Showing Posts For Wallace MacBix.2089:

Ascended Armor...Precursor crafting?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They’ve mostly kept their word (and the also gave warning about some things not making it in too). Though I’m still a bit worried about precursor crafting. Logic (or at least wishful thinking) makes me think that it would crash the leg/precursor market because the prices are way too high, but JS has stated that they don’t want precursor crafting to effect the current market. Which means, while a sure thing, it will be expensive as heck (most likely 500g+) and most likely time gated.

My only real disappointment came from the new skills/traits part. Yes, we’re all getting 2 new heal skills, but I was really hoping for something more (please chooseable weapon skills) and for some new traits.

Tower Travel Golems resetted?

in The Nightmare Within

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Hey guys,

So, yes unfortunately the travel golems were reset due to the type of progress checks that we place on some types of content. We have a variety of types of progress that we use to track player’s participation in content, from permanent to daily, and in this case the travel golems were set up using a monthly progress type. Since the “Tower of Nightmares” was released on 10/29, that meant that on 11/29, the travel golems would reset progress. There are a number of reasons which are mostly technical that I can’t get into for why we set it up this way, but the short answer is that this is an unfortunate oversight on our part and you have my deepest apologies for the error.

Hmmm interesting info. Thanks for the reply.

But does:

The 12/10 release will resolve this issue.

mean that the Tower is going away next week? (or at least barring entry/something else that I can’t think of)

Ascended Armor

in A Very Merry Wintersday

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

To quote myself from another thread:

to get a +20 AR would take 524,288 +1 infusions

hehe. at 24s per +1 infusion, that would take 125,829g12s to make
apparently there is no hard limit on how high it goes. it just becomes impractical really quick.

Yep, plus don’t forget, you need to have a multiple of 5 to get any use out of your AR.

+10: 512 infusions
+11: 1024 infusions
+12: 2048 infusions

A +11 is useless by itself. You’d need to have 2 +12s and a +11 (or 5,120 infusions) to get +35 AR (compared to 1,536 infusions for +30 AR), to get to +40 (2 +13s and a +14 will take 16,384 infusions). Of course this will get a lot nicer if other trinkets can be infused (plus the potential 30 AR from ascended armor).

So just for a quick recap
30 AR — 1,536 Infusions --— 384 Maximum Full Fractal Runs
35 AR — 5,120 Infusions – 1,280 Maximum Full Fractal Runs
40 AR – 16,384 Infusions – 4,096 Maximum Full Fractal Runs

Still though, outside of the wealthy or those that really like to grind I think 30 AR may be the most people are willing to wait for.

And now going by the wiki
http://wiki.guildwars2.com/wiki/Agony_Infusion

30 AR — will cost 22g 93s 38c in just Thermocatalytic Reagents
35 AR — will cost 76g 55s 03c in just Thermocatalytic Reagents
40 AR — will cost 245g 7s 48c in just Thermocatalytic Reagents

And while I’d argue it’s doable to grind out 384 (~337.92g worth of infusions at 0.22g per infusion) fractal runs yourself to get the 30AR. I don’t think anyone will be running the 1.2k (1,126.4g worth of infusions) or 4k (3,604.48g worth of infusions) full runs for the infusions, so the price will go up a lot.

So I hope that ascended armor has infusion slots (heck I’d honestly prefer the new agony infusion slots only, would also make the above numbers a lot more friendly). I’d rather spend the ~200g in mats I’ve been saving (or whatever it costs to go from 400-500) than just resign myself to not getting father in fractals.

Crystalline Ore/Ingots

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They could be a crafting refinement that uses the current three ascended mats to make.

Edit: Er didn’t exactly think that through. :/

Why the difference in health pools?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Lets say we went with my idea – make the base HP the same across the classes.

Next, we adjust armour to work as real damage mitigation. Heavy armour should be a default 33% reduction in direct damage – medium armour 20%, light armour 10%. Adjust toughness gain through stats so that the different levels would top out at:

Heavy: 33% default, 60% max

Medium: 20% default, 33% max

Light: 10% default, 25% max

This could be done through adjusting the toughness return on the different armour stats, and through traits.

Next, we address survivability. This comes in a few forms. Dodge would be the most basic – it’s 100% damage mitigation. You adjust the different weights of armour to affect endurance differently.

Heavy: Current base endurance return – minimal dodging.

