I did some crafting yesterday. 150-225 on weaponsmith, armorsmith and tailor. Weapon/armor was on a 28 and tailor on a 16 or so. I gained far far more % on the level for the tailor than I did on weapon/armor and that was 2 disciplines on the 28 and 1 on the 16.
Its entirely possible (at least from what I noticed) that they made it a flat amount so that you can level 1-10 or 10-20 (not any 10 levels) or weighted it in some way where you get a diminishing return the higher your level.
(edited by That Guy.5704)
hopefully a bug because that should really be there, to me, for the exact same reason you mentioned.
Essentially this is a “put it back +1” post.
Most likely in the case of the Deluxe Gear Boxes, only the ones from Inquest specifically will count. So ones from Aetherblades, Golems etc. will not unlock it.
The same might go for the Saddlebags. Only ones specifically from centaur Champions (and not Rock Dogs, for example) will count.
That’s easy to check.
I am looking specifically at embroidered saddle bags and deluxe gear boxes that say “collectible” in their mouse-over thingie (underneath the item name), as opposed to those that don"t have the “collectible” text there. Still don’t count, but certainly are the right containers.
If you still have them could you try 1 more thing? right click one and see if there is some option that says “add to collection”. I remember there being something like that on the spoon I got from teq (which I now have 2 of already…). Maybe you have to manually say “hey I got this” before you can actually open it. Its a long shot and should be fixed if that is actually what you have to do, but its the last thing I can think of before saying its completely broken….rather than very poorly implemented.
I got a basic, what is it called seed pouch? from the champs that come before the jungle worm boss in the swamp. Of course, no achievement progress but it was there. As I remember it also didnt say collectable but I cant be sure because I already opened everything.
MKII golem didnt count. Guess I will have to specifically find a champ inquest
is there a way I can get the game to give up the id so I can compare?
So, I ran with the world boss train last night. I opened a bunch of various chests I got as drops including some drops from actual champs rather than world bosses (the dogs and extra centaur before Ulgoth for example), but didnt unlock or see any progress in this collection whatsoever. Do I have to unlock it somehow before progress can be made? I thought it was just unlocked when the first thing happens that counts towards it. http://wiki.guildwars2.com/wiki/Hero_of_the_People
nah that must be a typo because the beads are for the hylek one.
Some of the models are just meant to be “fun” i think. Besides that, backpack armor with special skins are more or less a visual title rather than textual. So, I think it would be a nice thing if they did more of that.
Also, My level 80 used the level, what is it 5?, back that you get in either a story or level reward all the way up until I passed 80 some dozens of times and I did the story to receive the masterwork one. Being able to make these would have been great and I will definitely be using some of them on alts.
A large bear on my Norn, the little silver/purple box on my asuran mesmer, yea this could work out.
or sell “Box of Sun Beads” Contents 75 sun beads along side the normal 1 order.
I relied on the border to quickly salvage alot of stuff when needing to clean my inventory. Some people might like the glow, I dont personally. Would just be nice if there were a toggle.
Hi,
just go to “Lion’s Court” in Lion’s Arch —> [&BCkEAAA=] and talk to the “Master Collector Rednax Youngblood” (also marked on the Map).
He sells a Spoon Collection Box for 10sCheers,
Martin
yes, but even after that, the spoon is still sitting in my inventory. Do I vender it? TP it? It seems like an odd decision to me to make items that are absolutely only useful in a collection to both be added to the collection without destroying the item and be tradeable. Granted, at te1 last night alot of people got the spoon so it doesnt seem like it is too rare of a drop, but in theory an item like this could just be passed around a guild or party or whatever unlocking it in everyone’s collection using a single instanc of the item. Seems like there should be some functionality for those types of things that says “account bound when added to collection” or something. (not all collection items like weapons and armor, but collection only items)
Someone, I think it was a comment on the dulfy post, said that the elegant level 400 versions said “crafting item” in the hover over description when you view them in either th wardrobe or in the crafting window (I dont remember which). maybe there is a mystic forge recipe for it to go ascended? anyone looked to see if the forge would even accept it?
