Showing Posts For Wallace MacBix.2089:

Revenant Skills

in Guild Wars 2: Heart of Thorns

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I assumed they said not to click on it because they were on a glider.

I figured it was some sort of glider mastery that let you attack or the like while gliding. Like a dive bomb mechanic, perhaps.

Regen Warrior

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I normally run a tanky/condi build, but when I’m playing with my friends who usually run zerker and tend to go down from a light breeze I switch it up to provide more healing with banner regen.

From 0/6/6/0/2 to 0/2/6/6/0
Sometimes going from Knight to Apothecary armor with Rabid trinkets in both cases, with Sword/Shield & LB

I’m not saying it’s ideal at all, but it works for our group, lets me heal for up to 1k/sec and the party for ~250/sec, plus give them a bigger damage bump. It also has a bit less might generation ~11-14 self stacks on average

But Steelo’s suggestions are really solid. Another option would be to throw 2 points into Arms (most likely from defense) to get +50% bleed duration. It’ll help burst damage with flurry, and make your AAs provide that much more pressure.

So Season 3?

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

But what can season 3 be about, when there is no time between season 2 and HoT? Should we have a season that spans a grand total of 10 minutes time? It makes no sense whatsoever to have a living story season that only spans that little time, seeing as you can basically do nothing at all during that.

And that’s the biggest problem. I want Season 3 to exist, but story wise it makes no sense to. Assuming we go “on foot” it can’t be more than a day or two from S2 ending to HoT, less if we manage an airship.

There is 1 LS team nowadays I believe, and yes, it is rather likely that they have been pulled in to work on the expansion, since they want to get the expansion released rather soon as opposed to several years from now.

True, but presumably they’ve been working on HoT for quiet a while, and if they’re going to beta it in mid-late March a vast majority of it has to be done.

I also really don’t see why a few months of nothing would be such a big issue. WoW goes for 8-9 months before an expansion with a grand total of no patches whatsoever.

That’s very true. But we aren’t WoW and don’t have the same gear grind as them. The latest grind we had was the biolumi armor. Plus, personally, I’ve gotten spoiled. I enjoyed the ~2 week time frame for new content. Having to wait for ~8 months (or even 4-6) with nothing new to do kinda makes me want to take a break and just pick up the game when HoT launches, which I assume Anet doesn’t want. I figure more content between now and HoT will keep people who have come back interested.

We also don’t really know when the expansion will be released. We do know that they will start with betas in a couple of weeks however. And if they make it semi-open people will have stuff to do there as well.

I did forget about that, but I don’t know how long it would keep my interest. Playing content that I will have to redo when HoT comes out because nothing we do in beta will persist (a complete assumption, but most likely correct). Plus the potential problem of some friends getting into the beta but not others, as I’m not sure what “semi-open” means.

And true, HoT may come out sooner, but it also may take ~8 months. I hope they announce a date at the cons in early March.

Lets Chat: Revenant Masters of the Mist

in Guild Wars 2: Heart of Thorns

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I also may have missed it, but I don’t think his skills have cds, just energy costs or upkeeps.

Just a small bit of info since it is now burried a few pages back. The MMO interview confirmed that at least some of the skills will have a cooldown. Though they mentioned that many of these will likely have less of a cooldown since they also cost energy. The one they mentioned was “Bring down the hammer” skill having a 15 second cooldown. I’d also be willing to bet the healing skills have cooldown to prevent spamming them 4 or 5 times in a row.

Ah thanks! I do remember the 15 sec cd on the “bring down the hammer” now that you mention it. And while you most likely can’t heal 4-5 times in a row, they still will be able to heal at least twice by switching legends. Potentially more if any weapons/utilis also give healing. I presume there will be a “healer” legend at least or healer/support.

Lets Chat: Revenant Masters of the Mist

in Guild Wars 2: Heart of Thorns

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Necros get 15

No, technically necros get 20. 10 weapon skills, 1 healing skill, 3 utility skills, 1 elite skill and 5 deathshroud skills…

Doh, counted death shoud, forgot the weapon swap :/

So Season 3?

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

The problem is that the expansion starts more or less 10 minutes after the end of Season 2, and as such a Season 3 would make no sense whatsoever. It is also unlikely that we would get much completely new stuff, seeing as they probably are (and should) focusing on the expansion.

I did mention both of those things, but I can’t seen non-LS Season 3 stuff lasting for more than 3-4 months.

Also as far as I know the 3(?) LS teams are completely separated from the Expansion teams, so unless they got pulled to work on expansion stuff, the man power was already there to deliver more content.

Lets Chat: Revenant Masters of the Mist

in Guild Wars 2: Heart of Thorns

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It all really depends how the weapon skills, heals, utilities, etc. work.

In my eyes Revs are a mash up of ele-thieves-necros.
Look at other classes
Eles get the most base skills of 25
Engis get between 14-14+5*(kits equipped)
Necros get 20
Mes gets 19
Guards get 18
Warriors get 17
Rangers get 17* (2 of which are pet skills)
Thieves get 16* (with the stolen skill changing)

The Rev gets 15. (But unlike others get does get 2 heals and 2 elites)

Sure, the other classes get to choose their build set up a bit more with running a mish-mosh of utilities, but the Rev has a different mechanic.

If the Rev skills are stronger then it averages out. The Axe seems to have a pull and AoE chill. The hammer has a stun move, directional projectile absorb, and ranged damage. The mace has an AoE line burn. We still don’t know the rest of those skills or how strong they are and we hardly know any Legend skills.

I also may have missed it, but I don’t think his skills have cds, just energy costs or upkeeps. Plus I’m sure some of the transformations (I assume they’ll be upkeeps) will change your 1-5 skills thus giving you more skill options.

Plus we don’t know what his profession trait line will do. It could
1) reduce the time to switch between legends
2) increase the max energy pool (potentially increasing the “free” energy you get when you switch)
3) increase energy regen rate


I can only really foresee a couple of problems. Assuming you want 1 stun breaker and 1 cleanse, that already may lock you into using a specific legend that happens to have both, or 1 legend that has one and a certain weapon that has another or forces you to taking 2 specific legends. Or, most legends have 1 cleanse, 1 stun breaker, and 1 <other> skill but with different energy costs, but I can see that having the potential of getting samey or it could be really unique. 1 legend converts condis into boons, another removes them, another sends them back to the enemy, another provides the Resistance boon. All for different energy/upkeep costs.

I guess we’ll know more in a couple of hours. If it is a problem of customization, I think the easiest fix would be to just let Revs weapon swap.

(edited by Wallace MacBix.2089)

So Season 3?

