Chris, can you provide a baseline definition of “raid”? What exactly is the intention behind creating “raid” content that cannot already be expressed in terms of existing dungeons or fractals? Is it about creating another category of content that is gated to guilds?
Here you go:
‘…instanced co-operative group based ‘challenging’ content…’
Chris
This seems to conflict with the title of the thread, which implies “instanced co-operative guild based ‘challenging’ content…”
I would just like clarification on that.
Should raids be restricted to the guild level that require some form of guild activity/currency to activate/enter, or should they be accessible by anyone? What are your thoughts on that specific?
This depends on the way raids are set up. There was a sort of “pre-thread” to this one where there was discussion on raids being either an enterable instance or actually a small map that people could enter and exit freely. Personally, I think both could work. It would essentially be the difference between hot-join and team pvp. If raids are enterable instances like a normal dungeon, then you would need to come up with a way to have large party sizes be handled sometimes while not increasing the party size for normal (read current, non raid) circumstances. Thus, you can pug, but only those within your selected group may enter.
If it is a map instance (not dungeon style instance), then there should be a way for a person to “claim” a map and add a code so that his guild/friends/invitees can join him specifically on that instance while keeping others out. This would negate the need for altering the way party sizes are handled. Of course, the “claim” would need to have a time out so that there arent a crazy number of instances clogging the servers. For instance, once claimed, you have 15 minutes to start the event chain or reach some minimum number of characters or your map shard is disposed of and you are sent back to somewhere or some other way, this method could have other issues. In this way, anyone may enter, but there is then an option to restrict to a select group be that friends or guildmates.
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Also, preferably, mechanics that discourage skipping and stack-and-spank.
Removing the active use of Swiftness, Stealth and melee in general is a great idea in your opinion, am i understand this right?
Why skipping bothers you?
Why melee fighting bothers you?
bahaha this is funny, a cross between a strawman and reductio ad absurdum.
You will notice I never said anything like you suggested. In fact, I said mechanics. You will notice that, in the quote that I used the person used the word “more” over and over. I thought it was obvious I was extending that sentiment (ie “more” mechanics), but apparently not. Skipping is just not playing content usually. On the other hand, if one type of raid were designed to be “covert” and had more interesting mechanics where avoiding contact was the point and it was harder than just run through the middle of stuff with stealth or running until you deaggro it could be a nice change. Who said melee bothers me, other than you. I am saying that it would increase the difficulty if the AI were smarter than to stand in a corner with everyone stacked and make for more interesting encounters.
I had been using my engineer to farm the lab, FT is great for that. But, I seemed to hit the DR wall and decided to switch off and back with my guard as well. Like many people I then found that this is a great place to level alts. So, question is, after Engineer and Guard, what is the best class/build for mass tagging mobs at labyrinth doors. I’d like to level more characters, but also want ToT bags of course.
How would raids differ from Fractals apart from the bigger party size and lack of gear gating (agony resist) … ?
more difficult and challenging content for a bigger party size. more teamwork, more coordination, more mechanics… the list goes on.
Also, preferably, mechanics that discourage skipping and stack-and-spank.
Difficulty
Here we find the two usual answers: raids must be brutally hard and challenging, and raids must allow every players to take part in. Both options are mutually exclusive and will frustrate a part of the playerbase. Various difficulty levels could be used to accomodate everybody.I see no reason why difficulty could not be fractals style. perhaps not with agony increasing, but with increases to mob number, hp, rank etc and boss aoe cooldown, movement speed, damage, etc.
It all comes down to the Rewards issue (this being a recurring theme in any CDI).
People have different vision for what they mean for example I want raid rewards to be considered the PvE version of Glorious Hero’s armor. While others want it to be another tick on their checklist of items to collect.In my version the difficulty is critical and non-optional a person can’t have an easy mode to the rewards (even if it takes 10x longer) because the value in the reward is that it states you’re competent at quite difficult content not really being about the skin.
I’m aware that is exclusionary so two compromises could be:
-Story mode, see the content do an easy mode of the fight but none of the unique rewards.-Similar to the Glorious Hero’s armor, have a lesser Glorious armor for easier difficulties. (I actually only thought of this now and people are far more likely to be ok with this option.) (will make it a proper suggestion in a minute)
I did not intend to suggest that rewards be the same for each difficulty, In fact, I agree that they should not. If there were, say, 5 tiers of difficulty, and there were a single armor set that (single basic style, 5 different skin unlock sets), for each tier, becoming more and more intricate, elaborate, etc in each tier, this would be great, same with armor, back pieces whatever. My post was merely to address the difficulty considerations itself not its affect on rewards.
