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My opinion: utility abilities lackluster

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Posted by: VakarisJ.5619

VakarisJ.5619

When you invest in Beast Mastery combined with the natural precision a cat has, its going to have a high crit rate. Criticals are predictable when you’re keeping a consistent crit rate. You’re looking at average damage, so 10 tries is good enough to get a good approximate of how it preforms on average. The results would be similar if I did it 100 times. I can do the same thing with a power based pet and it will take longer for the kills across the board because of the traits Rending Attacks and Pet Prowess not affecting them as much:

Here’s a canine with the exact same traits, 10 times each buff solo:

No buffs: 22.4 seconds
Sic ’Em: 18.7 seconds
Wild Signet: 20 seconds
Zephyr: 19.3 seconds

Sic ’Em slightly outperformed Zephyr with the canine simply because with the feline Zephyr provided more attack opportunities, which means more vulnerability applications and chances to crit, which means more bleed stacking through the Rending Attacks trait. Zephyr of course still affects the ranger as well so its a better choice by far.

As for Sic ‘Em, it doesn’t say anything about providing the “Unshakable” buff you linked. Was he just using that as an adjective or describing an actual game mechanic? All Sic ’Em does is increase damage output and movement speed like the tooltip says.

Wild Signet providing stability or damage reduction to pet honestly doesn’t entice me. I want utilities to help me, the ranger. I am more concerned about my well being than my pet’s. Going 2 minutes without the regen passive isn’t worth the small benefit you provide to your pet.

I wonder which canine you used, because out of them, hyena has the weakest attack, but can call in it’s relatives to help.

It seems to me, the tables have turned upside-down. Without the criticals, results are completely different then with criticals, causing one to believe that they were, in fact, the reason for a skill that gives a 4second boost looking better then one that gives 15s. While you justify the feline statistics via “more attack opportunities” that’s exactly the thing that destabilizes your charts – more critical unpredictability. If your pet would have 50% crit, then your results would be 50% accurate, even with multiple tries.

While Zephyr causes you to speed up as well, you can easily get affected by Sic ‘Em too, by getting a trait. Maybe that doesn’t make it viable in your build, but this game’s made so that no build would be a bad build.

About unshakable, I think he was either referring to old data, or the buff is unwritten, just like some other bonuses from other skills/abilities. Might want to look into that one.

Signets are meant for the use of their passive, being granted highly-situational active effects, that I, personally, never use. It’s no exception regarding this signet. One can surely think of times where you’d want your pet to have that stability and durability.
If you’d change this, you might as well change necro’s Signet of Undeath, which generates a mere 1% lifeforce every 3 seconds while you’re in combat mode and has an active effect that rallies 3 downed (not defeated) allies in a small area, with a 180s (3 minute) cooldown.

My personal opinion: Heartseeker is broken

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Posted by: VakarisJ.5619

VakarisJ.5619

That’s why it was the first ability to be nerfed.

A change that, incidentally, was a minor one. As I suggested the skill needed. Who are you trying to impress with your comments and boasts? Because it seems to me that the only one impressed with you is you. And because you don’t bother to read what people say to you but just make up things as you go. I said the skill needed minor changes. It got just that.

Am I supposed to be upset when you point out that what I said should happen is what happened?

Don’t be upset you can’t ez-mode 1 button HS anymore bro. You’ll find another ability to spam, because that’s the basis of the Thief. A no cooldown spammy class.

Lacking a better term: it surprises me how far you’ve your head stuck up a kitten’s behind.

A thief is meant to dish out massive damage very quickly, it’s meant to burst down other classes, especially squishier classes, before retreating. Initiative allows you to spam one skill, but usually, it’s better to manage it in a way that allows you to survive at the same time.

If the thought hasn’t yet crossed you mind – a thief takes more skill to play with at base level then any other class. You have to manage your initiative, while at the same doing everything other classes have to do. Other classes (again, at base level) just spam skills that aren’t on cooldown, hoping for a quick victory.

Even at an advanced level, the thief sits high-up in the difficulty department, only classes that are more difficult are the elementalist (effectively using 4 separate skillbars) and the engineer (the grenade kit and effective use of the mortar).