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I was thinking about the potential release date for HoT and it got me thinking. With all the posts about HoT I haven’t seen any mention of if/when we will be getting a Season 3 LS.

I think most of us assume the expansion will hit around the 3rd year anniversary, maybe a bit after. My guess that they’ll open up betas 0.5-1.5 months after the March cons, and maybe even mention possible release dates. Still that’s ~8+ months away. It’s a long time with nothing “new” to do.

So what are our options:

I’m sure most are already tired of Dragon Ball and the somewhat barren Year of the Ram (I’m still confused that there was nothing even prompting me to go to DR, and nothing in the meta area about it). I can’t see it lasting too much longer.

SAB could easily fill ~4 weeks (also a good time since they said they didn’t want to include it as part of the LS).

Another 4-6 week WvW tourney is another likelihood.

The only other festival that I can think of would be Dragon Bash. Please bring back Dragon Bash for another 4 week festival! Though sadly, thematically it fits better after we kill Mordy instead of now. Also doubt they’d put 2 festivals back to back. And please include an item that can eat Dragonite Ore (why couldn’t this come out with Year of the Ram stuff).

But even if they did those three things, it only fills up ~3-4 months, that leaves us with another Season of Living Story.

I do hope we get a Season 3 between now and the expansion drop because I can’t see the hype lasting ~8 speculative months, with very little new content added in the intern. Plus the LS teams – I think there’s three of them – still exist and should be working on content unless they got pulled to work on the expansion. Presumably they’ve had a decent amount of time to work on this too, 6 weeks of Wintersday, then Chapter 8 for ~4? weeks until Year of the Ram started, which the new stuff is really just a reskin of part of DR and WvW and a few skins/gem items. Unless things changed since they announced how the teams worked, the ones who did Wintersday have had more than 2 months to work on the next bit of stuff. And since there has been no mention of it, I assume it won’t be coming “soon”.


Heck we could start LS season 3, take a break half way through for a WvW tourney (or SAB). Get to the penultimate chapter, take a ~1 month festival break (dragon bash to prep to kill Mordy?), and do the last chapter ~2-4 weeks before the release date. All of that fits nicely into the 3rd year anniversary, and is pretty much what they did for Season 2 verbatim.

The only major downside is how the story is set up. Season 2 ends with <spoiler that we all know>. And they’ve already shown that the first map of HoT deals with the direct aftermath of that. Narratively, I can’t see us going on a nice field trip in Season 3 building up to the expansion if very little to no time is suppose to have passed between Season 2 and HoT.

And I can’t see the expansion coming out any time soon. Especially with some things they’ve said about major game mechanics/balance not being dialed down yet (how the new borderland rotation is going to work, for example).

Plus, if they plan to release a ton of info about things, they have plenty of time to do so (10 weeks talking about the specializations of each class + more on the rev class, 1 week for the new borderland map, X weeks for other mastery lines they haven’t mentioned, ~6 weeks for any/more in depth info on the lines they’ve mentioned (fractals, precursor hunt, combat, lore, more hang gliding/mushrooms?), at least 1 week showing off new armor/weapon skins., new stat combos, etc.). By my very rough, guestimation that still gives ~3 months of other info, based on the current output of 1 thing/week and ~8 moths until launch. But what takes them 1 week to release on their site and interviews on other sites we devour in an hour tops and usually just want more. The hype is gonna wear off, especially if nothing in game is helping us getting pumped.

And while I can’t see Season 3 being about anything other than getting ready to fight Mordy, it feels like we’ll just be leaving the burning ruble of <spoiler here> to chill for an in game month or two while we take a stroll with DE 2.0 making sure we have proper jungle gear [plus not to mention it’d be build up that would screw over anyone who didn’t get HoT]. But I can’t see what new shiny bit we’re gonna have to keep us busy waiting for HoT without a Season 3 LS.

Thoughts?

Mass taunt -> Stomp

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Really makes me hope the warrior spec becomes more tanky with a Taunt utility. I hope it’s part of a larger push from the “go zerk or go home” mentality.

They can “easily” control how powerful Taunt is for wars it by taking away certain weapon groups.

Way too much CC? Well the Warrior Spec can’t use Hammer.
100b+Taunt too strong? Remove GS from the Warrior Spec.

(not saying both of those should happen, maybe the hammer though as it already has enough control without adding taunt to the list). As others have said it’s no different than other types of CC, heck in some cases it’s “worse” (because you’ll still be taking some damage/condis). Heck it may not even change some condi builds dps as most of the condis come from the aa anyways.

vs. Fear: Running towards you, but you’re taking damage, so situational which ones better.
vs. Knockdown: knockdown is gonna be better as long as you are within weapon range
vs. Knockback: like fear depends if you can move to keep hitting them, if so, yeah this is better than taunt

The only thing I wonder right now is if they can weapon swap while Taunted. I assume so, but I am still going to love watching someone go from a ranged weapon to melee, only to get Taunted and be unable to attack me, while hitting them from range.


I’d also love to see some traits working with Taunt, depending on the CD & duration.
Take 20%? less damage from Taunted enemies.
Can’t be crit’ed from Taunted enemies.
Gain ~2-4s retaliation from attacks by Taunted enemies (max 1 time per enemy)
Apply Taunt when using <type> utility skills (heck runes that apply taunt for that matter)

Change to Berserker Stance

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I didn’t take the post to mean that BS was changing, rather that other classes (and maybe the warrior spec) are getting the new boon to counter the heavy condi play in pvp & wvw (which I already see slowly dropping thanks to power rangers and litch necros).

Honestly I like how BS works now. It does take a bit of skill to know when to use it vs. each class/weapon combo. If you mess up you need to spend the first couple of seconds of it cleansing or get prepared for a condi burst soon as it wears off.

A lot of it comes down to player skill. Plenty of players don’t notice when you have BS up (or EP or even stability – how many ham wars blindly spam rotations despite you having stability up – etc for other classes). And on top of player skill you have the strengths/weaknesses of each build; unless you are a terrible turret engi (and I feel bad when I fight them) you will most likely kill my condi warrior because I can’t do enough damage to kill your turrets while you kite, so I either need to run or contest the point.

The only way I would be “happy” about BS changing to grant resistance is if it countered boon rippers/stealers by pulsing. Either 4, 2s pulses or 8, 1s pulses wouldn’t make me too mad, besides the big difference between being immune to applied conditions and immune to current conditions. If BS did become resistance, besides having to worry about stealers/rippers (which any class can do with a sigil) we’d always need to check if we need to spend the last 1-2s cleansing. Not something I look forward to.

