if those greens or yellows have MF I would ask them to leave. I have run full MF on my thief and full exotic and I can tell you the difference is night and day. Neither time I would die but running with the exotic results in 20-30% faster runs.
No, rune is a salvage off exotic gear with that rune.
99% of runes come from:
1. Crafting
2. Salvaging Exotics
The other 1% is from:
Mystic forge – potentially any rune
Dungeon Vendor
Drops – usually from dungeons and usually soulbound
Genral rule: If you can;t find the recipe on gw2db its salavaged. How to confirm? Type the rune name in the TP and look for gear with that ending e.g. berserker leggings of the centaur. If you can;t find it on the TP then you’ll find it at a dungeon vendor. There are no runes as of this time which are solely from the mystic forge.
Velin its always been tailor 400. I know what you’re talking about and there is a bug (which I filed a few times a few weeks ago) where armorsmith and tailor are written on the recipes.
That being said, my friend rightly pointed out, when you hover over the recipes, if you can use the recipe the craft changes to a green colour. So you would have noticed that the tailor 400 would remain grey on your armorsmith character but when you switched to your tailor it would be in green.
It does not excuse that AN really should have fixed this but I cannot see them refunding you your 10g. As Black wolf has said, it costs about 5-6g to get tailor to 400 compared to buying the recipe for 10g again. AN have stated before they cannot create items (thus prevent exploits) and as such I cannot see them getting the recipe back for you. Good luck with your shield.
Does Ascended Armour not have a rune slot? Surely that would make it a dungeon specific armour and not a higher tier armour? That was not the impression I got.
And I believe the stat increase is around 8%, that is fairly significant.
Stat increase is 0.2%.
To answer the OP, we do not know if crafting will be needed for ascended armour. What we know so far is the final (actual) armour will come from the forge. The forge needs 4 items. Although drops from the fractal of the mists will be needed, you may well require a crafting profession to convert some of the items into ‘gifts’ or something like that before they will go in to the forge.
Also, we do not know if there is no rune slot. The jewellery example given by Lindsey shows they amalgamated the upgrade slot for that particular item into the jewellery itself. However for armour we have no example so don;t know, so there ‘may’ be an upgrade slot but we’ll have to see.
I think AN have entered a slipper slope though, a small increase (no matter by how much) is still a small increase. If their game was designed behind stats then this wouldn;t be a problem, but now they have decided on this who knows where it will stop.
I am one of the ‘hardcore’ players they are trying to cater to and finished my legendary almost a month ago. I’m happy to see the infusion slots (so they can cater to dungeons specifically) but was there a need to increase the stats, and by 0.2%? Really AN?
I’ve almost finished gearing up my 5th character (mesmer) in full exotics (spent 30g+ on runes etc) and am only a staff short. With the new dungeon I’m not sure it was worth it. People say its only 2 stat points but those add up. Yes a 0.2% more powerful character is hardly anything but whose to say next update the next ascended armour is 0.2% more powerful. Come a year ascended armour will be 1-2% more powerful than exotics.
Then if they introduce a L85 cap, no one will bother with exotics and go for ascended items only. We’ll see what happens.
Back on topic, I think AN will introduce more recipes for crafting and so I would wait and see what happens.
There are no exotic rabid sets in PvE/ WvW at this time – I would love this set for my condi mesmer.
Best you can do is either masterwork version of this set (karma vendors in orr I believe) or do a combination of exotic emerald jewellery (tough/power/prec) with chrysocola jewels (condi dmg/ power/ vit). I know that you don’t want some extra power but in PvE its kinda useful as inanimate objects are immune to conditions. Anyways, good luck.
Soulbound items can be thrown into the forge as long as they are thrown in by the character wearing them – 90% of people who made their legendaries were wearing their precursors prior to making them!. So you’ll have no problem if you soulbind it. If you were to get another pendant, you can only soulbind it to the character with the emerald pendant.
The latter part of adding a gem – I honestly can;t say it won;t effect it but I’d think its unlikely as you can change the sigils for legendaries. That being said, if you are paranoid at all then you may want to leave it blank.
@Revans. You do realise to make eternity, its not another gift of mastery + fortune (was speculation by the community prior to pita making it). Its really simple and costs 5-10s (for 5 crystalline dust) and 1 sp (for 10 philospher stones). That means as soon as you make sunrise you can probably make eternity straight away.
It cost 40s to switch crafting professions
This is correct IF switching to a 400 level craft. It costs 10c per level in the craft and thus if you have 400 in that craft it costs 40s. If you switch to a craft with level 0 = 10c x 0 = 0 i.e. its free.
Also, all the gifts for legendaries are account bound so feel free to spread your crafts amongst characters and thus avoid the switching fee. I have and had no issues when creating my legendary (artificer was on an alt and weaponsmith was on yet another character with the legendary ending up on a yet a different character).
Kind of Noone, some people will salvage the crafted rares but more importantly, people use rares for the legendary pre cursors.