The change to the heartseeker was minor, insignificant. A thief can still just as easily disintegrate you – he just needs to fire off a few unloads, or maybe a backstab, before going into heartseeker-mode. With a change so minor, you’re surprisingly full of yourself, yelling your point into everyone’s faces that you were right and everyone else were wrong, while, in fact, you were wrong by wanting the whole skill nerfed to oblivion.

Your previous post, was nothing short of a pathetic attempt at trolling, causing me to wonder, if my wall of text was even worth the bother – the report button would’ve sufficed.

How about adding a 1 or 2 second cool down and 0 initiative cost?
Although that would go against thief’s no CD policy but it’s an idea

That isn’t necessary anymore – no one’s had a problem with the skill since it was adjusted.

(edited by VakarisJ.5619)

My opinion: utility abilities lackluster

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Posted by: VakarisJ.5619

VakarisJ.5619

How is my testing questionable? I specifically used a powerful pet because I wanted to give Sic ‘Em a fair chance. I let it kill the target 10 times with each buff and then took the average to account for crits. The range wasn’t more than 1-2 seconds. Canine would probably not kill them as fast even though they have more power.

Criticals are highly unpredictable, you’d need to try a hundred times and even then there would be a chance that you’d either never get any or crit every hit. While those are extremes, they’re very possible. By using a different pet you’d reliably get less criticals, resulting in less of a chance that your calculations could get derailed by pure chance.
In short – just use a few other pets to confirm the results.

I really don’t know what you mean by Sic ’EM being “unshakable”.

http://wiki.guildwars2.com/wiki/Unshakable

(edited by VakarisJ.5619)

My opinion: utility abilities lackluster

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Posted by: VakarisJ.5619

VakarisJ.5619

2) Signet of the hunt buffs you AND your pets movement, and it’s more noticeable for your pet then it is for you, and it DOES stack with swiftness, as do all other movement boosters

False, only the highest speed boost is applied. I know this very well, because on my thief, I have a +25% speed signet. I’ve a friend warrior who uses warhorn swiftness to speed up traveling. Without the warhorn, I’m considerably faster then him, with warhorn’s swiftness, we both run at equal speed – warhorn gives +33% speed and thus overwrites the signet’s passive.

This is using a lynx. No f2 abilities on a heavy training golem in the mists. Traited for high pet damage including Rending Attacks and Pet’s Prowess. I let the pet solo with different buffs to see how long it took to kill the golem over an average of 10 times per buff.

1. No Buffs: 16.1 seconds
2. Sic ’Em: 15.3 seconds Cooldown: 1 minute
3. Wild Signet: 14.7 seconds Cooldown: 2 minutes
4. Quickening Zephyr: 14.2 seconds Cooldown: 1 minute

Lynx, like other cat-pets has high precision, resulting in high critical chance, making your results highly questionable. Aside from the great precision, it has crappy power. Try using a canine or a lizard.

(edited by VakarisJ.5619)

My personal opinion: Heartseeker is broken

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Posted by: VakarisJ.5619

VakarisJ.5619

That’s why it was the first ability to be nerfed.

GG Thieves.

They didn’t nerf it that much. Some people were screaming bloody murder about it, yet all that happened was a minor change in when it deals increased damage. In the long run – you’ll still start crying over it being OP, there’s no doubt in that.

There was once something said about things like this: good players adapt to the ever-changing balance of the situation, bad players don’t even try to adapt and instead turn to the forums to express inability.

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Level 80 Player's Problems With the Undead (Orr/Risen) Zones

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VakarisJ.5619

GW2 needs at least one zone which is difficult, otherwise I’m sure a whole nother flock of people would cry out, “OMG! Where’s the PvE zone that really challenges us?! Add it NOW Anet!!!”

Orr isn’t difficult – I kept circling around my enemies, blasting unload at them ever since my thief awoke in Queensdale – it haven’t changed in Orr one bit. The mobs didn’t become smarter to counter this tactic, they didn’t become any harder and were just given artificial difficulty by allowing them to cripple/pull/immobilize/stun every few seconds. If I’m fighting 1v1 or 1v2 against those zombies, then my healing roll takes care of the debuffs they throw at me, but if there are any more then that – I won’t be able to do anything at all, I’ll just stand there, ensnared one way or the other, unable to do any kitten thing. It’s not difficulty – it’s an annoyance.