Mastery Points.Treated like Trait pts or SP?

in Guild Wars 2: Heart of Thorns

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

From what we know so far, I think you’re a bit confused:

They have said that the Mastery system will be Account Bound. So if you unlock a precursor hunt on your engi, it’s also unlocked on every other character on your account and any character can contribute to completing it that 1 time for your entire account. If you unlock gliders lvl 1, it will be available for every character on your account.

They have also strongly hinted that some Mastery lines will be required to get other mastery points (Ex. you must hang glide to a certain area where you can gain another mastery point or you must have enough lore with a culture to gain access to a new area where you can get another mastery point).

We will be getting some mastery points in the core game as well. If you have already done that content/gotten that achievement then you will start the expansion with those mastery points already unlocked.

They have not told us,
1) How many total Mastery Points are there vs. how many we need? (I hope for a bit more, maybe ~20%, than needed, so it lets everyone get everything potentially avoiding content they dislike, and lets people that want to grind them all a bit of an edge when new lines are introduced.)
2) How many points will require other mastery lines to unlock?

I hope they’ve planned for the “worst case” that you’ve outlined above. If someone gets only crafting/fractal/combat (assuming those lines don’t let you get more points down the line) can they lock themselves out of other things because they ran out of points. While I figure it’s a mild concern, I hope the dev team has already planned for that. We should have enough mastery points that we can’t shut ourselves out of content.


TLDR: Yes, you need to get more mastery points to progress if you dump them all into things like precursor hunting, as they are an account resource and not character bound.

Name a specialization for your profession

in Guild Wars 2: Heart of Thorns

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Ele: Spellslinger – Pistol (main or both). No idea for a different mechanic

Ele: <Element> Mage – Lose opposite element atunement but <Element> skills becomes stronger or shorter CD or something like that or maybe different skills

Adrenaline has been BUTCHERED!

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

To be a bit hyperbolic:

Why doesn’t Necro’s Death Shroud gauge empty as soon as they get ooc?
Why doesn’t the Thief start with 0 initiative every fight (or x2-x4 the reveal buff whenever they come out of stealth)?
Why not have the ele attunement recharge only happen while in combat/force them to stay an attunement for 5-10 seconds before they can switch?
Why not nerf all Mesmer clone generation moves?

I’m sure all of those sound pretty outrageous, so why does nerfing the War core mechanic seem fair? The fact that I can tell that I’m ooc by my adrenaline bar dropping faster than noticing my skills are switchable is pretty kitten annoying. If I’m going to lose my adrenaline at least make sure I’m fully healed before I lose all of it.

I’m fine with losing it on a miss, some wars have been asking for that for months. But they nerfed Adrenaline hard, without making it any easier to generate. I was sure they were finally going to un-stealth nerf Furious – nope. And you can keep your extra passive adrenaline gain, I want my lost 5sec of swiftness.

Buff the Grandmaster trait "Furious"

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’ve been using Furious since launch, and I hope it at least gets placed back to it’s pre-stealth (June 2013, if I recall, with multiple bug reports never addressed) nerf days of giving +2.

With all the changes to adrenaline it seems fair, since we can’t even save adrenaline from 1 fight to the next now, we should be able to build it up a bit quicker, especially for a grandmaster trait. I still think it’s the best grandmaster trait in the line, but it doesn’t have too much to compete with.

Sword Burst Damage?

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

The power isn’t in the base damage, it’s in the bleeds. If you have condi gear it can easily spike it to 2k-3k dam a sec in bleeds for 3 sec (if you trait for extra duration). Otherwise, many people have sword main hand for mobility and just use the burst for immobilize, then immediately weapon swap to do a higher damage move.

The other benefit(s) of the sword burst is that it will usually hit through blind (as long as the 2nd swing hits the target) and activate cleansing ire (or any other burst effects), with 2-3 targets flurry can easily hit your target and refill your adrenaline back to max, and the immobilize hits a bit before the damage does (meaning you can sometimes hit an opponent dodge rolling away and while they avoid damage they’ll still be immobilized at the end of their roll).

Also (unlekittenanged and I didn’t notice) it does cleave for the immobilize and bleeds.

Any update on the condition cap in PvE?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Yeah sadly nothing has changed yet.

The main reason (I believe) is condi damage (and boons like regen) are calculated based on your current stat value instead of when it was first applied, gain/lose might after you apply that bleed, your damage reflects that on the next tic. So instead of having to keep track of ~3 numbers per condition stack (damage, duration, type/who applied it) for each enemy with up to 25 stacks for bleed. You’d have up to ~75 numbers having to be transferred per PC per enemy. And remember each second you need to do a check to see if you need to recalculate (and potentially recalculate) the damage of each stack. The easiest thing may be to just “raise” the global cap instead of making all the caps personal, or just figure out a way to convert the “wasted” condi stacks into direct damage so we can at least do something.


The other problem besides the logistical problem is balance. And I don’t think there’s a way to make conditions better in all game modes without spiting up how it’s done, which is something I doubt they want to do. Arguably you have 4 “game modes”.

PvE Open world (including world bosses)
PvE Instances (dungeons, fractals, story missions)
PvP
WvW

Considering you have a limited number of people in PvE instances and PvP, they could possibly handle a large global or even a person cap. But is that fair? In PvP many people already claim that conditions are king and complain that they are too strong. In most PvE conditions kinda suck. It only takes 1 other person using conditions (or a power build that happens to apply conditions with their weapon/trait) to screw each other over.

I’ve always felt that conditions should do more damage than direct attacks because they have a time component to them. It’s fine if a killshot or eviscerate hits for 13k+ or you can be constantly stunned to not do anything, but it’s not okay for my Flurry to do 6-9k damage over 3 seconds, as that’s too strong. Or a single bleed to do 100-200 damage a second when some AA’s on power build do 2-4k per hit. Conditions should do more damage because they take longer to apply that damage and give people time to cleanse them. But at the same time there are limited ways for classes to cleanse.

Secret lair hologram dialogue *spoilers*

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

we know for long time that Ceara voice changed after her transformation into scarlet

In one of the living story missions you get to listen to a Journal of scarlet before she went into the Omadd’s machine, and her voice was exactly the same.

Ceara/Scarlet has been voiced by Tara Strong, there has never been another voice actor.

It is the same voice actress, but she even said how she changed her voice for “teen” Scarlet and mad Scarlet.

[Suggestion]Reward from chests

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Huh….at fight I thought you meant the fine crafting materials, and I was on the fence, but leaning towards yet. Then I realized you meant the common ones, and I have to say it’s really unnecessary.

Point 2 would involve a lot of work, either a new skin or a new name for all of the chests, which isn’t really necessary. As for point 3, I also disagree with that. Why do you need a lvl 20 person to start getting ori ore?