The cheapest 4 rares are always used. If the crafted rares now rise, then people will buy the dropped rares (i.e. from orr etc). However, if the demand for these rares goes up, it will quickly outstrip supply. As such the dropped rares will rise in price until they meet the crafted rares. Now all the rares have risen in price and as such ecto salvagers have to pay more for their salavages and pass the cost onto the buyers.
As long as t5 mats rise, ecto’s will only rise in price.
Ecto’s use to be 18-20s for a very long time, over the past 3 weeks they have slid down and over the last week its been at an all time low of 12s ish. The reason for decline was probably related to the falling prices of rare items – they were as cheap as 10-12s. They kept falling because t5 mats were falling.
T5 mats have increased since John Smith (AN economic expert) said he would be doing something in the Nov 15th patch to make them more desirable. As such many people started buying these mats (which were as low as 15c each).
Because t5 mats have risen, rares rise with them. If rares rise, ectos rise.
People have variable rate, but 1 in 3 is about average for both recipes. If you use the 1x recipe, you will need roughly 230-250 obsidian shards. If you do the 10x recipe, you are more likely to need either less than that or more than that. The main issue with the 10x recipe is its a gamble. Some people have had good results, others not so good. Feel free to do which you feel more comfortable with.
Most people regard themselves as unlucky and so do the 1x recipe and end up using 230-250 shards. Good luck.
@Ozii, agree the torch appears to be one of the better off hands (only one with footsteps I believe). Probably on par with the Longbow but not the sword. Its subjective but Bolt has more animations and has a purple electric aura. If there was a good comparison, the torch is a mirror image of frostfang (which also has icy arm, frozen breath and footsteps).
As it stands, there are a couple of tiers to legendaries imo:
tier 1 = greatswords
tier 2 = sword, hammer, staff
tier 3= bows, axe, torch, shield, rifle
tier 4 = everything elseHmm I agree on Tier 1 i think Shield should be in your tier 2 the shield is really good. the Pages turn as your fighting.
the guy that just made the torches link.
http://www.guildwars2guru.com/topic/74021-world-first-legendary-torch-rodgort/#entry2059627
Animations: fiery footsteps, arm on fire, dragon moves and is on fire. It also breathes fire more when the mouth is open.
Shield looks cool but other than the glow (which is limited to the shield) and pages turning on weapon swing, it has very few animations. No footsteps, the blue glow is limited to the shield. If the book had things like pages flying out then I’d agree it would be up a tier. The way I categorise items is not only how they look but animations. At the end of the day, animation is what really differentiate legendaries from high tier exotics.
Take Bolt and infinite light, infinite light has better looking skin imo but the fact Bolt gives so many animations (electric aura, footsteps, sound effects on swing, lightning trails etc) it’s the superior sword.
Flameseeker prophecies is a pretty skin with a nice animation but to move it up a tier needs footsteps and the glow needs to extend to the character and not be limited to the shield. Adding additional animation like flying pages would then put it in the greatsword category in my book.
I saw the pictures of rodgort and looks like the fiery dragon sword with animations. It’s a nice torch but to make it as good as if not better than bolt it needs to either give the player a fiery aura (ideally to the extent that the Halloween book gives) so they can do the glow in the dark jumping puzzles or add some more particle effects (waiting for the video so cannot comment further but other than what the OP stated, it seems very similar to the fiery dragon sword from HoM).
Just because it is possible, does not mean the boss isnt totally bugged.
Also a fight that requires you to bring a thief or any other specific class in order to become beatable is in my opinion broken.
Actually thief isn;t essential, it just makes things easier. That goes for almost all dungeons, the few seconds (up to 9s if accurately done – more realistically 4-5s) of bosses/ mobs being stunned is invaluable. I main a guardian (started out as thief) and the luxury of having no damage for a few seconds is immense. The fact basilisk goes through defiance means champion mobs and above can be cc’d to allow valuable time for resses, dps spikes and time to recover hp/ wait for cd.
Thieves aren;t essential for this fight, I have beaten her on warrior and guardian, but running a venom share thief (a good one) in dungeons, particularly ones with harder trash and bosses e.g. Arah, CoE then you really notice how useful they are. Simir simply takes the fight to the extreme as its one of the few bosses where you all stack up on her meaning venom share hits everyone. This way the boss has constant poison (heals 33% less) and stunned for 5s+ at a time.
If you play a thief, try venom share in a dungeon, it helps your team so much you honestly won;t wanna try any other role as a thief because you are so useful and speed up runs immensely.
@Ozii, agree the torch appears to be one of the better off hands (only one with footsteps I believe). Probably on par with the Longbow but not the sword. Its subjective but Bolt has more animations and has a purple electric aura. If there was a good comparison, the torch is a mirror image of frostfang (which also has icy arm, frozen breath and footsteps).
As it stands, there are a couple of tiers to legendaries imo:
tier 1 = greatswords
tier 2 = sword, hammer, staff
tier 3= bows, axe, torch, shield, rifle
tier 4 = everything else
I think lodestones from dungeons is a good idea but the numbers need to be tweaked. 100 tokens for a lodestone is a bit too cheap. You have to remember that the chest may still contain cores and lodestones. As such, I feel one full run of all 3 paths should be equal to one lodestone i.e. 180 tokens. That way, you are guaranteed one lodestone for a full set of runs. In a addition to this, yo may get a core/ lodestone or more from the chests during the run.