Level 80 Player's Problems With the Undead (Orr/Risen) Zones

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VakarisJ.5619

It is a pain to travel through, but it’s also one of the most exciting zones.

Stun, stun, stun, immobilize, sink, stun, immobilize, immobilize, stun, sink, sun – exciting. Can’t get from point A to point B, while exploring, without getting ensnared and beaten to a sliver of my health by a few zombies. To be frank – that’s the worst thing about Orr. It’s not hard, it’s not exciting, it’s just purely annoying.

Level 80 Player's Problems With the Undead (Orr/Risen) Zones

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VakarisJ.5619

- Undead (“Risen”) everywhere, for like three zones (30 levels), with little to no variety

Orr is nothing – you should play a human. When you’ll get stuck with centaurs and bandits from level 1 to 50, you’ll look upon Orr very favorably.

Mobs and Tanking - Something I've noticed

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VakarisJ.5619

aggro is very random in the game, there is no ‘true’ way to tank anything. They kinda do what they wanna do.

It’s not random at all. Try reviving someone during a bossfight – you get bumped up to the top of the aggro charts and will instantly be attacked. Also, pets and minions tend to be higher on the charts, as well as high-DPS players. If everything else is equal – the mob aggros to the closest threat to it.

My personal opinion: Heartseeker is broken

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Posted by: VakarisJ.5619

VakarisJ.5619

You can heartseeker 3 times with 10 initiative, or 4 times with 13. If you have 13, your damage is not as high as it could be.

So, premise is flawed… but we can still discuss I’m sure. With what you’re mentioning, I think a thief auto attack may give you alot of problems.

I don’t think that the heartseeker is OP, but your math isn’t actually correct. Initiative regnerates even while you’re using it, plus these are various ways (+2/10sec trait, +1/10sec signet, traits like give initiative on stealth, roll for initiative, etc.). In addition, a thief has 12 initiative at base and can further increase it to 15 with a trait. You could easilly get 5-6 heartseekers out before having to retreat as a thief.

Actually, you will have even less than that as a thief… with no orbs and crit / precision gear, you will not even have 11k hp. (I think it is around 10.6k)

A thief has 10k HP at level 80 by default. Due to the +2init/10sec trait, most invest 20 points into vitality, increasing the healthpool by 2k HP. Personally, my thief has 14,5k HP.

(edited by VakarisJ.5619)

This is why I love my thief

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VakarisJ.5619

The most I’ve done is like 6k, how on earth do you people get such high numbers?

Max out deadly arts and get gear that adds power and crit damage. Get your critical strikes up enough, so that you would crit as often as you can, grab a dagger and a stealth skill (hide in shadows, 5th of dagger offhand, stolen tufts of hair, shadow refuge or anything else), go into stealth near your enemy, go behind him and hit the basic attack key.
If you’re lucky to get a crit (or have a trait that garuantees crits when coming out of stealth), then you’ll do insane damage.

A loveletter to ArenaNet..

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Posted by: VakarisJ.5619

VakarisJ.5619

I would like an AN response

I would like A response*

He meant AN as in ArenaNet.

Death Shroud when downed

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VakarisJ.5619

If I recall correctly, there are (or were) two versions of Death Shroud. One, is that you activate whenever you feel like it and the other auto-activates upon getting downed, assuming you have enough life-force left to engage Death Shroud, else you just fall into the usual downed state.

My personal opinion: Heartseeker is broken

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Posted by: VakarisJ.5619

VakarisJ.5619

Why not go to guildwrs2 wiki and check each class and skills?

Coudn’t be bothered, just decided to ask here since you didn’t mention them. Call it… a test of your knowledge.

My personal opinion: Heartseeker is broken

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Posted by: VakarisJ.5619

VakarisJ.5619

A skill is OP when it cannot be countered. Tell me which profession cannot counter HS?