Also, wood and ore are already easy to get/mine. People would only use it for T2-T5 cloth and leather (and most likely just cloth) for ascended crafting. Now I’m fine with making things more easily obtainable, but the common crafting mats are much more easily obtained than other ones.

Instant repair kit 5 gold

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

You don’t need anything in the gem store to play the game. They are entirely convenience (or cosmetic) items. Plus we have a chance to get them (I assume you want “the staples” to be listed for gold instead of gems) from daily or achievement chests.

How does putting a revive orb, lets say at 10g help the game compared to the current gem cost.

Also (unless something has changed) your first statement is wrong. The amount of gems is not infinite. Every time someone buys gems with gold they pull gems out of the “pot”. Every time someone buys gold with gems they add gems into the “pot”. Gems that are bought with real money and then buy something in the gem store do not effect the pot. I can see in a years time (sadly most likely less) of it being 1g—>1gem because it is a more popular option, and you have people (speed dungeon runners, farmers, and tp flippers) who have thousands of gold and can buy gems anytime they wish.

To just parrot what I see others say. The prices in the gem store are priced from a gem perspective (or real money perspective). If you feel the object is worth that much real money you can buy it, if not, and you still want it you have the option to convert gold into gems. Nothing in the gem store is priced via gold (or the gold to gems exchange rate).

To get a bit hyperbolic, if you say inflation is hurting the game, how is your suggestion any better? In 1 year, 5g could be gained in one 10 min speed dungeon clear. The items would have to keep rising in price with inflation (which is too much work to do manually, but hey look, that’s what the gem price already does). Or just make them all trade-able on the tp, you get a repair canister from the daily, congrats you just gained 10g!

A question about Ascended grinding

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Have you actually LOOKED at the stat increases over Exotics and considered if it’s actually worth it? I suggest you start out making a single Berserker Weapon (those are arguably worth the damage increase) and re-evaluate the merits of SIX pieces of armor after that.

Before the crit damage nerf, I think the dps difference between full exotic vs. full ascended was roughly, Zerker: ~20% increase, Soldier: ~14% increase, Knights: …..9%? [don’t remember this at all really], Dire: ~laughable%. I never bothered to redo them after we gained ferocity. Then again most of that comes from the trinkets and the weapon (the +5% weapon damage for ascended in particular).

But like Grimm said, really just start with crafting a weapon (and grab trinkets from Fractals & WvW & laurels/guild commendations). If you liked it then you can slowly work on your armor.

New weapons should be the number one priority

in Profession Balance

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Weapons would be massive. I’d rather they take 6 months to add a lot new to the game instead of taking 6 months to try to improve whats already here. Bugs will always exist, things will break, oh well, but I’d rather play with NEW broken things than the same weapons I’ve had for 2 years.

THIS THIS THIS THIS THIS SOOOOO MUCH THIS ^^^^. New stuff keeps players interested, and can actually help balance things out by providing counters to currently popular things. I agree bugfixes are important, but new content keeps a player base not bugfixes and balance.

Except if new content is so bug ridden (or breaks older aspects of the game) to the point where people don’t want to have to deal with it. Besides we have new content coming, in less than 2 weeks.

Also Engis have more “weapons” from their kit options, it’s the same reason they don’t have a swap.


As for new weapons, I don’t really see the big need here. Maybe bringing back a weapon type from gw1 (spears or scythes) wouldn’t be a bad thing, but I don’t think it’s really necessary. Plus it just adds a lot more costs in having to design a bunch of new weapons (~30-50+) for each new weapon type. That’ll take a lot of design hours.

You’d also need to come up with 2-5 skills for each new weapon/profession that gets that weapon, test for balance, test it with current trait set ups, etc. Then you need to add/balance new traits that pertain to this new weapon for each profession that’s getting it. That’s a lot of work to do.

Personally, I don’t want new weapons, just new weapon skills (and maybe another elite or two for each class). I really just want choose-able 2-5 skills. Either pick from a pool (like utilities work) or assign 2-3 options per number (personally I prefer the first, but the latter would be much easier to balance). You like bifrost on your necro but hate marks, well you’d be able to choose different skills to allow our current weapons to fill different build options. Though this has the same bottle neck as above (besides having to design new weapons), this would take a lot of time and resources.

Honestly, don’t expect anything like that until another big content patch (I’d assume during a mid break from season 2 or after it concludes).

Why Mistforged are weapons ... not a skin?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Or just go get a transmutation charge by exploring a city or playing a tiny bit of PvP.

New boon!

in Profession Balance

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

If a full glass cannon can burst 80% of my hp in a second or two (in knights/dire gear), why can’t my conditions be equally dangerous to him?

Cause that glass cannon risks everything, while you are in full dire. And give me that GC build that does 80% of your HP in 2 seconds, ty.

Btw, what does the GC do after you’ve healed back to 70%?

Actually knights/dire, and I wish I knew then at least I could figure out a counter. And normally they just stealth and get ready to burst again while I try to swing/AoE/dodge blindly and hope I get lucky.

New boon!

in Profession Balance

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Conditions already have so many things going against them, they don’t need to be taken down another notch.

1) 25 cap max (it only takes 2 condi uses to show that both of their dps decrease, or power builds that apply conditions can also lower condi builds dps)
2) 5? stack for duration applications (not really that big of a limitation just listed for completeness)
3) you need more condition damage to actually see any increase in damage (1 power will increase your dps however slightly, but you need 20 condi damage to notice your bleeds doing more damage. Not 100% sure how the game calculates crit hits [does it use fractions or whole numbers only], why I left out precision.)
4) since conditions only tick on whole seconds, condi duration can be useless 2.0s plus 0.9s == 0 dps increase
5) Only 1 real stat directly influences condition damage (2 if you manage to get enough condi duration to get to another whole second) where 3 directly influences direct damage (as for protection – not every class gets protection).
6) As it stands direct damage still does more than condi damage and in a shorter time frame
7) You can cleanse and remove condi’s before they apply their full damage (I’d compare this to the protection boon already. You only have so many cleanses vs. X% uptime of protection/boon striping&stealing)

In open world PvE conditions are laughably underpowered. In dungeons/fractals they really feel the 25 stack limit. In WvW zergs they can be more underpowered than in PvE because players will cleanse and move out of your condi fields plus the cap limit. In smaller WvW groups you can feel the 25 limit stack again. It’s only in PvP where you need to defend/attack a small point that condis can be considered overpowered and some classes have more hard/soft counters to condis than others.

If a full glass cannon can burst 80% of my hp in a second or two (in knights/dire gear), why can’t my conditions be equally dangerous to him?

Edit: stupid pluses == underline.