I, personally, love the idea of skins being locked behind content completion. We have some of this in the dungeons, but those, honestly, arent difficult to acquire. New ones that unlock tiers of skins to show off completion of difficult content is a very good thing. Its something I think that we need more of. They become a sort of “visual title”. The new crafting backpieces function in the same way.
it would also be nice if some of the highest tiers of these types of items became achievement skins and were free to apply but thats beside the point.
Proposal Overview
Raids based in past lore
Goal of Proposal
explain/expand the lore around past events and allow players to experience guild wars history
What problem are you trying to solve with your proposal
provide a content base for raid while also giving players a purpose in their missions
How does your proposal work in regard in relation to the current design of GW2
Lore is a big part of this franchise, but there are alot of things that are we are merely told happened or given some information about but that we were never able to experience. Just going through the timeline on the wiki, there are quite a few items that could be made into raids.
Play as the Charr in the Human-Charr wars and the events around the Searing and Foefire.
Play as the humans defeating the Charr’s Titan gods.
Play with Pyre Fierceshot in his rebellion against the Shaman Caste.
unfortunately, Asura, Norn and Sylvari history section are all “unclear” or “not much is known”, but this could be an opportunity to fill in some history about each.
Associated Risks
Could take some significant time to make sure all the lore is cohesive an consistent with that which already exists.
(edited by That Guy.5704)
This post is just to express a couple considerations.
raiding should be more difficult content that requires coordination and some amount of skill at any selected difficulty level. As such, mechanics should (in my opinion, others may disagree) make what has become the dungeon norm of skipping to the boss or stack and pull either highly discouraged or likely to cause things to fail. I also think that, if possible, there should be some amount of randomization in the event progressions so that players dont just go from point a to b to c to “stack and spank” but they must adapt to changing situations.
As for scaling and design considerations, There are a few raid type “stories” (for lack of a better word at the moment) that could be accomplished with current, in game assets so that focus can be made on getting the scaling and mechanics developed. While some people might not like familiar content to be the first thing offered in a raid (and long term it shouldnt be the only thing) it may allow the mechanics, scaling etc to be more finely tuned so that completely new content raids can be easier to develop in the future. for instance, you could have a smaller version of kessex hills, basically the center portion with smarter AI and the players are playing out a more complex centaur wars.
Difficulty
Here we find the two usual answers: raids must be brutally hard and challenging, and raids must allow every players to take part in. Both options are mutually exclusive and will frustrate a part of the playerbase. Various difficulty levels could be used to accomodate everybody.
I see no reason why difficulty could not be fractals style. perhaps not with agony increasing, but with increases to mob number, hp, rank etc and boss aoe cooldown, movement speed, damage, etc.
An expansion of tools to allow current “Mega-Organized Events” and old Living Story events to become Raids to allow more inclusive play.
I would very much like to encourage ANet take the old limited time LS map designs and put them in as raid content so that those of us that were not here for season 1 can catch up on that story. LS2 has been designed to be replayable and includes bonus achievement and such, aside from current technical limitations there is no lore or progression reason that I can see that LS1 cannot be added as raid style content.
This is a prime example of over-thinking something…..
If your build has lots of crit procs and the enemy you will be fight can be Crit, then Assassins MAY give you some overall advantage (tho it will not necessarily be pure DPS advantage). In all other cases, it’s been proven over and over that Zerk is the way to go for pure DPS superiority.
I ran the number on my engineer and a pure power zerk build is about 1% higher damage than full assassins weapon and armor (both using a strength/force in the weapon and both having scolar runes and both having zerk trinkits). But, like you said, that doesnt include “x on crit” procs. His charts are +-<1%. I think, like you do, that the main takeaway here is that the difference is so small as to be overcome by whether or not you are running with alot of x on crit. In other words, engineer with lots of x on crit might lean to assassin while guards with very very few x on crit would lean to zerk.
Engineer, again for example, can slot extra vuln on crit. In a dungeon, that should more than make up for that 1% less personal damage and in open pve, that 1% personal damage likely wont change the number of hits it takes to kill a normal mob.