I don’t know…. maybe engineers? How about rangers? Just guessing overhere. ^^

This is why I love my thief

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Ah, just like Lineage 2…

Basilisk venom = most useless elite skill ever

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It indeed is the most useless elite skill in the game. It takes longer to cast, then the effect lasts. It interrupts you, before interrupting your opponent and doesn’t even last long enough to make a difference.
Aside from underwater combat, where it hold the monopoly, there is no reason to use it over Dagger Storm or Thieves Guild.

Game Improvement - Suggestions

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VakarisJ.5619

It would be nice if abilities weren’t shackled to their secret “affect x amount of targets only” statistic. Currently, zerging is kind of viable because of it – the whole zerg won’t get affected by a barrage of AoE spells as much, if there are maybe 30 people in that zerg and your AoE only hits like 5 of them. That is exactly the reason for AoE – to decimate dumb-masses.
Same goes for area buffs as well – the other end of the spectrum, where you’re to coordinate with your team to quickly gather around for a boost and split again to avoid any incoming AoE.
For a “high-risk, high-reward” game, the current system is way too casual. (casual, not as an insult)

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Will the level cap rise / Will our gear become out-dated?

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VakarisJ.5619

Further leveling would kind of kill the trait system.

Map completion

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VakarisJ.5619

Rewards and drops are scaled to your level.

False. As a level 80 I gain level 14 drops in all of the races’ starter areas.

Game Improvement - Suggestions

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VakarisJ.5619

6.Thou shalt not make exploration/traveling a pain in the kitten:

  • Thou shalt make points of interest more visible.
    They tend to blend into their surroundings on the map.
  • Thou shalt not make skill point guardians that kill players 10 levels above them with appropriate gear and traits in 3 rapid ranged AoE shots.
    This was my old experience, my new one is where a 24-level mesmer SP guardian killed me (level 80 thief) before I even chipped away 10% of her health. I was using dodging, interruption and stealth as best I could, yet I couldn’t ever even hope to take her without support. In fact – I tend to have issues with just about every ranged SP guardian whose shots are either homing or instant.
  • Thou shalt make unexplored areas more noticeable.
    I have explored all of Human, Sylvari/Asura and Charr territories, yet in my achievements, it’s still said that I’m missing some patches of the map in each one of those territories. From the map view, zoomed in to the maximum amount, I checked each and every one of the areas carefully, yet still didn’t find anything I hadn’t explored.
  • Thou shalt make map exploration shared between characters on the same account.
    So, I explore everything with one character, and then the other’s completely bind to everything again? I don’t care if I sacrifice a bit of XP, I just don’t want to explore those PoIs, viewpoints and uncover the map once again with every new char that I make. Regathering SPs and hearts would be self explanatory, but everything else should be shared.
  • Thou shalt not spam the same mob with a different number over it’s head in multiple areas of the map.
    I fought grubs, centaurs and bandits in Queensdale, then the same ones with bigger (meaningless, because of how the game works) numbers over thier heads in Kessex, then more of the same in Gendarran and even more in Hatari. They didn’t even get a fancy prefix/suffix. Such reuse of creatures is staggering and was almost the thing to push me over the “never gonna play again” edge.
  • Thou shalt not make mobs that ensnare us while we’re traveling towards a specific point.
    Spiders, some flame legion troops, bandits, the Krait with spears, as well as their harpoon-guns, not to mention every kitten creature in Orr immobilizes, pulls, cripples, knocksdown or even turns to stone with their first attack, making getting somewhere a hassle. It’s even worse if you’re playing a squishy class like the thief or elementalist, since you die from 2-3 hits in places like Orr.

7.Thou shalt unleash mobs.
If a mob can’t get to you because of it’s leash to it’s spawn, it gains massive HP regen and heads back to it’s spawn – it’s purely frustrating. Surely it’s there to prevent someone hiding the map’s mobs, but there are other ways to prevent that, like having them return when they’re no longer in combat, instead of instantly breaking combat and sprinting back.