How about these http://www.gw2spidy.com/item/24738. You see a little speculation fluctuation on sunday into monday and then a sudden jump on monday afternoon between 2-3pm from 70s (up from 6s from the speculation likely) to 9g. in an hour. Someone or a couple people found out about something. This was 7-8 hours before the first comment on the dulfy post about collections (I couldnt find a time stamp on the post itself, but I would be pretty sure that it didnt take the 7 hours for the first comment on that site). To me, it sounds like this was just shortly after Anet released preview notes to bloggers, some people acted on the info, and then posted their explanations of the release notes. (not saying dulfy did this specifically just using that as point of reference.) I used this particular item because the items you need this rune for (it appears) are being introduced with this patch.
except for gating pve content behind pvp levels (dragon finisher), I think scavenger hunts would be just fine as a way to earn a precursor. I have posted a couple times in other threads that this is a part of being “legendary” and that luck/farming gold is not “legendary”. Also, even if the current RNG system were left in place, this would be fine and making them account bound on acquire when earned through a scavenger hunt would be fine as well since, by definition, legendaries are supposed to always scale up when a higher tier weapon is introduced (at least that is my understanding).
Toxic offshoots are fine with a group. The problem with them I see is that multiple ones of them seem to be bugged. Even with all 3 turret operators alive and protected, None of them attack meaning the event always fails.
nice survey. pretty comprehensive. Only complaint would be that Q16 didnt have a “doesnt matter to me either way” option.
TL;DR
Make precursors something that drop from something equivalent to the Black Lion Chest. But instead of calling it a Black Lion Chest, call it something like “Legendary Chest” or something. And make the key used to open said Legendary Chest be only available on the Gem Store, available for … I don’t know, 150 gems like the Black Lion Key, or perhaps 200 since there’s a chance of a precursor being inside?
Point is, Arena Net would still be making money off of Legendary Key purchases, the chances of acquiring a Precursor would increase since it can be found off of Elites or Champion mobs, and there would be less people who are upset about how infrequently they come across Precursors while playing the game.
Obviously a precursor wouldn’t be the only thing that drops from a Legendary Chest. It’d need to be something that rewards you with things like obsidian shards, ectos, tier 6 crafting materials, etc. Stuff that helps to build the Legendary, essentially. So people would no doubt still complain about RNG associated with chests, but it’s a better alternative to just hoping for a luck-of-the-draw Mystic Toilet attempt.
No. Please No. No gear or materials or anything other than convenience/cosmetics should be generated through the gem store or gem gated items
Anyway, The current system of obtaining the biggest part of a “legendary” weapon is in no way legendary. It is pure luck or farming gold to buy from someone who got one based on pure luck. It would be MUCH more interesting and, to me at least, enjoyable if the way to get a legendary were some extended story (though that would take a lot of development time but would probably be the proper way to do it since it is about becoming a “legend” after all), tiered crafting similar to mawdrey using drops (not 1% chance drops. 10 of an item at a 50% drop is preferable to 1 at a 5% drop even though the average number of completions would still be 20) from different World bosses/dungeon bosses/fractal bosses/etc. Others have suggested awards from new achievements.
Pure luck is not legendary. Farming gold is not legendary especially for a game that prides itself on not having the need to farm.
Just my 2 cents
by the time I got fully leveled I had settles into the following:
Heal: turret. When you need the heal, real fast hit 6-6-F1. You place it, overcharge it which releases a water field and then blow it up which is a blast finisher in the water field. That is all on a 20s cooldown. If you wait even a second or 2 to hit 6 the second time, it takes an additional 3 seconds to overcharge instead of happening right away.
Kits: Grenades when you get to a champ fight. Can stay at a pretty long range and has high damage if you are accurate. They should all go down pretty fast. Flamethrower for event tagging. Bombs for normal mobs. Run in a small circle gather 3-4-5, find a middle position and start placing bombs. When they get close, especially if one is a vet, drop bomb 3, 4 for confuse and blind. If mobs are spaced out can go for rifle as you run toward them to get a few shots in before you ever get to melee range. Just makes individual things go faster.
Underwater: elixir gun. in spread mobs. bombs close, grenades for champs. underwater grenades both auto target and auto attack
(edited by That Guy.5704)
which of these builds would you recommend for someone who is relatively new to dungeons and/or pugging?
Congratulations, pdavis.
I love hearing stories of generosity and other good deeds done by Guild Wars 2 community members.
Personally, I’ve had very few poor experiences with problem players in-game. The majority of my experiences have been positive, and I’ve encountered a lot of helpful people.
This is partly due, in my opinion, to the systems the development team has put in place. There is no mad rush for levels, you get scaled up in pvp. There is no mad rush for gear, Exotic at 80 is relatively easy to get, ascended isnt a huge amount better, its more of a simple long term goal and your have pvp gear all equalized. loot and nodes are instanced meaning no competition in farming. Kill credit goes to all participants, not just the best individual/party. It is really set up to be a welcoming game rather than something where you always have to watch your back because you are afraid someone might steal your kills/nodes/loot whatever.