No, just participate with them on the same map instance. When your guild goes to do a mission, squad up and make sure you are all int he correct instance and you will be good. it may take some time for a larger guild to make sure of that but you do not have to be on the same server.
and now, to have backpacks as you level up instead of just a handful and, to have a cheap backpack at level 80 that does have an infusion slot as you work on your ascended back piece
“Entomologist” would be fitting! I love this achievement, because you cannot just buy the materials.
exactly, getting all the weapons (of which I only have 1, the long bow) is actually a personal achievement for doing a particular piece of game content (not just farm and buy). These are the types of achievements that should get a little more recognition
….inb4 “whats the difference between farming dry top and farm and buy”
Its not like the suggestion is new content, new models etc. its just some added text.
I think I did too about the same time I posted this thread originally “about a month ago”, and, yea, one would think this would have been changed because whether they are or are not supposed to have that information, the fact that some do and some dont means there is obviously a bug somewhere.
heavy cannon engineers…with something like horriks cannon
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/126473/horrik.jpg
This is something that some people have suggested be the replacement for the little used mortar elite skill. Can still have a kit wide cooldown, can reduce movement speed if we need to, but it would be really nice if it were a kit rather than something that gets damaged.
voting for “Entomologist” of those, could also go for “Entomophile” or “I really need Moisturizer”
Yea I have been leveling crafting disciplines since I had posted this before. It was a real pain to go to farm some materials and get drops and not have the information on them about which level they were for. Am i getting the right item? I dont know I need double check on the wiki or in my hero panel or something rather than just looking at the item like I used to.
And yes that is going to be a rude surprise for a new player.
Um… just one thing ANet…. when you look at the base ingredients for say, Zojja’s masque, it LOOKS like you need only 150 scraps of silk, because the picture of the silk scrap covers the EXTRA ZERO. You actually need 1500. This is true for all the the base materials for the light armor. In every one it looks like hundreds instead of thousands.
That really needs to be fixed. Really. I thought I already had all I needed and went to make some stuff and was confused as to why I couldn’t make as much as I needed. Turns out I need more than 9000 more scraps than I thought. Bad. Very bad.
If you are referring to that feature on the wiki, the wiki is player maintained, not ANet. Also, again if you are referring to the wiki, I dont see that problem on my browser so it might be a browser or device issue.
Hmmm… ok, so I had originally used Google Chrome to open up the window. I just tried Explorer and it does show up correctly. Argh! Sorry for my assumption that this was something that ANet should fix. Obviously I have to use Explorer for the wiki now :p Would be nice if all browsers worked the same.
Works for me in Chrome. The last 0 is farther to the right than the last digit of the other numbers, though, so maybe there’s something set up differently in your browser that results in less space between the numbers and icons? Here’s what it looks like for me:
Thanks for the images. That one zero is a little differently aligned, it’s true, but I think you’ve offered an interesting theory about the browser settings and I imagine that the configuration could impact image/number spacing, which could account for the dropped zero.
Is anyone else having trouble with unclear numbers? I can see where it would be quite a shock to anticipate getting 10% of what you really need!
I was just playing with the dev tools in chrome and I can see how this could possibly be a problem in some situations. The containers for the numbers on the left are not scaled wide enough for 4 characters, 3 yes, but not 4. They appear to have been given a constant pixel width as the <dl> tag extends the width of the page (definition list containing all the ingredients), but the <dt> (definition tag) containing the numbers are all constant widths with the 1500 in this case actually having a <dt> container that is too small for 4 characters. If it is the case that the <dt> tags were given a constant width, the best idea would likely be to simply widen the css for the <dt> tags to accommodate 4 characters.
The reason the last 0 in 1500 is farther to the right then the others is not the browser in this case but a side effect of a small container. All the number containers as I said as the same size and they are justified right to align everything. But, the 1500 is too wide, hits the left side of the container and then overflows off the right hand side because thats where overflow in text happens.
In the chrome dev tools, bumping the width in the css for the <dt> tags from 25px to 28px lines everything up for me and doesnt make it look like there is a huge gap between the number and the image/text.
I’d like to see them revamp Shatterer
im just waiting for them to teach shatterer to turn right and not put it in that patch notes [insert evil laugh]
However, I don’t think anet wants to be “just like everyone else.” If they did, GW2 would not be what it is currently. We’d have traditional static quests. A heck of a lot more gear treadmill. And things like Teq would be instanced.