Medium: Current + 100% – you can dodge twice as often as the heavy armour guy – makes sense.

Light: Current + 150% – you can dodge 2.5 times as often as the heavy armour wearer, and half again as often as the medium.

As the post below you said, this would be a different game, not gw2.

Actually look at your ideas implemented into gw2:

Heavy: 33% default, 60% max

Medium: 20% default, 33% max

Light: 10% default, 25% max

My war in knights/rabid gear has ~54% DR compared to a zerker scholar. Yet bosses can still 2-3 hit me, if I get sloppy on a dodge. Heck during some comedic dungeon runs with some friends I’ve had the boss aggro on me (and only me) and then just chase me in a circle while I lay down fire fields, and everyone else just focuses on hurting him. If I stood still I would die. Take Mai for example, her shadow step can still do ~1/4 of my hp in a single hit even with all of my armor/toughness.

And your suggestion is to let medium armor users get a dodge every 5 sec (every 2.5sec with vigor)? And light armor users to be able to dodge every 4 sec (2 sec with vigor). That is insane, some classes could dodge after every other auto attack. Not to mention you don’t even mention other classes ability to mitigate damage through other means than just dodging (evade skills, blocks, boons – regen, protection, vigor, stealth, conditions – blind, cripple, chill, immo, and class mechanic skills – clones, pets, death shroud, minions/summons/weapons/etc.

There is a reason why we have different health pools and different types of skills/abilities: asymmetric gameplay. The hardest to balance, but also the most fun. Are different hp pools good, in this case yes. Are they at perfect levels of balance, I can’t say. I really only play my war, but on my alts (necro, ranger, ele) I’ve noticed that my necro never had a hard time dealing with things because of death shroud and minions, my ranger almost never died because my pet was able to tank everything, and on my ele I seem way too squishy (then again he’s still using sub80 blues/greens), but I feel like I do a lot more damage.

In gw1 everyone had the same hp because that was a different kind of game. The same strategy would not work here.

Now FotM takes forever

in Fractured

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

How does FotM take longer now than it used to? The only thing that changed was making it harder to get longer fractals together, that just shortens the time overall. The only thing that made the dredge fractal “harder” is that they got rid of the die on the switch “exploit”. With all of the PUGs I’ve been running with over the past 2 or so weeks we still get the dredge control panel on the first or second try in the 35-39 fractal range.

Edit: Unless you’re talking about them adding a 4th fractal to every run, which does increase the total time, but at least you get rewarded every level now, which I think is an improvement.

Healing Signet

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Oi, as someone who used healing sig since beta (call it bad, or lazy, or whatever you will, but I was still able to hold my own), I enjoyed the change. But so many people seem to complain now.

Healing Surge can out preform healing signet, and healing signet can out preform healing surge. So to say that healing signet is OP means that Healing Surge must be too (the only counter argument is that you can stun an active heal, to which I say, stability).

I don’t feel like typing out all the numbers again, but it’s pretty easy to do.

(As a warning going from memory) For a fight that lasts exactly N multiple of 30s (assuming N-1 healing surges), healing signet will equal healing surges potential with 50% poison up time.

For fights that last shorter or longer (say a 45 sec fight, where you can get off two healing surges, assuming the first is very early to counter a burst) it is substantially less poison uptime for healing surge to be the better option. And just to point out the obvious (because apparently other people stating it isn’t enough) if you burst down a warrior to 1/2 hp (roughly 9,000 damage) do you realize it takes over 20 sec of healing to regain that much hp. And if a warrior is spec’ed for total defense at most he can get 7-8 sec without being very close to death (3 from shield stance, 4 from endure pain (5 if traited), and another 4 from defy pain (5 if traited) [and this only kicks in at 25% hp]). And with endure/defy pain it’s very easy to counter with conditions.

And to counter of “healing sig always provides healing even if you are blocking/dodging/etc” that is of course what a passive heal does (or a set it and forget it heal). But to also to point out a small point, but something to remember, at the start of a fight when hp is still almost maxed, or if a war is able to scrape his hp back up, every second that healing signet isn’t healing for the full amount it is lost, and the overall effectiveness of the signet is brought down (compared to healing surge). That may be obvious and sound trivial, but it is one of the negatives of passive healing (yes, you can also over heal with healing surge, but the effect is more pronounced with healing signet).