(edited by Wallace MacBix.2089)

Decided to use my Queens Gauntlet tickets.

in Festival of the Four Winds

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Lol, be happy you got a monocle (last I checked they were 200-300g). I’ve thrown maybe ~500-600 tickets and have only gotten a favor of the pavilion (~10s). Also no one forced you to grind them out. I usually just use 50 tickets a day to get the daily festive token rewards, be happy that rnd has favored you.

Magic Find on foods still working?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They removed magic find on gear. Instead it is now an account bound stat (that you gain from “eating” luck. You gain luck from salvaging blues and green and a small amount from your daily/monthly). Magic Find from luck is capped at +300% (around ~4mil luck, if I recall). You also gain magic find from Achievement Points, a magic find infusion on your ascended amulet, guild bonus, boosters, and food; all of these do not count towards the +300% cap from luck.

Ectoplasm Drop Rate

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Can the mods please sticky an Ecto thread so that people will stop making them every 2 days? I’d prefer to keep all the “I rolled a die once and it landed on 6, did they nerf 1?” threads in one place if possible.

Only if it includes all the posts about people spending $XXX on <insert random item box from living story> to not get anything because they don’t know anything about basic probability. I remember from Dragon Bash someone spent ~$150 on the gem store dragon coffers within 5 min of the patch and complained about not getting anything (don’t get me wrong that really does suck, but at the same time he did no research).

Obsidian Shards

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It is quite easy to get lots of karma, just do lots of event chains, fractals, or Edge of the Mists. Get a karma infusion on your ascended amulet too.

Before the karma nerf (which was a little less than a year ago, maybe Oct last year?) I had maybe 1 mil karma or so and lots of jugs. Popped my boosters, drank the jugs, etc. and bought Orrian boxes. I ended up spending ~9 million karma on boxes (the boxes give you karma back) and still had 1mil karma left over. Since the nerf I’m sure I’ve spend another 3-5mil karma on more boxes because there is nothing else to spend them on (that doesn’t involve hours at the forge).

Karma is one of the easiest parts of a legendary. Don’t get me wrong, I’d rather they introduced other things to spend karma on instead of just nerfing the gains, but still, it isn’t too hard to obtain. Heck you can also get oby shards from the past month in the Pavilion, and also from PvP now.

A question about Ascended grinding

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Depending what kind of player you are/what you enjoy doing/how much time you have, you can get the 500 of each ascended mat (dust, fragments, dragonite) in as little as 1-2 days (more realistically a week or two).

Some tips for them:
Fragments: If you hate dungeons (like you), you can do fractals or park all your level 80 alts at a jumping puzzle. The pirate jp in LA gives ~7 fragments a day for each alt you leave there. Or you can just go on a jp quest. Camps in WvW are also really easy to solo/duo if you have a friend.

Dragonite: A bit harder to get since the mega server update (only 4 world bosses and hour, and unlikely temple events), but some give more than others. You can look up a world boss timer, for example:
http://dulfy.net/2014/04/23/event-timer/
to see what’s up and how much dragonite ore it gives. The big ones (that can actually be completed) are the Golem, kitten, and Claw. And if you get lucky to be on when it’s going the Karka Queen. Ignore the 3 headed wurm and Teq (they require too much organization and people to reliably be done).

Dust: Thanks to the death of the queensdale champ farm (yay!!!) this may be a bit harder to farm. But still pretty easy if you enjoy WvW. Heck even just doing the Queen’s Pavilion can be a good source of champ bags. Honestly, this is the one you shouldn’t worry about. You’ll get enough champ bags in your normal play you shouldn’t need to worry about this.

As for where to begin. First, focus on the easy and important stuff.

Ascended Amulets from WvW with badges and laurels (less laurels than through the PvE vendor)

Ascended Rings from Fractals lvl 10+ (you get a 1/day chance at every “batch” of 10 levels. 10-19, 20-29, etc.) or if you hate fractals you can just buy them with laurels.

Ascended Trinkets: If you’re part of a big guild, do guild missions and get them with commendations, if you aren’t you can get them for 50 ectos and laurels (honestly don’t do this right now if that’s how you plan to get them).

Right now your ectos have a much better use. Crafting to 500. Focus on your weapon first, the 5% extra weapon damage will have a greater impact than the small stat gains from armor. Hopefully you have enough materials to craft to (or are already at) 400 in your weapon choice. The cheapest way to craft from 400-500 is roughly this. From 400-425 refine the T6 mats that it uses (Ori ore or Ancient Wood), then at 425, wait for a Friday night before WvW reset (WvW will give you a small +% at crafting exp), pop a crafting booster if you have one, then discover recipes up to 450. If you want this to be cheap, stop discovery there (I think it’s ~7-9 discoveries). Then from 450-475 you can start doing daily refinement. You’ll have two new unlocks: Ecto Refinement and Oby Refinement. Everyday you can do 1 Ecto Refinement per item, do that (I hope you have a lot of T5 wood and ore saved up as you need 50 per day along with 1 ecto). It’ll slowly level you up to 475. Again on Friday’s before WvW reset you can use the extra boost to crafting exp to then refine the Lumps of Mithrillium and Glob of Elder Spirit Residues (assuming you have T2-T4 ore and wood) and also do Oby refinement (if you have 100 dust/fragments/dragonite by then). Once you get to 472-475 you can then discover your way up to 500. After you get your weapon(s) (hopefully they’re all in the same discipline, if not repeat the above for the other weapon crafting disciplines)

Or plan 2, grind out a lot of gold (~200 maybe? haven’t kept up with the market) and just buy everything you need (besides the dust/fragments/dragonite), craft your way straight up to 500, then craft a weapon.

Sadly, ascended will be either a 1) long time sink while you go out to farm T2-T5 ore and wood, then T6 fine crafting & ectos to craft yourself up, and the time to do all the world bosses/dungeons. Or 2) a huge gold sink if you just buy everything off the tp instead of farm it.

WvW tournament rewards

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Yes, it should go live today with a patch. I don’t know if it went live yet, but usually they patch the game within the next 4 hours (11am-3pm est).

Edit: If you want official confirmation, just go to the WvW Discussion page and look for one of the posts with a dev response.

Sword and Board Re-visited

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’ve been using my “tanky” sword&board w/ longbow build since launch.

(In case the link below doesn’t work)
Knights Armor, Rabid Trinkets & weapons. 0/6/6/0/2.