Some of us do consider Teq and Wurm to be “raid like” in their requirements. If you don’t have people that know how to do the assorted part of Teq you will fail. I’ve seen it fail more times than not due to lack of understanding and coordination. Wurm, well I’ve never seen Wurm succeed, but admittedly I don’t do it often.
Unless Anet has changed their stance on desiring to add more instances (and Chris can correct me if I’m wrong), I think we’d be more likely to see more open world raids like Teq and Wurm, than something like WoW’s 40 man heroics. I honestly don’t think there is a place for that type of raid (40 man heroic) in GW2, although elite ‘zones’ like from GW1 would fit quite nicely.
interesting. so perhaps like a map capped lower maybe at 30-40 that feels “open world” but runs a single (or 2 parallel) longer more difficult meta event chain? like some kind of assault preparation defense followed by an assault on some “fortress” itself
Was thinking more along the lines of like a dozen people tops, and I shudder at even that many. Same general concept as ‘elite’ areas of GW – UW, DoA, etc. Although thinking about what those areas might be like with meta events rather than just static quests could make for some interesting game play. Maybe.
I’d like to see them revamp Shatterer and Jormag (and add one for Mordi) with Teq level coordination. (keep in mind, this is coming from someone that is typically in the event that fails)
well they need not all be of the same scale or same design. There are single coordinated battles like teq or wurm or coordinated progression like I described. Another thing that could make tough event chains maps different is that it would be like an open world map in that it would be “hot join” essentially just like any other map OR with the mega server map creation/deletion system, they could add the ability to password gate a particular instance so that a guild could limit entry to their guild only.
One could be a “behind enemy lines” type map. upon starting the event chain, the 8-10 people in the map can be ported into specific areas inside an enemy city or camp they have to find each other and work their way out. would be fewer people and a different mechanic
However, I don’t think anet wants to be “just like everyone else.” If they did, GW2 would not be what it is currently. We’d have traditional static quests. A heck of a lot more gear treadmill. And things like Teq would be instanced.
Some of us do consider Teq and Wurm to be “raid like” in their requirements. If you don’t have people that know how to do the assorted part of Teq you will fail. I’ve seen it fail more times than not due to lack of understanding and coordination. Wurm, well I’ve never seen Wurm succeed, but admittedly I don’t do it often.
Unless Anet has changed their stance on desiring to add more instances (and Chris can correct me if I’m wrong), I think we’d be more likely to see more open world raids like Teq and Wurm, than something like WoW’s 40 man heroics. I honestly don’t think there is a place for that type of raid (40 man heroic) in GW2, although elite ‘zones’ like from GW1 would fit quite nicely.
interesting. so perhaps like a map capped lower maybe at 30-40 that feels “open world” but runs a single (or 2 parallel) longer more difficult meta event chain? like some kind of assault preparation defense followed by an assault on some “fortress” itself
yea a bit of context would be awesome here for those of us that didnt watch it lol
yes to the gold and laurels, no to the laurel merchant. for instance http://wiki.guildwars2.com/wiki/Frayja
engineers are pretty squishy. Eles have some defensive skills in the earth line for instance, but engineers dont. In this game, most of your defense is active: dodging and healing. dungeons, I dont use FT much there. it is still on my skill bar but its more for Napalm for the fire field. Also, in alot of scenarios people will ask you to stack in a specific spot to make the boss easier to manage. you will end up in melee this way and bomb kit is good there, though grenades can be just fine there as well.
“juggernaut(when it will be fixed)” its broken?
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It’s not. It’s wasting my time which annoys me. If I have all the ingredients needed and I want to craft something, but the game tells me that I can’t, of course I will be annoyed.
If I then finish making the item after 7 days and the game tells me that I have to do the same for another item, of course I will be even more annoyed.
If, after that, the game will ask me to do the entire thing again(and it does, the alternative is stopping at pretty much useless backpack), of course I will be both annoyed, frustrated and sick of it.
Then the game shows me that there’s another way – buying all of these items from the trading post. In other words – if you’re rich, Guild Wars 2 is going to be fun. If not, you will spend a month grinding in Dry Top. I’m sorry, but that doesn’t sound appealing at all.You’re talking to a guy who has 100% world completion, 13 characters with mostly level 80 and pretty decent end gear, around 11 000AP and a bank full of valuable items, Sunrise amongst them.