Also the other day I was bored while on my ranger alt, and looked up the heal/sec on Troll Unguent and it’s roughly 350 heal/sec compared to Healing Signet’s rough 400 heal/sec, but it targets both the ranger and his pet. And an ele can get about ~250 hp/sec with Glyph of Elemental Harmony while in water (which I have no clue if it is the current “good” heal or not, but it can also be made a bit better with more boon duration), and with Elemental Attunement they can get up to (if not over) 50% protection (not to mention all of the regen they can get), so even though it’s about ~66% the healing of healing signet, they can either make up the difference with water healing skills or protection.

I don’t see how these 3 healing skills are that different in terms of heal/sec, especially considering the nature of the 3 classes (access to boons/evades/blocks/etc.).

Defiant Stance discussion

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I agree that the main use will most likely be in WvW, but I still don’t think it will be game changing. People will try it and some will revert back to their normal heal skill and some will keep it.

Honestly, the most interesting part of the skill that I can see is people using it as another block skill when trying to run through something. With endure pain, shield stance and balanced stance we can already have 7 seconds of damage immunity. This will bring us up to 10 (11.75 if traited), and another 4-5 sec if defy pain kicks in. Doesn’t really have much practical purposes, but it is a curiosity.

The second most interesting part is that everyone else thinks the trait is going to be broken and way too strong.

Ascended armors without infusion slots?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

The unlimited AR slots aren’t really a gold sink. Yes, Black Lion trade fees are involved, but players are just sending money to other players (as opposed to Cultural Armor or something where it just disappears to a vendor).

Anyway, ascended armor will be pretty pointless if it doesn’t have infusion slots. The whole point of ascended armor, I thought, was to provide Agony Resist opportunities for fractal progression… just like the rest of ascended gear… I was planning to go for it, but if there are no infusion slots then screw it.

They are very much a gold sink.

To quote the wiki:

For example for single +13 Agony Infusion, you have to spend 61 Gold coin 26 Silver coin 12 Copper coin for the Thermocatalytic Reagents alone.

Plus the cost of buying 4096 +1 infusions from the tp (or grinding them out with ~1024 fractal runs).

Also 15% fees eats up a lot more money than you’re giving it credit for.

forced crafting

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Why are we being almost forced to craft in this game? Yeah u might one lucky ascended drop but it might still have the wrong stat combo in it. And now that ascended armors are coming (which require crafting too.), it starts to actually affect the gameplay with increased stats. I think none should be forced to craft to get the best items and there are ALOT of people who hate crafting from the bottoms of their hearts. Especially as a dedicated WvW player its really hard to acquire this gear (as i stated above no drop is not guaranteed way to get it.).

!!! im not heavy PvE player !!!

To be fair (and thankfully), the armor provides much less of a stat increase than the weapon did. If I recall the data mined stats from a couple months back, all 6 ascended armor pieces gives maybe ~23-27 to the main stat compared to exotics. Now if you can put normal infusions into that then you can get above 50 or so on the main stat, if you can just put agony resistance infusions that would be better. As for the DR, again going from memory, I think it was only ~1-2% DR over exotic armor for someone wearing knights gear. So it’ll be a bigger bonus to a zerker, and not really noticed by most people.

Don’t get me wrong, I do agree that ascended armor (and weapons) are just too big of a time and money sink. I crafted my first about 1 month after they came out because I was using daily refinement as much as I could to go from 450 to 475. And in my daily playing (usually the daily, world bosses, and maybe some WvW/fractal/dungeon) I’ve only had one Cleric Ascended Weapon Box drop for me. And it was on the first day of the ascended weapon patch from Teq before his patch. And I think I’ve only really seen boxes pinged less than half a dozen times since they’ve been introduced.

forced crafting

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I don’t see the relevance … if you can do content in Exotic gear, how does a statement like ‘forcing you to craft for Ascended’ make any sense?

Eh it makes a difference because of the community, people can say “speed run, ping ascended gear only” and also in WvW. Just crafting an ascended weapon gives a ~+13% (going from memory there) increase in damage for someone in zerker armor (less for soldiers or knights and only a +5% increase in direct direct damage for a condi user). It is also necessary for the agony resistance in higher level fractals (unless you spend a lot of gold to get better agony resistance infusions).

Even if you don’t do dungeons/fractals/WvW you still will kill things a bit slower, which does affect everything in game.

Ascended Armor...Precursor crafting?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Wow what the hell? So its changed again?