Deep Cuts, Blademaster, Furious
Shield Master, Cleansing Ire, Defy Pain
Sig Mastery

http://gw2buildcraft.com/calculator/warrior/?8.0|c.5b.h5.e.5b.h17.0.0.0|3.5k.h15.0.0.0|1n.7m.1n.7m.1n.7m.1n.7m.1n.7m.1n.7m.0.0.0.0.0.0|4w.0.3w.0.2w.0.2w.0.3w.0.2w.0|0.u38b.u19b.0.a6|0.0|5x.69.6d.6f.6m|e

Sure it doesn’t fit the “go zerk or go home” but who cares. It does great in mid-high level fractals, PvE, WvW, and I can hold my own in PvP. The lb is cleric stats just because it was from a drop and I’m too lazy to go and craft another one – it’d be better with Rabid, and I still can’t decide between Sigil of Bloodlust or Corruption (Bloodlust would help more with other condition users, objects/siege, and rounding out the build, Corruption at making the spikes hit harder).

It can keep bleeds stacks around 18-21, the high crit chance (59% base w/SoF, +20% from near 100% fury uptime, +10% w/ sword, +10% w/ burst) and furious keeps your adrenaline up so you should be able to burst whenever you need to. CI and SoS help with dealing with conditions and dodging. And Sig of Furry helps to crit more (more base damage and bleed) or to give some adrenaline for double bursting. The down sides is even when you crit you hit like a wet noodle (I’m only sitting around 1.4k power) but final thrust can still be a decent burst when they’re low. On the plus side, it is very tanky, but maybe could use some more Vit. The hardest things to deal with are perma stealth heartseeker thieves and some mesmer builds.

Depending on the situation you’d need to throw on Zerker’s Stance or Balanced Stance, usually I replace SoS.

Other changes that I endorse. Replace Blademaster with Furious Speed (works wonders for some PvE stuff like the Queen’s Gauntlet). You can also Replace Shield Master with Dogged March (does make me feel sad going against the “theme” but it can be a lifesaver). And in WvW always keep a war horn for running, and just switch to the Shield before you get into combat.

Other things people may suggest (or that you like better) drop 10 points from something and put 10 in tactics to get Leg Specialist, but I usually don’t have a problem keeping up with what I’m fighting.

If you wanted more of a power build (or a hybrid one) I’m sure you could figure on out too, just not with a longbow (for power), maybe Axe/Mace or Axe/Axe as your swap.

Another good question is, what do you want this build for?

New uses for un-popular lodes?!

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Don’t know if I like the idea of the dragons dropping specific cores/lodestones/new specific crafting mats. (But the new armor ideas and more world bosses I can get behind). It really just turns into another grind if people want a specific look, or need to farm lodestones for something else.

It would be nice if things were some how normalized in terms of cost. I haven’t looked at all of the lodestone recipes, so maybe charged lodes are used in more things, but it’s most likely that the players want to make whatever need charged lodes over the other things. If that’s the case it’s the players who are making charged cost so much.

That being said, I wouldn’t mind some sort of normalization/conversion being added, as I’d rather things be more affordable than not. Why not let us turn 2 lodestones into 1 of another type, it’d lower the overpriced ones, and raise up the other ones. Preferably a crafting (just to save clicks at the forge), maybe jewelry at 450-500, and it could be another use for ascended mats, which most people have too many stockpiles of right now.

As far as new world bosses, I have a bet we’re gonna see 1-2 new ones soon. The “to be determined” in the world boss cycle will most likely be filled up by a new one soon in season 2.

Offensive Infusions On Asc armour

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Yep, I doubt you will notice the ~0.5% increase in power in zerker gear (or the 1.5% crit chance increase). If you really want to min/max then you can, it just costs more. To use your logic, why can’t I put a defensive infusion in my shield? That’s the design.

Armor get rune slots and defensive infusions, weapons get sigil slots and offensive infusions, trinkets a mix between the two. The stats that you choose for them have no bearing on that basis.

Ingredients disappear?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Yep, when it has no more discoveries it goes away from the window. It also goes away it you don’t have any more, obviously.

The red ingredients mean that it can still be used, but you aren’t at a high enough crafting level to use it yet. In cooking I’ve noticed that something will show up as usable but the only ingredients combo will make it red (not high enough level).

Another nice thing (especially in cooking) is that the game will tell you how many more combos whatever you have currently selected has.

Ectoplasm Drop Rate

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

You’ve most likely run a string of bad luck. I’ve gotten my avg over the past bit (but I only salvage maybe 100 a week tops). Those that salvage thousands+ would have made threads already if the rate dropped.

Paying for past content?

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

If a new player starts a year after the launch of the LS, they would need to spend about $60 for all of the content they missed should they want to replay the story. It’s not an insane amount, no, but it can add up for new players that are starting even later than that. GW1 expansions were about $30-40 on launch and only went down in price later. The expansions for GW1 also came out on a yearly basis roughly (which I assume the LS will essentially do as well).

While that is true, I honestly don’t think it will be $60, or a season will last more than 1 year. Remember all the holiday festivals we have:

Dragon Bash
Halloween
Wintersday
Queen’s Pavilion/Gauntlet
Zepherite Scantum
SAB
Any more that I missed/later to be introduced

All of these will return at times and will last for at least 2 weeks (or maybe 4-6 as we’ve seen so far). So either that means we only have 7-9 months of content to pay for (if we missed it) or a season will be longer than 1 year. Though don’t get me wrong, $30-40 is more reasonable for an “expansion price”.

Cutting the cost in half would be a lot more reasonable. After the megaserver and its thousands of concerns spilling out from that huge disaster, I feel like GW would want to reel in its lost players. Have the S2 free of charge (perhaps S1 as well when they release it). This will get some players back and lead to happier customers which ultimately seem hard to come by these days.

The megaserver had problems? The only problems I’ve ever experienced was some lag from so many players on screen or having to wp again after entering a zone because they could be contested. Though I will agree, if they can fit S1 into this new system it should be free. (Or at the very least, if you had any achievements make those releases free, or maybe 800 gems at most for all of it)

Paying for past content?

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

by the way – i didnt read most of the 5 pages of comments so this may have already been answered/said

with the whole paying 200 gems for a story step you missed, what happens to those who buy guild wars 2 after we killed an elder dragon (eg mordremoth) i thought that the best model to follow would have been the elder dragon arcs as permanent arcs that are unlocked post- zhaitan firework show
because all this talk of elder dragons, someone buys guild wars 2 late, and they only kill one and have to pay loads just to fight something that is the whole point of the guild wars 2 story….

imagine it if it happened to you “we just killed zhaitan! which one next? mordremo-” “sorry bub you need to pay to fight him”
“but i’m the commander, surely i need to be fighti-”
“nope pay up”
“but i dont have any money”
“then you cant fight him”
“but it will kill us all!!…[/sigh] – right you can kill him without me then”
“wait… we need you to-”
“I DONT HAVE ANY MONEY”

While that is a concern/possible immersion breaking experience this is still a step in the right direction. Because now players can go back and relive older content.