Congratulations!
As for me, I wouldn’t have felt proud or felt like I accomplished something if I was just gifted that thing. Like, one of my guildies gives out precursors for a guild event she organises every now and then… but I don’t feel like getting it in such a way would actually make me happy.
Still, congratulations
RNG from the forge or a drop is the only way to get precursors for now anyway, Someone could potentially get on on the first world boss they ever kill. To me, getting a precursor as it stands isnt an accomplishment, its pure luck.
But anyway, grats to the OP.
I use a rifle when I need something long range and fast. Grenades are longer range then rifles (with grenadier), but they are ground targeted. I also use a rifle or pistol when I will be doing alot of moving around at range or in a dungeon where low hp things spawn fast around an area that you have to kill fast where you just tab-1, tab-1, tab-1. Like the little golems in one of the CoE paths (I dont remember which path(s) that is) Elixer gun would work in these cases too though, but a rifle gives you both a knock back and an immobilize. I do spend most of my time in a kit as well, though.
yea thats what I was talking about when I said “exotic named gear”
Thinking of getting a second set of armor for things like learning fractals mechanics and generally when I need some more defense. I am preparing to level leatherworker 400-500 anyway and am wondering if soldiers (Power, toughness, vitality) or knights (Toughness, power, precision) would be a better option. I am kind of leaning towards knights but wanted some other opinions.
Just a quick question. It looks to me like the great majority of uses for these is exotic named gear, attributed infusions, and then, of course, clovers. So, are clovers the primary use for these and most of then typically go toward clovers or is there something else I should be saving them for?
I am new to fractals…that is, I have done 1 run. I would like to get some more runs in. If you are doing a run during a time I can come along (Im in NA EST) and are missing a 5th, Id like to join, especially if there are some people that actually know what they are doing. That is, of course, if you are doing 1-9. I dont have any agony resist yet and dont want to cause a problem by asking you to do a lower level then you had intended or by being an even weaker link without any resist.
Im am relatively new to this game, but (while probably echoing some people here) im going to throw in my 2 cents from the perspective of someone who is just recently learning about all of this stuff. To me, calling something “legendary” should mean that all the steps to acquiring that item should be because the player has been “legendary”. For one of the items to be acquired ONLY though either shear luck from a drop or bought from another player who acquired it through shear luck with a large sum of gold gained through either TP flipping or just farming and selling, is not “legendary”. Would seem that such an item, because it is a part of being “legendary”, should be acquired through in game tasks (not mindless farming/luck) or crafted using sets of items acquired through those types of tasks.
I am going to go further with the token idea from a little ways up. (and I appologize if I am repeating anyone else, I didnt read eveything) Assuming the goal is to reward player for playing a certain map, it has been suggested that there are tokens and it has been suggested that there is a prestige feature. Suppose there is both. There are various levels of prestige that provide various tiers of rewards similar to dry top merchants. These merchants would unlock when you complete the last hear on the map (not necessarily map completion for that map). You can purchase these things with tokens acquired by repeating the requirements for hearts or doing events in the area, again, after all heats have been completed once.
Said rewards can be normal stuff, someone mentioned T6 crafting materials. It could be region specific consumables. Maybe something that gives a boost to karma gained from events in that area for 30 minutes. Higher tiers could be armor skins things like that.
I dont foresee the tiers being absurdly difficult to unlock. Rather, it would be a set of skins that takes longer to gather the tokens for then the top prestige level takes to unlock.
Some fun ideas I had. The last tier would have some items available that are rather expensive in terms of tokens (I dont really think things from these merchants need to have a cost in gold or karma) but are purely for fun/cosmetic. For instance….
-The last top buyable reward from Lornar’s Pass could be a backpack skin that is a pirate quaggan with a 3 point hat and eye patch (from the Suwash and the Unlikely Pirate event chain event)
-the last one from sparkfly could be headgear that looks like a kids Halloween mask of Tequatl
-(if the size of the model allows it) Harathi Hinterlands could give a back peice that looks like the back end of a horse that makes you look like a centaur (I dont know if I would buy it, but I think it would be funny)
-Metrica province fives a chest and hat together that look like a golem costume.