I don’t think it ever was supposed to come out this year.

Back in June they said it would come out this year, but months ago (I forget which one) a dev said that if someone from the “looking ahead” blogpost didn’t make it this year it would be the new legendary and precursor crafting.

I believe it has been pushed back to early next year, but don’t quote me on that.

Dire Accessory

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

If you mean any gear try here:
http://wiki.guildwars2.com/wiki/Equipment_acquisition_by_stats#Ascended_equipment

If you mean for ascended only:
http://wiki.guildwars2.com/wiki/List_of_ascended_equipment

It seems you can get Condi, tough, vit/prec (or Dire/Rabid) and that’s the closest you can get.

Do I still have time to get the gas mask?

in The Nightmare Within

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Most people have said that it is moving at a near-constant rate. ~25% after 1 week, ~50% after 2 weeks, and now its ~75% after 3 weeks. If that’s truly player interaction based on farmers or achievement hunters lead there by the daily, or if it’s automated who knows.

But hoc, assume you have about a week to finish up. If you are able to do the daily meta each day and work on the other ones you should be fine. You can look up a map for all of the chamber locations (they don’t need to be active to count for the achievement), killing the hybrid 5? times solo will not take very long (maybe 10-15 min per run and now it gives a key piece per run). I don’t remember the other ones off the top of my head, but you should be time if you focus on it.

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’m gearing one character with ascended… my celestial staff ele. One gear set to rule them all.

Yep, all of my alts have been banished to work the “mines” known as the pirate jp to better server their Lord and Master. They toil with no food and only a ghostly visage to keep them company so their ruler may one day be adorned in the most sparkly and precious of armor (to immediately be reverted to its original look). Then and only then may they see the light of day.

Why the difference in health pools?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

The truth is that warriors have the highest armor, hp and close to the best personal defensive abilities (more dodges and blocks).

no

You are right, shame on me I forgot to mention two things: best group buffing and near best damage.

ahahaha. still no.

edit: to keep this constructive: What amazing group buffs do warrior have.
How does a warrior have so many dodges/evades?
What amazing defenses do wwarriors have outside of their armor and health?

And just to clarify for Crovax:
Defenses that aren’t ~4-6 sec durations on ~40 sec – 1 minute long cds.

Gems as Rewards

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I for one would love to see Gems as rewards for things in game … given the cost of things (200-1000gems) I would love to see something like
Champion chests and regular fractals offer like a chance of 1-5 gems
Dungeons offer a chance of 5-10 gems
Dragons and big fractal bosses offer a chance of 8-12 gems
While there is no denying the ability to do these things for gold then buy the gems with the gold. There is just something about the idea of getting gems from a chest. I think this would defiantly add incentive to complete dungeons, fractals and dragons again.

As much as I wouldn’t complain if that happened. There’s no chance.

Also, all of those things already have incentives.

You want to reward champ farming even more? It already is the fastest way to make money (besides tp flipping). The QD circuit is what, 7-10min? for 5 champs? Every hour giving people 6-30 gems is insane.

Dungeon speed runs are still the 2nd fastest way to make money (don’t know exactly where the fractals fit into the mix), and the fastest way for fragments.

The Dragons (including Golem, but excluding Teq) are the best ways to get dragonite ore, but I’d still argue take a bit too long ever since they were buffed.

Besides based on the gem —> gold exchange rate (100 gems sells for 6 g 41), suddenly 10 dungeon runs goes from giving ~10g + drops to ~16g + drops.
--—————

Whenever things are added you need to consider both the average player and also the grinders. I’m sure there are people who do 5+ dungeon runs a day. There are hoards of people who do most world bosses each day. People run the champ farm for hours every day. Look at how bad things got because of the inflation from the several months of farming LS events (QP, QG, invasions).

More money is already pumped into this game every day than is destroyed. Gold —> gems is most likely the biggest gold sink in the game (at least I assume it’s bigger than the tp fees). Your suggestion would eliminate the need to ever do it again.

Why the difference in health pools?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

A short answer is because of the asymmetric nature of the classes.

Each class has a different level of healing, armor and hp, accessibility to boons, amount of evade/block/invulnerable skills, and accessibility to other class mechanics (stealth, clones, minions, pets). Therefore, the classes that have less hp will have greater access to damage mitigation.