As lordkrall said, it’s no different than having to buy an expansion. And as others have pointed out at most it would be $65/year (presumably a good deal less because of repeated festivals, any breaks from a 2 week release date, or 1 “combined” story taking place over multiple releases if they were grouped). And people are already wondering if either individual stories will go on sale or if the whole season will sometime after it finishes. And remember the cost only applies to future players/current players that need to miss a story release.

On the “plus” side for a future player, assuming this model lasts for a couple of seasons, in the middle of season 5 a new player can decide if they want to fight Mord from season 2, or the dragon of season 3, or partake in Elona of season 4, or just buy the things they missed in season 5 and continue with Cantha.

And (if I understand this correctly) even if they don’t want to buy, those newer zones will be open to them along with any content in those zones. They just wouldn’t have access the season story and any rewards that come with it.

Charge for All Episodes - regardless

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Charge 200 gems for all episodes of LS2 — please make this a content driven business model. That would be the true B2P game we signed up for at launch.

I have never dropped a cent into the cash shop. However I would gladly buy content if it was available (the game sorely needs more content). That’s the only way you’ll get my money.

This also has the effect of forcing quality into the content. If the content sucks, nobody will buy it. It’s a positive feedback loop in the development cycle.

Anyway, I suspect ANet wanted to go this route but for some reason is baby-stepping it with only charging “late” customers.

No thank you. If this was the case most people would

1) not buy it at all (going by the majority of people complaining that the LS 1 was bad — I personally enjoyed almost all of it — they wouldn’t bother having to buy anything new)

2) get it with gold (which late comers can do in their proposed system anyway)

The only thing your suggestion would do is to drive the gem prices further into the ground and alienate a good portion of the player base who would normally play the new content.

What you’re suggesting isn’t B2P, it’s a (voluntary) sub fee — you want all those cool things we did for the first year and a half, well now you need to pay us a biweekly fee for them. We already bought the game, we shouldn’t be subject to have to pay another cent unless something in the gem store catches our eye. And depending on the value of the rewards (which they said will be improving) it may boarder on P2W, but that is a very broad speculation and most likely would just be in the normal bounds of play.

This is less about them making money (though I’m sure that is a driving factor of it) and more about them listening to us (while making money at the same time). People complained about how temp all the content was in season 1 and also how if they missed it it was gone for good. This new approach fixes both things. If you’re there, you can play it as many times as you want for free. If not, you can still experience it (at a slight cost). The players get to play perm content and get to go back and buy it if they miss it, the devs make money; everyone wins.

How is Bone Pick worth buying?

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

No reason other than never running out and not taking any inventory space. Oh and if you run a necro it can look cool. It’s entirely a convenience item.

Plus it’s $12.50. Never, ever try to equate the cost of on item in the Gem Shop to gold based on whatever the current exchange rate is because ANet doesn’t when pricing it.

It’s not like $12.50 is a lot of money to anyone – rather that spending $12.50 on a virtual mining pick in a game with no added stats ie magic find seems totally wasteful.

Thanks for the feedback!

Then don’t buy it. Value is in the eye of the beholder.

Pretty much this.

When I picked up my set of infinite tools for my main (and 2/3 of a 2nd set for whatever alt I was leveling) the gold —> gems price was better by a bit, but it’ll still take ~2-5 years to “break even” mining 100 times a day (at least that’s what my fuzzy memory tells me – at least when they became account bound and raised to 1k gems). Is that “worth it”? Well I’ve never run out of a pick while mining and don’t need to worry about the bag space. Plus what else would I have spent that gold on anyways? The tools and the copper fed salvage kit are just designed to make your life easier.

Really the gem prices are you to decide if anything is worth it or not. $10 for a character, $12.50 for an infinite tool, $5 for an extra bag slot, etc, ~$1-3 for most of the random consumable items. If you don’t think it’s worth it that much in real money, then ask yourself if it’s worth that much in gold.

Oh as an aside, I know the infinite water sickle (what ever it’s name is) is slightly faster at harvesting than a normal sickle. I forget if the picks/axes are, but I don’t think so.

Karma to Gold

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

In first place, Karma shouldn’t be converted to Gold. Gold shouldn’t be the key of everything.

Karma must be the key to unlock items you can’t do otherwise.
Or buy the same things with Karma instead.

But after you get all the karma skins you want, karma only has a couple of uses.

Ascended Recipes: ~24k or so, not very expensive.
Legendary Weapons: ~1 mil, takes a while but doable
Oby Shards (for ascended refinement): If you’re just doing it for your armor/weapon set, not very bad at all. If you’re doing it to save space and not through out your dust/dragonite/fragments then it can be quiet expensive.
Convert to gold: Orrian Boxes (fast but bad return) or cheap weapons/armor to forge (very time consuming)


Honestly, when right before the MF patch hit I had maybe 2-3 mil karma. I ended up spending ~9 mil karma on Orrian Boxes and still had 1 mil by the time I was done.

I got a nice amount of lodestones/cores and maybe 5-10g from unidentified objects. Even now (since I have a stack of 250 oby shards) whenever I get to say, 1.5-2.0 mil karma I’ll go buy 250-500 boxes, what else is karma good for? I already have 3 sets of armor on my main (1 ascended, 2 exotic), and I don’t want to clog up more inventory space with a set of Soldier’s gear (though I wouldn’t mind it). And I will be saving some karma to unlock all the temple armor skins because “why not,” but besides that it just collects in my wallet.


Karma is very similar to every other time gated/ascended mat. Dragonite, Dust, Fragments, Dark Matter, and Karma: all priceless until you have all that you need, after that, they’re pretty pointless. At least you can use Dark Matter and Karma to get a little bit of gold, so why not?

I don’t make much gold, and I’m by no means rich, but I do like making some “bonus” ~5 gold every 2-3 months by going to buy some boxes, along with 7-10 lodestones I’ll just throw in my bank for a rainy day.

Karma isn’t as valuable as you think it is (unless you’re trying to save for a legendary/ascended crafting).

What do players do after map completion?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Honestly, when the game first launched, I got to 80 in a month or so, but I loved some of the shiverpeak zones, frostgorge sound and the starter one, that I spent the next 2-3 months just hanging out there (to be fair I was just mostly doing my daily/claw whenever he spawned), after map completion I did a lot of world bosses/fractals in between the living world. I also took the time to level up most of my alts to 80. Now I’m doing a good amount of WvW and the living world, while also leveling up any remaining alts. Really, just find something you like and enjoy it.

Looking for Incinerator for sale

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

While I think it’s allowed in game (and as others have said, do so at your own risk), asking for it on the forums isn’t allowed (to my knowledge). There’s a post somewhere that states the forums are not a grey market. There is no trade function so the trading post can act as a gold sink, I doubt there’s any intention for anet to enable/help a trading function.