I DO NOT mind challenge or investing time and effort in making things. It’s brainless grind and game showing me the middle finger that is the problem. Mawdrey crafting is a disaster.it seems there are 2 different conversations going here. Alot of people are using mawdrey as an EXAMPLE of a way that an item can be rare but still be assured of obtaining it given a set of activities/steps. Perhaps I am wrong, but it seems Yoroiookami’s main complaint is about the timegates implemented not the mechanic itself? If that is correct, then both might agree that the concept is good but implementation might require some tweaking.
I am not angry about the fact that it requires work from me. I am annoyed by the way it was designed and set, yes. I am also annoyed that it benefits the rich players over ‘hard workers’.
I think that will happen as long as things are not account bound. The current method to get precursors is HEAVILY weighted toward rich players over ‘hard workers’ for example. Perhaps in the case of mawdrey, there should be 2 recipes for the time gated items 1 that is not timegated but causes the item to be account bound and another that is timegated but produces an item not account bound. I dont know.
Sure, there are some tweaks in the implementation on mawdrey crafting, but it is (to me anyway) absolutely a better overall method.
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It’s not. It’s wasting my time which annoys me. If I have all the ingredients needed and I want to craft something, but the game tells me that I can’t, of course I will be annoyed.
If I then finish making the item after 7 days and the game tells me that I have to do the same for another item, of course I will be even more annoyed.
If, after that, the game will ask me to do the entire thing again(and it does, the alternative is stopping at pretty much useless backpack), of course I will be both annoyed, frustrated and sick of it.
Then the game shows me that there’s another way – buying all of these items from the trading post. In other words – if you’re rich, Guild Wars 2 is going to be fun. If not, you will spend a month grinding in Dry Top. I’m sorry, but that doesn’t sound appealing at all.You’re talking to a guy who has 100% world completion, 13 characters with mostly level 80 and pretty decent end gear, around 11 000AP and a bank full of valuable items, Sunrise amongst them.
I DO NOT mind challenge or investing time and effort in making things. It’s brainless grind and game showing me the middle finger that is the problem. Mawdrey crafting is a disaster.
it seems there are 2 different conversations going here. Alot of people are using mawdrey as an EXAMPLE of a way that an item can be rare but still be assured of obtaining it given a set of activities/steps. Perhaps I am wrong, but it seems Yoroiookami’s main complaint is about the timegates implemented not the mechanic itself? If that is correct, then both might agree that the concept is good but implementation might require some tweaking.
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O stop it you make too much sense for forums.
Anyway, I dont think anyone is saying that is should necessarily be one or the other. But rather I think it should be both. Sure, some skins as only random drops is ok But as mentioned, there is alot of stuff gated int his way and more all the time like the raffle.
Some people also like the sense of accomplishment from having gone through the set of necessary steps to obtain an item even if it would be “more efficient” to grind out gold by farming somewhere and buying their item. People talk about mawdrey being a grind, but then prefer to mindless farm events for gold to buy an item.
For me, I say leave all the RNG the way it is, some people like that. But PLEASE provide ways for alot of the purely really low chance RNG items to be obtained through a set of steps that does not involve RNG. I would love to see a mawdrey style system for precursors. Dont like that system? no problem, you can forge, farm world bosses, farm Orr/buy just like it is right now. Worried about the market? (not a good reason to RNG gate thing but anyway) fine. make the items received from the actual scavenger hunt/mawdrey style method account bound on acquire since the people running this are likely doing it for their own consumption anyway. But simply dismissing the idea of non-RNG ways to obtain rare items because you wouldnt do it holds little water if the current methods are kept intact.
also, you can watch this for fractals https://www.youtube.com/watch?v=cYWpstTq528
Since we can change builds whenever/whereever, you dont need a build to go across both open pve and fractals. In open world pve, the best build is whatever you find the most fun. fractals is a little different because there you need to think about your party as well
I guess my first question would you definition of “pve”. what are you focusing on? map completion, world bosses, farming Orr, etc.? For normal map stuff, you dont really need too much extra defense. If you are farming orr, elixir gun wont be used very often because 1) its spammable skill is single target and 2) you dont really need to use support there. If you are talking map completion, rifle will serve the single target use perfectly fine. So, I am not convinced that going 4 into alchemy is justified when you can run juggernaught and get 5-6 might stacks in FT as well as extra toughness.