8.Thou shalt not make mobs invulnerable when they can’t path a way to you.
In case you find your self attacking a mob from a random rock and it can’t pathfind a way to you, it’ll go invincible and regen it’s HP to full. It’s far more frustrating then them just running back to their starting point while regenerating HP – regeneration may be overpowered, invincibility is just seemingly there to annoy the kitten out of people. And to think, this problem could be solved by just allowing them to jump onto low obstacles.

9.Thou shalt make Assassin’s Reward, as well as other healing-per-hit skills and abilities actually be useful.
One hundredth of your total health for 12 initiative is barely anything worthwhile for a tier II trait. I see no reason why the health gained couldn’t be boosted up a bit. Maybe in relation to your healing attribute?

10.Thou shalt remove spawncamping mobs and/or cost of respawn.
It’s bad enough we need to pay a travel-fee to get to a waypoint a dozen meters away if we happen to die for any reason, one of which may be a quick AFK to do something important in the real world, or even check the game’s wiki about something. It’s even worse that when we respawn after that, we may find a mob in hugging distance that instantly knocks us down and ravages us before we can get our bearings together. If not either removal of the respawn cost or forcing the mobs away from waypoints, then maybe an invincibility buff could be given, while standing right inside the waypoint circle?

And yes – I know of the swear-filter, so I just used the word it shifts swears into – kitten – to express displeasure. Maybe within a few months on the forums “kitten” will gain the same relation as an F-bomb in people’s minds. After all, it’s not the chain of sounds that’s unpleasant, it’s how we paint them to be. Replacing a word, does not replace the meaning.

Game Improvement - Suggestions

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VakarisJ.5619

Since there’s no suggestion section on the forums, it seems appropriate to post my little masterpiece here and while this is mostly aimed at developers, feel free to discuss the points made – this is the discussion forum after all.

1.Thou shalt increase player caps for maps, instead of shelling the same resources on overflow servers, that divide the playerbase.
Pretty self explanatory – I don’t see any reason why the overflow servers need to exist, as it needs just about as much resources to keep up as a normal non-overflow world. Unless, of course, there are arrangements made that Anet only pays for the overlow server’s load and only when it’s needed – yet is still divides us.

2.Thou shalt not make us run back and forth for 10 minutes, gathering truffles for pigs(etc.) with no opposition or fun.
There are a few boring hearts once in a while, that force you to do the same repetitive, boring task over and over to slowly fill the progress bar, such as the mentioned truffles for pigs and a certain Charr-area heart that has you do either do limited options and then wait 5 minutes for them to be reset or carry inexhaustible ale to an indefinitely thirsty soldier 10 feet in between each other maybe 50 times. One is semi-interesting, but limited and the other is a limitless grind – guess which one a player would end up taking.

3.Thou shalt make named NPCs useful.
Logan Thackeray, along with many other NPCs that are supposed to be big-time heroes, or at least important to the overall plot, tend to do nothing other then stand in one place, sending out a random ability every 5-10 seconds, doing nothing else – not even drawing aggro. Kind of feels like the player is the only person in the world that’s actually capable of achieving anything at all, aside from posing for screenshots.

4.Thou shalt make guild names fully visible on their placed banners.
A banner says “Enjoy our guild’s complementary service”, yet you don’t even know whom to thank for the boost. Sure, there’s a tag, but it doesn’t really say anything.

5.Thou shalt tweak combat mode, so that it ends after you don’t deal or are dealt damage within 10 seconds.
Quite often it becomes so, that the enemy had long forgotten I was even in proximity, but my health regen wouldn’t start up, neither would my combat-speed penalty get removed unless I went a good distance from the enemy’s spawn, no matter how long I’d wait, while the enemy would regenerate like nothing had ever happened. This poses an annoyance in normal gameplay and a serious issue in some jumping puzzles, where you can’t make a jump to reach the enemy that has you engaged in combat or run away far enough to negate the engagement.

…Symbol limit…

What do you do since you turned 80?

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Went for 100% game completetion (85% now), while at the same time shelling out all of my gold to level my alt’s cooking and tailoring. Cooking’s at 400, got there in one day and spend 2g and ~1000 karma. Tailoring on the other hand… Spent 4g to get to level 250 on day 1, then 2g more to get to 350 on day 2, 1g extra to get to 370 on day 3 and spent an other g today to get to 389, using discoveries and a crafting XP bonus boost – when they say cooking is the hardest and the most expensive profession – they’re lying their kittens off.