Festival currencys and Wallet

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Even a collectables tab could at least store 250 (to 1k) of them and save some bank/inventory space. Just throw them near the candy corn/snowflakes area. I know it doesn’t help that much when we have thousands of them (and need hundreds for anything) but at least it’s something and doesn’t clutter up the wallet UI, though I’d like the “sub-wallet” idea more.

Humble Victor & High Stakes Gambler

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Hope it helps, it’s mostly from memory, but I’m pretty sure that’s what I used.

I may have used GS over the sword/shield just because the #3 is on faster CD than the shield block and does damage, but you need to be in the right position to use it or you’ll most likely kill yourself, and you lose out on most of your bleed damage.

Humble Victor & High Stakes Gambler

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I was able to do both on my war.

For High Stakes, I followed something that I found from last year, with all the gambits besides the one that reduces damage. I don’t normally use zerker armor or the GS/Axe&mace combo so it took me nearly 200 gauntlet tokens to get it. Also I just used exotic zerker armor with ascended condi dam trinkets. I also had a friend help buff me to 21-25 stacks of might prior to the fight, along with a regen booster, armor booster, damage booster, and a speed booster. Took a while, but managed to finally do it.


Humble Victor was a cake walk by comparison, got it on my 2nd try (and the first one I was just messing around to see how bad it would be). If I recall, I used my normal build (maybe some slight modifications) on Deadeye.

Sword&Shield/Longbow.
Knights armor w/ Dolyak Runes.
Rabid weapons & trinkets.
0/6/6/0/2

Deep Cuts, Furious Speed/bladmaster (can’t remember which), Furious
Shield Master, Cleansing Ire, Defy Pain
Signet Mastery

Though you may want to switch something out for Missile Deflection or Rending strikes.

If I recall my utilities were
Healing Signet, FGJ, Endure Pain, Signet of Stamina, Signet of Rage
(could also try Fear Me, or another CC move instead of FGJ)

The main thing is just stopping his snipe long enough for you to do enough condi’s or direct damage. So blocks/blinds/evades are the main thing. I think his volley did about 5-7k if it all hit, but the snipe is what will kill you, if you can dodge that you should be fine.

As an alternative to using the shield block you can bring a GS instead (or a FGS if you have an ele friend). When you get him to the edge, using the #3 will help with damage and evade a snipe, just make sure you don’t use it to hit a mine.

Edit: All of my gear was Ascended, so it may be harder in exotic. And I don’t remember if I used food buffs or not, but if I did they were the Sharpening Stone, and either the +dam&crit dam food or gain life on crit food, sorry I can’t remember which.

(edited by Wallace MacBix.2089)

Ascended Materials for Fest Bags?

in Festival of the Four Winds

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It’s be great if we could trade in ascended mats for more boxes, but it most likely won’t happen. I think the original intent was to eat up all of the mats that people had in their banks for no purpose (before ascended it was T1-T5).

But now, T2-T5 have a use in ascended crafting so their price is somewhat regulated. And dust, ore, and fragments are all account bound, so they’re “priceless” until you have as many as you need and “worthless” after that. Since they don’t have an economy, I doubt they’d be included.

Blade shards!

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I wish they weren’t account bound so that people could sell them. I missed the living story content but I really wanted the spinal blade pack and I can’t make it without blade shards

You can make them with sprokets too in addition to killing aetherblades

Output qty.
10 – 15 (small chance of 50)

Ingredients
1 Pile of Glittering Dust
1 Pile of Shimmering Dust
1 Blade Shard
50 Watchwork Sprocket

You also have a chance to get them by mining someone’s sproket node.

Yep, and unless you want an infused one it only takes ~450 or so Blade Shards to make an ascended one. I get about 1 Blade Shard a day from my sprocket node, so just slow and steady.

Improving Arms (traits)

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I thought this was gonna be about un-stealth nerfing Furious, and maybe giving a buff to Blademaster, guess I was wrong.

Rabid gear builds

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I use a tanky condi warrior with Knights/Rabid gear, and it works well fine in open world PvE/WvW/high-ish lvl Fractals. I usually use it in dungeons too, but I don’t do too many of those.

You can use condi builds in most of PvE, you just need to realize that for world bosses you will be doing very little damage.

Let's be honest

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

So agree with the OP.
Devs, all we need is:
1) An update with
a) new map zones (min. 2 of them)
b) new dungeons (at least 2 duneons with its patches)
c) new fractals (we are repeating the same fractals all level-wide…)
d) new classes and races maybe (with additional free character slot if this expansion comes up with payment)
e) new arenas
f) some kind of easy dungeons which can be made by low-lvl chars (at least 4…)

2) Living story content to be more pernament.

That sounds like an entirely new game, not additions (Sorry just joining the discussion here).

a) We can already assume that we’ll be getting some more Jungle zones soon (didn’t Jory’s sister go on a mission to a zone we haven’t charted yet?). So we are getting that.

b) As for new dungeons, all of the dungeons have a story. The ones that launched with the game are the story of DE getting back together to fighting Zhaitan. The ones that came out with the living story were connected to the living world.

Personally, I think they should have kept those dungeons as is, but they’ve been reincarnated as fractals, so they still exist.

c) See above, we did get new fractals already. And I’m sure we will eventually get more.

d) At most we maybe need a 3rd heavy armor class to round it out to 9, but ask yourself what new class could be introduced that brings something “new”. Sure from gw1 each full paid expansion added 2 new classes, but there we started with 5. GW2 launched with 8, and we already have a wide variety of class options.

Personally, I’d rather give our current classes more roles (which they’ve started to with the new grandmaster traits). I’ve love if conditions somehow got an overhaul (very subpar in PvE, but very strong in PvP) to bring them into more consistent damage across game modes. I want chooseable weapon skills (2-5) so you have different build options with a certain weapon. Maybe even new weapon types/current weapon types for new classes as others have suggested. I’d rather the game we have become very polished instead of introducing more, potentially tarnished stuff.

As for races, well that just takes a lot of development time, and who knows if/when we’ll see it.

e) If you mean something in PvP besides “king of the hill”, I agree. Event a simple death match wouldn’t be bad.

f) Those dungeons already exist in the game now. You can beat AC with lvl 20 (or whatever level it unlocks) characters. Besides, the way the game is designed, if you made something to easily be beaten by say lvl 30, lvl 80 people would speed run it more than they do the current dungeons. And putting a “max lvl” on it would go against the principle of the game. (It’d also most likely enrage a lot of players who keep saying that there’s no “end game” content.)