I have a strength sigil in my rifle as well and with that and juggernaught I routinely have 10+ might and thats without runes of strength. If you go 2 more into firearms past juggernaught, you get 5% damage on bleeding foes which goes well with sharpshooter which you already have. and modified amo will give easily 4% more between burning and bleed on crits from sharpshooter because FT hits so fast. <— keep in mind, though, that I am saying this for tagging lots of mobs because thats when I use FT.
If you are focusing on FT and elixir gun, then explosive powder isnt helping too much an could be switched out for incendiary powder for more burning which nicely couples with.
Also, if you are focussing on kits, then hair trigger doesnt come into play unless you are underwater (where you can use kits as well, and I do use elixir gun there). Infused precision is just a quality of life bonus in that slot.
That would make your traits look like this http://gw2skills.net/editor/?fdAQFAUlUUpErtbxWLseNCbBNqxA6Jeh3+5DEgkC-TxBFABFcBAQS5XJ7PkmOAAeAAFq+zVKBBA-e . I use bomb kit instead of elixir, but again, its open pve so its ultimately up to you just like the traits are.
As for fractals, in there you are with a team and your goal is to boost the team damage. So it might look something like this focussing on stacking up as much vulnerability as possible http://gw2skills.net/editor/?fdAQFAUlUUpErtbxWLseNybBNq1A6R8h0+5AcghC-TxBFABFcBAQS5XJ7PkmOAAeAAFq+zVKBBA-e
check out this thread. People didnt like the idea of completely resetting hearts as was the initial suggestion and it ended up turning into a bit of a brainstorm session. https://forum-en.gw2archive.eu/forum/game/gw2/Revitalize-the-Game-World-Resetting-Hearts/first
The recipes for the items themselves are bought from the master craftsmen. Thats the recipes for both the ascended inscriptions and the weapon/armor items themselves. vision crystal recipes are auto learned at 500. So, all the recipes are available right at the station in one way or another.
(Congrats on the Dusk, btw!)
I really hope you are a bit ahead of yourself with the congrats on this one.
Second possibility: “one more attempt, he stared at yet another dulled blade, one more chance for results,” could be referring to a harvesting sickle, and to only one more node/one more respawn of nodes before dark. “A slight rumbling forced his attention back to reality as one of the creatures noticed his intrusion,” indicates that he isn’t purposely killing these beasts, pointing my mind to harvesting. The only node unique to Southsun is the Passiflora.
If this is the case, then it might be passion flower we are looking at since, outside of blooming passiflora, there is only a “chance” for the flower while fruit is from both regular and blooming every time. Of course, harvesting doesnt necessarily tie in with all the bloodshed. Unless of course, its really karka shells AND passion flowers.
edit PS: The forum search feature’s been broken for years. Use google instead, it finds threads.
in google search “[your query] site:https://forum-en.gw2archive.eu/forum” it will act just like a forum wide search. change the url to get more specific.
you can sort of do what you are asking it just isnt streamlined.
You have to be at a bank (banker or crafting station) for this. on the left, click what looks like a closet. it will show all the skins i the game, with the ones you dont have grayed out. Clicking on one opens a window with your character wearing that skin. Clicking other adds or changes that skin to the preview. In that way you can “test run” sets of skins. I have done it this way myself.
Now, for the dyes, this is part of the preview that ANet really needs to add in. There should be a palette of all available dyes and the individual pieces should be dyeable in the preview, but they are not. If you know what dye (or close) you are looking for, open the TP, search for that dye, right click and hit preview. it will add it to the first unused preview dye slot. This means that it will apply that dye to the first slot in ALL the current previewed items. hitting preview on another will add it to the next unused one NOT replace a current one.
I use this site. Once I get a dye thats close to what I want, I can go light or darker with the name from the charts. http://gw2.chillerlan.net/examples/gw2color.php
Yea its a bit of a pain and ANet really needs to add the dye palette to their preview system and allow for all the dye slots to be changed.
there are for at least some of them.
These 2 are the only 2 with unique skins:
http://wiki.guildwars2.com/wiki/The_Hunter
http://wiki.guildwars2.com/wiki/Rodgort%27s_Flame
The rest share a skin with something else http://wiki.guildwars2.com/wiki/Precursor_weapon
(edited by That Guy.5704)
yay I like fun not complaining threads. Too bad I am at work and cant take and screenshots. later I will post my tine asura in the hexed outfit with a flamethrower…he looks a little mad/insane.