I agree with Lorana that cores need to be cheaper than lodestones and at 60 tokens per core, even if you manage one run a day, you could still net a core and feel like progression.
Try bringing a venom share thief – may take a few tries but you can stun lock her when she’s meant to heal and dps through. Basilisk Venom is probably the most OP PvE move in the game. It goes THROUGH defiance and very few things are immune to it – the only mob so far I have found is the Hunter risen trash (I have no idea why a normal trash mob is immune while legendary mobs aren;t but they are).
Suggested thief build is 30/0/30/10/0 or can put last 10 into 5th line. All but one group up on simir (obviously need one on tear duty) and thief needs to venom share but should time his basilisk venom. Hopefully this should allow you to kill her easily.
Also, venom share thieves are great for trash and dungeons generally. I use to roll mobility and dps specs, then changed to condi damage. Now I only run venom share if I do dungeons as a Thief ;p.
i like it except for the last part with boons……….
Yeah i know that bit sucks, i was just trying to think of a mechanic for the swapping of skins that wasn’t based on day/night like sunrise/twlight and that was the best i could think of, i had originally considered boons and conditions but iirc don’t think many Sbow wielders can put conditions on themselves, but they can do at least one/ two of the offensive/ defensive boons
continuing on:
id like offhand/ mainhands to complement each other atm most of the offhand specific legendaries don’t really do anything. compared to MH weapons
one way of doing this would be to split effects between MH/OH for 1H items ie
MH = weapon trails + attack effects etc
OH = footsteps + character glow etcimho the combination of MH+OH should give slightly more effects than a 2H legendary, because its double the effort but only slightly otherwise we have the current situation but reversed.
example of effects of combined legendary use
quip +flameseeker prophecies = quip gets the shields blue glow and has a chance to fire paper planes / origami while the shield sprinkles confetti with each page turn
No off hand weapons at this time have auras or footprints. Heck only a few main hand/ 2 handers do. Only Bolt has an aura, the hammer has armour change. The rest of the legendaries have their animations tied to wielding the weapons.
Combining legendaries would be nice but first they need to improve existing ones. I’d also hate to lose the Bolt Aura.
@Ryoko – Bolt’s animations have not changed one bit pre- and post patch. The only thing that changed is the sound was fixed. Yggdra (my friend) who had the world first (I was there when he made it) has EXACTLY the same animations my Bolt and my Bolt hasn’t changed over the last 2 weeks other than sound. I do agree though, Bolt is on par with the legendary Greatswords. I still like Twilight’s blade skin but I don;t use greatswords
.
This has been asked a few times and as it stands, if you transmute your pre cursor then you may not be able to create your legendary. Even swapping the sigil may prevent you from using the weapon in the mystic forge to create your legendary. It is a known issue and at this time AN are currently working on it.
With regards to transmuting it after you obtained the legendary. Then yes, you will be able to keep the skin and the effects but put your own stats and sigil. If you trasnmute the stats then the weapon will take on the colour of the stats and thus become orange and no longer be purple. If you swap the sigil only then the weapon will retain its purple colour.
Bottom line, do not transmute the precursor weapon until AN officially confirm that the issue has been fixed but its safer to just keep the pre cursor.
Yes it’s been like that for 5 days now (since Saturday I believe). However, I just ran CoE and am still getting 60 on alts. I don;t know if its a bug for AC or they just haven’t gotten around to doing the same for the other dungeons.
@Alleji Power/Vit/Toughness can be obtained through:
- Karma Vendors in Orr
- WvW Invader Set
- Dungeons (AC, SE and HotW)
Huh? Only 1 legendary spear.
There is a legendary for all the weapons. So 18 legendary weapons but Greatsword has 3 like you said meaning 20 total.
I think it’s a bit early to ask for more/ new when less than 0.01% of the player base even have one. Maybe with a new expansion but I’d be surprised if any of the mods answers this as AN like to keep tight lips on these things.
Ugg, not letting me edit, sorry you said RUNE, my bad. That’s a salvagable item as far as I know.
http://www.gw2db.com/recipes/11156-superior-sigil-s-of-strength
400 Weaponsmith
1x Orichalcum Ingot
2 x Onyx Lodestone
1 x Glob of Ectoplasm
One of the more expensive runes to craft. Given the rising price of lodestone, may be better to purchase off TP.
Edit: See Below
(edited by Terra.8571)
GW2 guru does not allow selling of items on their site. Not sure if the official forums do either. Need clarification. If they do I’ll start selling ‘high’ value items too.
10 levels per 400 craft. So he would be 12 or maybe 13 if you were close to level 3.
They have mentioned this a couple of times, of note comes their twitch video. You can make these skins anytime, only thing is the halloween ingredients will only be available during the event. So save the halloween mats then take your time to build the weapon. Go check the twitch video.
5 exotic jewelery pieces would deliver 35% CD and 5 ascended would give 50% – I would argue thats quite significant.