Of course, One other suggestion I might have with fun skins like that would be that 1) since they are essentially a reward for an achievement doing an areas events, they shouldnt require transmutation charges and 2) it would be really really nice if items had a, shall we say, native skin (you change this with transmutation charges) and achievements skins(zenith skins from achievement chests and these top prestige skins from tokens) could just be toggled on and off to and from the native skin. I dont know if number 2 is feasible, but it would be really really nice for those types of skins.
EDIT: O and minis can be a top reward too. I dont even know if the programming would allow this but it would also be fun if the top reward from Blazeridge were a mini shatterer that, when near other minis, would every once in a while put another mini is a little purple crystal (that disappeared when the owner of the other mini moved of course) Or in Mt Maelstrom the top one could be a mini MKII Golem that would either randomly shoot at player, npcs, other minis or at mobs you are fighting when it is out (doing no damage of course)
(edited by That Guy.5704)
- Some people would like to an option repeat hearts. Many people are opposed to being required to repeat hearts which is probably enough reason not to require it. In the future we ought to consider repeat rewards or even a prestige system for voluntarily replaying one-time content.
- Karma may be an underwhelming common event currency. Many people would like to see it applied towards a greater variety of personal reward goals such as crafting materials, more skins, etc. People seem favorable to region specific rewards, but at some point we have to reconcile the notion that it would probably further devaluate karma. I would also like to submit that karma has another issue which is that whenever you purchase something you are setting back your progress towards other purchases. Of course, that’s a fundamental aspect of currency and yet, it’s less intrinsically rewarding than gold because you can use gold to make more gold (gear upgrades, crafting, trading, etc). At the level 80 end especially, big karma sinks are largely cosmetic and will not help you earn more karma. Personally, I feel that effective reward systems regularly disperse rewards along the path to a longer term goal. (If you haven’t checked out PvP Reward Tracks, you should!)
If I am reading thee 2 paragraphs right, the first paragraph is the solution to the question of karma in the second. Personal reward goals of a specific region should be available using region specific items (tokens for instance). Region specific rewards should be based on region specific activity. Yes, you can do the same thing based on region prestige unlocking and then use karma to buy stuff, but having tokens (what essentially would amount to region specific karma would allow the purchases as well as reserving karma for other purchases.
Of course, I may just be reiterating exactly what you were trying to get across.
You cannot “disprove” someone’s happiness with your opinion.
Quit that.
Silly Azure using logic….
Only available from salvaging from dropped exotic weapons or a random result from combining 4 rare sigils in the mf.
Think its rare weapon for major. Exotic should be giving superior
a quick browse through the weapon crafting disciplines on the wiki and I didnt see it either. Might just need to run the world boss train once or twice to find one.
Just leaving this hear for others to use if they want to. If you see an error, please leave it in a comment on the google spreadsheet. https://docs.google.com/spreadsheets/d/1imNNHx9A63Ltc_j6HJQ1vv8BxVlNymepZa_DUern5Mg/edit?usp=sharing
having use the 4 power 3 precision (or whatever it was) back brace from the time I got it until I finally got the masterwork one from the personal story after filling the level 80 exp bar a couple dozen times (yea i would still be considered new to the game), if these have increasingly better stats, then this is a great addition so that that armor piece can be upgraded more often (even if they dont…..its a skin to collect and a sort of visual title as opposed to text)
[hearts] are
simply just a timesink because they sadly give nearly no reward.
gift of exploration
1-2-3-4-5-6-7
Like this. Lots to do. “rewards like Minipets, Weapon Skin Sets, unique Armor Sets, helpful bags of specific rarer materials and so on” nothing required.
Hey look more backpeices to conflict with hobosacks https://www.guildwars2.com/en/news/crafting-backpacks-new-leveling-items-and-more/
Thanks that clarified what I evidently misunderstood.
Yes you can transfer the items, but also, your new toon CAN play the Season 2 story line, if you unlocked a S2 episode, any toon you have and make have it unlocked.
And you CAN get all the items again by redoing the story on the same chracter more than once?
Also, are episodes account unlocked or character unlocked? I guess I thought (maybe incorrectly) that you needed to login on each character during the time that episode is new (the 2 weeks or whatever it is) not just on 1 character in your account.
