I am at about 85% map completion, and finishing up the earlier zones. Snowden Drifts is the most beautiful, immersive, and alive zones that I have seen so far. There were a ton of events going on even when it was scarcely populated, and the layout of the zone is just awesome – not too many wide open spaces, and just overall a ton of fun to explore. Kudos to the designers!
This spell seems to cast maybe 50% of the time that I click it. I’m not sure if it is because I physically click using a mouse instead of the #4 key, but regardless, this seems to be the only spell that doesn’t consistently cast.
I did not keep track, but I spent almost no money leveling Artificing to 400 in 1-2 hours. The piles of dust are incredibly cheap and you get a lot just by playing the game normally. Stick to making as many potions as you can.
I found artificing to be the easiest and cheapest profession to level up. This was due to discovery and potions. There are so many types of potions, and while you have to buy water, that’s cheap. Make sure you haven’t been selling off other collectibles, such as JC and cooking mats, as those are used. As well as some ores and bars, I think.
Note: Almost all of the potions will need to be vendored, and are not worth selling on the TP. Potions is fast for leveling (combined with weapons), but will likely not return the most gold.
Wow, I have to thank you for this. I can’t believe how much gold I’ve saved by discovering and creating potions.
I decided that I want to try leveling up artificing. Because I am 400 tailor, I am low on many of the items used for inscriptions, as I already used most of what I had previously obtained through leveling (fangs, blood, etc).
The items are fairly pricey on the TP, so I decided to go to the 15-25 areas to farm wood, small totems, fangs, etc.
However – is this the most efficient way to get these items? As far as I can tell through an hour of this method, it seems like it should be faster to just go to Orr for a few hours, and use the profit gained there to buy the low level items.
It seems almost unintended that that should be the fastest way to level up a crafting profession, as opposed to going to different zones and farming those specific items – but am I correct in this assumption?
The enemies are more difficult and less frequent than in Orr, and the drop rates are just terrible. Haven’t gotten a single rare item yet, and I am using MF runes + food. It’s just impossible to defeat these karkas at a fast enough pace, and each one does not have a high enough drop rate. It’s no wonder this zone is already empty, which is a shame because it is visually awesome.
Unfortunately even going back to GW1, Staves and Scepters/wands are incredibly lackluster in appearance compared to melee weapons (excluding daggers) and bows.
The BLC’s dont make any sense to me. ArenaNet’s main promise was that you could not pay to win. Increasing the chance of something useful like a permanent skin or banker/trader is absolutely in no way pay to win, but would certainly get more people buy gems (with real money). It’s really mind boggling that this hasn’t been implemented yet. In it’s current state, there is no reason to buy a black lion key.
Eh…damage is damage. Conditions ignore armor, but can be cured off. Different people like different things. So, that being said….
Can anyone suggest a decent, balanced Power/Conditions build? I currently use Signets, and trait for an Aura based build 20/10/30/10/0. I run w/ Carrion gear and Undead runes. It works pretty well, and I like it, but I don’t feel like I’m getting all that much value out of the signets. I enjoy the uptime I get on Fury/Swiftness/Protection from all the aura combos, but I don’t know if there’s a better way to maintain Protection. I could probably ditch Fury altogether since Conditions don’t crit, and I have no Precision on any of my gear.
What do you guys use?
This is my dilemma, and I am struggling to decide on my exotic armor stats because of it.
I am thinking that I will go half Carrion/half Berserkers. As a S/D, condition damage is absolutely unavoidable, because no matter what you are not going to be spending the majority of your PvE time in air or water. So why not increase your condition damage? And then the fury is just too good to waste, so I will probably get half Berserkers, for the precision and critical damage.
It seems as though at least once on a daily basis, I have to re-login to the forums to see any posts. My broswer (Chrome) doesn’t seem to be able to remember the login information, and any login cookies don’t seem like they are saving. I don’t care if I am permanently logged in with cookies, or logged out with read-only access, but neither of those seem to be the case for me.
Pretend that orichalcum nodes are gossamer nodes – they are basically 1:1 on the trading post, so just sell the ori and use the profit to buy gossamer
Roll a new character and bam you have everything reset!
This isn’t at all the same.
Orr would have to be different, as there are no hearts.
The rewards are almost never interesting/useful/unique to the event. And if they ARE unique to the event, they almost certainly aren’t useful.
Im not sure what resseting would do other than give more rewards for rediscovering things. Also if zone progress is reset, are waypoints reset too? and do you mean Everything reset or only a single chosen zone? I think if a area detects high level players it’d be neat if events meant for experienced well equiped players would trigger.
Yes, Waypoints would have to be reset too, otherwise it’d be too easy. And yes, that would be the entire point, more reward opportunity in a zone that you otherwise might never even bother returning to.
I think it would be great if, after completing a zone 100%, we would have the ability to reset all discoveries in that zone. I think this would be a great way to solve the ‘issue’ of players not going back to low level zones. I see no reason as to why any of the rewards associated with subsequent zone completions should be ‘diminished’, as they do take a long time to complete.
I want to start out by saying that I do NOT have a great graphics card (I play on a laptop, with an nvidia 230m). I play with all settings on medium except shadows on low, and I actually have no complaints about performance.
The game looks great, however it just does not look at bright and vivid as I would expect, especially areas like the Sylvari starting zone. I don’t want to just turn the overall brightness up, that doesn’t seem to help. Any way to make the colors more vivid/less dull?
Reviewing all of the Traits: Analysis and suggested changes.
in Elementalist
Posted by: The Great Al.2546
I actually agree with pretty much everything you said. Fire, Air, and Earth all have at least one level 30 trait that is just shockingly bad.
And I don’t really like how a glyph build is basically forced to put at least 20 points in Air, or a signet build with 30 into earth, etc.
Edit: I also strongly feel that the 3 level 20 Arcane traits surrounding scepter/staff/dagger should be combined into one trait that takes care of all 3. Whenever you can switch weapons, you can switch traits too, and the reason I avoid all of these is because it’s just too much of a pain. They should either be one trait, or bound to a specific weapon (effectively the same thing)
Are these skills broken? I cast these and enemy’s skill bars just don’t move.
How can I use these spells effectively?
If the heart proves challenging/annoying just skip it and move on
Simple
No, it’s not ‘simple’ when you are trying for 100% completion. And FYI, I have already completed the above hearts so this is not for my own benefit.
Would prefer constructive posts only, please.
If it makes you feel any better the grass isn’t any greener on the other(Sylvari) side. Hopefully you aren’t spec’ed for burning like I am.
Yeah, you basically can’t do this. Even when I specced otherwise, my earth elementalist was somehow still doing more damage to the destroyers than I was.
I think it would be helpful to have a list of tasks/hearts that take way too long or are otherwise way too boring/tedious.
The one that comes immediately to mind is the swamp heart in the 1-17 human zone (I think this heart was somewhere in the level 15-17 range). I was even participating in a dynamic event that took place inside the heart region, but this one just took FOREVER.
There was also one that took place in a pirate ship but there were almost no enemies that were spawning and otherwise not much else to do. I will look up the exact heart later.
I do next to no damage using air. In what way is your critical chance higher just by using air spells?
There were two priory quests in a row (I believe this and the one before it) that were incredibly difficult for my elementalists. I really hope that I don’t encounter destroyers again.