My massive money saving tip for high level players.

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VakarisJ.5619

The waypoint cost is decent. It scales to your level, just as your gains scale. While at low-levels you may get items worth 10-30 bronze and the cost of traveling would be 40 bronze and up, at level 80 you gain items that are worth over 2 silver and waypoints cost 1 silver 39 bronze and more when traveling distances.
What bugs me is that enemies keep getting tougher, while you don’t, as well as overpowered skillpoint guardians (only those with ranged weapons). For instance, there’s this 24th level mesmer that I tried killing with my 80th level thief. I died 3 times, despite evading, interrupting and going invisible every moment I got. Then some random guy came and we killed the mesmer together, yet I still fell down and almost bled out.
At level 80 costs of armor repairs are over 10 silver for 1 damaged item and with issues like the aforementioned, it stacks up quite quickly, even quicker in WvW.

(edited by VakarisJ.5619)

Crafting : Really worth it anymore?

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Then how does one get enough fine crafting materials without shelling out 2 gold on the trading post just to advance mid-way?

Exercise patience.

I often get the feeling on this forum that some people expect to get to max level, get the best armour in game, level up crafting to 400, and complete all dungeons, within a month of the game being out.

A month is a fair time to spend on a 60-dollar game. I rarely spend more then a week on most games, aside from ones like APB, Starcraft 2, Garry’s mod, etc.

Just as it happens, I got my cooking up to 400 from 1, the cost of which was 2 gold and maybe 1000 karma. Tailoring is taking a lot longer – 370 currently, already spent 6 gold on it, expect to spend 1 or 2 more and they say that cooking is supposed to be the costly one.

With numbers like those, one may start to wonder if it’s even worth the trouble to level up a crafting discipline when you can just buy things already done for next to nothing in comparison with fine crafting materials that usually sell for more then the end-result. Even more so, when you can’t make exotics via crafting disciplines.

Current OP class ?

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Thief is a very complex class in pvp that requires the use of every cooldown available and several skills to be able to kill.

I assume that’s sarcasm. Unload & heartseeker FTW. Kind of fragile in PvE though – can’t kill a ranged skill-point guardian alone and ranged enemies in general take a big bite out of my healthorb even if I dodge every single shot and interrupt whenever I can. At level 80, mobs in Orr 3-hit me, coupled with immobilize and cripple, that’s just a pain.

(edited by VakarisJ.5619)

Crafting : Really worth it anymore?

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VakarisJ.5619

Then how does one get enough fine crafting materials without shelling out 2 gold on the trading post just to advance mid-way?

OMG If you only knew this - tips for new players

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VakarisJ.5619

About the note concerning changing crafting sklls: the cost you pay to swap isn’t dependent on recipes, but rather the crafting level. At most, it costs 40 silver to activate a level-400 crafting skill – 10 bronze per level.

Recommend a guide to visitng all newbiew areas?

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VakarisJ.5619

While you can play as you want to play, you won’t get fairly rewarded for doing so. I said it before and I’ll say it again – the only reason why anyone would want to play in areas lower then them is to get 100% map exploration (skillpoints included).

I recently did the Norn starting area, as well as finished the Asura/Sylvari 15-25 area, while I got a masterpiece of two, they were all low-level.

Lastly, you missed my point about the high-level area / zerg thing. There you gain 5 times more XP, twice as fast and even faster if with a zerg. If you’re exploring lower level areas, you won’t gain too many levels for it.

Without the items or the XP, my opening statement is further proven, especially when you remember that you get scaled down enough to make high-level areas an attractive option. If you’re level 30, there is no reason to go into a 15-25 zone, instead of a 30-40 zone. In the latter you get higher-level drops at a higher chance of being of high-quality (masterwork and up) because the monsters are of higher level then you, at the same time, you gain more XP, karma and coin and in the end – it’s as hard for a level 30 to fight 30-40 monsters as it is to fight 15-25 monsters – gear doesn’t make that much of a difference yet and a level 30 would not have many useful traits.