The labyrinth died really fast last year.
I don’t think it will die so fast this year due to better rewards and LFG, but I would advise you to finish up in the lab sooner rather than later.
hope it doesnt, with a good group you can get ALOT of bags. I got almost 300 regular bags (including the ones I got out of the champ bags) in just over 2 hours last night….no rare drops unfortunately, but its a decent number of bags, besides all the t5 bones and other mats from salvaging i will be forging greatswords with.
Also, already got enough skulls and teeth for the 2 minis you can buy with those and enough for the outfit. Now I will be gathering for the cat and 20 slot bags…enough to keep me busy for the duration really.
(edited by That Guy.5704)
Clinking noises when he moved… something he had to wear? Like a dredge mining suit? What else would make clinking noises when he moved?
a few spots in southsun that “clink” when you walk on them similar to the metal floor in black citadel.
I think they are using the same technology, it just has a couple scaling issues. My guess is that in the mega server (and I could be wrong) they do not completely fill 1 map before opening a new one, there is probably a threshold. For sake of argument lets say 60%. Now, from what I have noticed, lab maps seem to be capped at 20 or so. if the threshold is 60%, that means joining a random map will likely put you in a map with 12 or less, which, while sort of ok for doors, but makes bosses take a bit long, especially the lich. Thats why you really need to taxi people in to fill those last spots. This method will work in larger maps where 60% may be 60+ players (think when you stop seeing the stream of people at the waypoint for teq but can still taxi) with a higher cap, but doesnt scale down well.
if you are just comparing yesterday to just now, remember, most of the US (I know those arent the only people that play) have headed out for/at work on the east coast and are just waking up on the west. I had to switch maps a few times last night as maps degraded (particularly when people wont listen and you end up in a jam at a purple boss), but I could usually stay in a relatively organized map. Just had to use the lfg tool.
EDIT: in fact, when I am in a decent map I usually try to fill my party for the sake of tagging mobs using the lfg tool as opposed to group with people already in. I am sure other will do the same.
I dont do eotm alot, but a couple times I have the commander has said explicitly “This is a karma train, we will not be fighting or defending.” I had one commander say "My goal here is to optimize bags and karma/hr. These are the kinds of maps you need to find.
not having been here for previous events, i think the reward level is decent in there if you get in a good map. Last night (logging off early because I was sick) I managed almost 150 normal bags and probably 8-9 champ Halloween bags. this was close to 2k candy corn so 2 cobs.
Also got a decent pile of T5 venom sacs and bones that I can craft and forge greatwords with.
One thing I would advise if you do find a populated map, bring LOTS of salvage kits haha.
is “ghostly”, is sold by a merchant, isnt hard to come by, icon i basically cylindrical, is a container “case”, would be sealed (cork?) last 2 are unlike the ghostly doubloon.
http://wiki.guildwars2.com/wiki/Ghostly_Tonic
Sorry, but lol at IPs “all the way up to 300”.
yea I did too.
i’d rather have “that guy” in a group
I do North boats at reset
But seriously, i do do north boats normally, and I dont really care what kind of armor a guardian in my group is wearing, if he does his GS5 pull on spawns I am happy.
On another note…..HOLY NECRO BATMAN
yea, something on his site moved, that link doesnt work, go here http://www.wolfineer.com/the-engineer-handbook/
Yup, seems like ineffable is not an option. I am going to try another suggestion, which was to make a few of those backpacks – they seem to give quite a few levels of skill-increase for a low cost. I am going to see how I do with it.
any progress on this? im about 465 or so on huntsman and refining ascended stuff has really slowed down and I already have 30 of each refined item.
Time to craft some exotics.
Don’t forget that you can BUY inscriptions that cannot be crafted on the TP (as well as components since you won’t get XP by crafting them any longer). Stick to unique discoveries as they yield the best XP.
Also, don’t forget about Discovering RARES you might have bypassed at T4 and T5. They don’t yield a ton of XP, but every little bit helps at this point. Note that you have to buy the recipes for the Inscriptions (or you can just buy the inscriptions on the TP). Also note that the T5 RARES cost no Ectos to Craft but can yield Ectos when Salvaged.
am doing all of the above, was just curious if there were some other options, thats all. I may end up discovering some more rares and either forging them or salvaging depending on what they are since I am coming up on have full (250) stacks of multiple T5 fine materials.