Ok, like I said, even in the tl;dr, put a green outline around hearts to signify progress for map completion! … So, I don’t understand why halve the people here say that they wouldn’t like ‘their progress’ to reset ?!?
for alot of people the empty heart with a green border isnt so much a reality thing as much as it is psychological. They just dont like seeing them empty, so it feels like lost progress when in reality it isnt. Thats why I just suggested that they be allowed to be redone without the heart actually visually resetting. The vast majority of people arent going to want to go back and redo all their hearts because there is no reward for second map completion so keeping track of what has been completed this month isnt really a benefit. But like I mentioned, it would be a nice little bonus if you are doing events and happen to fulfill the requirements again if you got a little bonus karma or perhaps the other little thing I talked about.
yea i got this achievement one day when I accidentally stumbled on 7-8 people doing shatterer in the middle of the afternoon. In fact, even after killing him at least a few dozen time, that was the first time I even knew those crystals existed. Luckily a grenade engineer can tag them all pretty easily haha
just to clarify, If I create a new toon now, it will be missing some of the living story S2 episodes. But, I can redo the episodes on another character and create another backpeice and transfer them to the new toon later on because they are account bound correct? So, at least as of right now, a new toon can get all the benefits of this season, just without being able to play through it completely on that character correct?
I dont know about a full reset because that does seem like a loss of progress. On the other hand, i dont see it as a bad thing if a person were able to complete a heart multiple times, perhaps on a cooldown perhaps not. I know that I have accidently completed some hearts just doing events in areas anyway and allowing them to be completed again would just be a small extra bit of karma. Adding them to monthlies I dont see as a problem either because, even for someone who has map completion on all their characters an doesnt want to think about another heart question, there are already more monthly options than are required for completion.
On a side note, I also dont think it would be a problem if there were a 10%-20% chance of getting a region themed weapon/armor skin (on a salvageable item please) on completing a heart after the first time through it. Of course, skins take time away from other development, but its an option. Or maybe a couple of loot bags from whatever is in the area. Nothing that you would need to farm in order to complete something, but just a bonus if you happen to fulfill the requirements for a heart a another time.
i’d like to get in on this some as well. I am in a full rep guild so I dont know how that would work with finding out when I can get in on a run, but would still like to get some runs/explanation in. I’m in NA Kaineng.
More PvE gamemodes can’t be a bad thing!
Seems fun. Never played Dungeon Defenders, watched people play it but didn’t catch my eye. If it was in GW2 I’d definitely give it a shot. Not caring about the competitive part of it, but perhaps linking scores to leaderboards that offer up lottery/random prizes to those at the top would keep people pushing to make the top score for the week (although limit how many times a single account could claim a certain rank prize every month).
Now if you’re ‘competing’ against another team, are the buffs you can place on enemies with tokens, are those aimed at the opposing teams’ enemies or just all enemies? I think that might be a cool mechanic, to sort of sabotage the opposing team by buffing their enemies for a wave, or calling their wave sooner.
The scoreboards with prizes is a good balance between the 2. though I am not sure how to keep the same small group from winning constantly. restricting account wins is an idea, but this is a group based thing so either that person wouldnt be able to compete the next week or anyone he parties with is also unable to win. I dont know.
The idea of the buffs on enemies was a way to increase your personal score by buffing the mobs coming at you but also making the affected mobs worth more. In a multi-path map, this would mean that you could buff 1 path’s worth of mobs so some are worth more while others are worth the same. But you also only get a subset of the wave being more difficult.
if it is a direct competition as opposed to scoreboards, Sabotaging another map would be a very interesting mechanic. I guess if I am designing it, I would make that an option at the beginning that the teams must agree on. One problem, particularly if you allow more than 2-3 teams in 1 competition, is all teams ganging up on 1 and just dumping buffs on their mobs. Of course you can timegate sabotages that may be used by a team and timegate incoming sabotages. But it would also increase the point value of the mobs in the map of the team that got sabotaged as well perhaps even by a higher amount than if that team had buffed their own mobs.
One that would be cool (But not near as simple to create) would be a labyrinth race.
You would have a goal in the middle with two or more mirrored paths (depending on the amount of teams) where you have to fight waves and/or do puzzles to open gates with the first team to get all 5 to the middle wins.
Though I doubt either your or my idea would ever be implemented, but we can dream right?
Yea I tried to pull elements that were basically already implemented and combine them in a new way. The biggest issue I see with labyrinth races would be people memorizing a particular map and then its just dungeon races. Now, if they can manage to procedurally generate maps…
There were similar challenge missions in GW1 and they never ended up being very popular as far as I know. They had leaderboards (ingame) and offered unique rewards for hero armor.
It would be fun IMO as an activity though to have something like this… just don’t call it competitive :P.
I didnt play gw1 too much so I dont know what that was like
As an activity for a single party or competitive between groups, either way. Everything really would work for either version. Im not really dead set on it being competitive with multiple teams. I know just being called “competitive” would probably dissuade some people