Enough skill ranks for slot skills

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VakarisJ.5619

There is over 300 skillpoints to get from skill challenges alone, on top of that you get 1 skillpoint every level and every full exp bar past 80. You can get infinite skillpoints. So yes, you can get every utility/elite skill for your profession and then have plenty spare for mystic forge needs.

There are 202 skill point challenges in the map. You get an other 73 going to level 80, and then every time you gain a full XP bar – you gain a skill point, essentially making them infinite.

You do not need to worry about a lack of them – I’m at level 80 and have some-50 skillpoints just sitting around looking pretty. There are no other skills I’d like to unlock, so I’ve been saving them for whatever reasons may come up, such as forging legendaries.

Recommend a guide to visitng all newbiew areas?

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VakarisJ.5619

If you are talking about karma vendors, no they do not scale. However, drops from mobs do indeed scale.

For example, I leveled with a friend in a level 25ish zone. I was level 68 and he was level 29. I received many drops from these mobs that were my level and were upgrades. I also received drops that were of the level of the mobs. So you get a bit of both.

As for experience that may be true, I never noticed. This game throws experience at you for about anything you do. I mainly play with friends who are lower level than I am. And I flew through the levels. All in zones that were many many levels behind me.

As a matter of fact, I have not leveled in a zone my level since about level 15! Just play the way you want to, the game won’t punish you for doing so.

I’ve a level 80 thief. With him I cleared out the Asura and Sylvari starting zones, going for 100% completetion, and gained lots of (had to clean my inventory at least six times) level 10-14 items as drops and a few more low-level items for completing the maps. Don’t tell me that those things scale.

XP gained does scale, but not by much. From those areas I gained 3,5k XP from dynamics and hearts, whereas in areas fit for my level I’d gain 15,6k in considerably less time, especially if following a zerg.

Recommend a guide to visitng all newbiew areas?

in Players Helping Players

Posted by: VakarisJ.5619

VakarisJ.5619

Off-topic a bit …

I did this as well, I loved going through each newbie area. The drops are scaled to your level, and the bonus XP you get for 100% map clearing the towns and level 1-15 newbie areas is amazing!

Drops aren’t scaled. The XP is scaled slightly, but not enough. At the same time, you’re scaled down, but get to keep your gear and traits. There are no reasons to go back to low-level areas in favor of high-level areas other then to brag about your character, help newbies or try for 100% Tyria completetion.

Leatherworking

in Players Helping Players

Posted by: VakarisJ.5619

VakarisJ.5619

That’s exactly the thing with crafting: armor and weapon smithing is easy to level up. Copper, iron, silver, platinum are everywhere. My friend went from 0 to 300 in a few minutes using materials he gathered over a few days of random playing, while I’ve been collecting leather from the start of the head-start period to get my leatherworking up, only to get it to 60 before the trading post went live.

Where is the balance of classes?

in Players Helping Players

Posted by: VakarisJ.5619

VakarisJ.5619

Guardians if i remember right have the lowest starting hp pool of any class in the game. Dont remember where i read that but from my experience it seems to be true. Even mages of equal level in vit gear have more hp than my guard in full vit.

Not exactly true. Guardians, Thieves and Elementalists share the lowest HP pool in the game (base HP 10k at level 80). Mesmers, Engineers and Rangers share the average HP pool (base HP 15k at level 80). Warriors and Necromancers have the largest HP pool (base HP 18k at level 80).

While the Guardian does in fact have very little HP in comparison, they have the highest base armor rating out of all classes, wear heavy armor and heal every 3rd hit with a mace (in an area around them as well), every second by a passive buff, every damage tick they deal with a greatsword (with a trait) and have a signet that heals for like 7,5k HP at level 80, as well as a utility skill that heals for 6k and creates a bubble for 6 seconds that your enemies can’t cross or attack through. Not to mention all the blocking abilities they possess and the traits that can boost those.

I’m not saying “the Guardian is OP”, I’m saying that all classes are more then they seem at first glance.

(edited by VakarisJ.5619)