I haven’t leveled a guard, but off the top of my head they have aegis, protection, regen, summons, and (I think) better healing compared to a warrior, which has none of those things.

should ascended armor have agony slots ?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They already said that the armour won’t have agony slots at launch, maybe sometime next year it’ll be adjusted.

When/where did they say that?

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

So… what’s going to happen now? Once “everyone” or the “hardcores” or whomever finishes all their ascended gear… what then? Will there be “nothing to do”, just like it was at release when everyone “got their exotics and left”?

What is Arenanet going to do to keep these people playing? Supposedly, Ascended gear stops here, right? So what are these people going to be doing? How’s Arenanet going to settle this? The people that get their gear quickly will be done and they’ll be at exactly the same place they were when all there was were exotics. “got gear what do now?”

What’s next? How will these people be satisfied? If the entire point of vertical progression is to keep people busy by grinding out better stats, what’s going to happen now that it’s supposedly going to stop?

Because I sure hope it’s not going to be something like increasing the level cap or introducing infusions with higher stats or something, because then I’d have to lol at all the “GW2 doesn’t have a gear treadmill” and “the stat differences are small so it doesn’t matter” apologist nonsense I read in the olden days.

Still not sure what the hell the problem was in the first place. Exotics are too easy to get? Wasn’t that the whole point? Isn’t what how gearing in the game was marketed? I knew full well they’d be easy to get. That’s why I got the game in the first place. I dunno, but apparently, as a consumer, I should appreciate how they want to waste my time getting to exactly the same place I was before – BiS.

We can only hope they don’t decide to make ascended+ gear in a year or two from now. I got gw2 for a couple of reasons; I really liked gw1, I refuse to buy/play any game with a sub, I assumed it would be like gw1 (easy to lvl and gear up, but with a fun story and lots of skill customization).

Will I get ascended armor, yes, because it’s there. I’m not happy about ascended armor (though to be fair it could have been worse, a small stat increase is better than a large one. The “perfect” way to do it would have been to have ascended have the same stats as exotics, just with infusion slots for AR). Heck, I didn’t even realize when ascended rings/fractals came out, that I was doing vertical progression. It was just, “oh, cool. I need these things to go higher in fractals.” I don’t think I really noticed until weapons when I started doing % damage increase comparisons.

I don’t see why things need to be so expensive (I know they just want massive gold sinks, but still). Where is the fun, in having to spend ~50-100 ectos and all of the T6 mats to level to 500 crafting with recipes that don’t provide enough exp.

I liked the fact that I could put the game down for 2+ months and never “fall behind.” And alt-aholics could love it for the ease of gearing up their alts, and everyone else had it easy to try out new buidls/stat combos. It’s just way too massive of a gold sink to have to level up 2-3 crafting professions to 500 just to fully gear up one character.

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

While you’re working on that long term goal, those top players will be smashing face in WvW.

Nope.

If you cannot beat an opponent in a duel while he’s in exotics and you’re in rares for example, you will not beat him if you upgraded to exotics. It’s not a big difference. There’s too many factors in a duel between players (skill, builds, all the conditions, buffs, runes, sigils, certain class advantages, foods, maintenance oils, etc.) and a few more percent in damage will not win you a fight against an equally skilled opponent.

An opponent in WvW running sigil of the night (if it happens to be night time) would do more damage than someone in full ascended if they don’t run that sigil for whatever reason.

If I upgraded TWO of my exotic weapons to ascended, I would get the following as an upgrade:

8 power
.3% crit chance
0% crit damage.

In the end, only bad players will blame a loss on an opponent having ascended gear.

A) You’re ignoring weapon damage.
B) You’re ignoring players also having higher stats on 12 other weapon slots.

I did the all the math quite a while ago (roughly 4-7 full posts worth) comparing rare, exotic, ascended (trinkets and weapons), and “full” ascended (using data mined stat values, though I had to get for the crit dam %) using zerker, soldiers, knights, and dire (caring only about direct damage) stats. (The math included food/nourishment buffs, sigils, and “damage” trait lines, but no actual traits. I ignored runes, and I think I forgot to include sigil “on kill” stat bonuses though).

If I recall for exotic vs. full ascended there was a ~20% increase in damage for zerker. Solider was maybe a ~14% increase in damage.

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I can’t remember what the devs said (it was either on the forums or during the Fractals live stream), so if someone can refresh my memory I’d appreciate it.

Did the devs say that ascended armor will be obtainable through fractals when it’s introduced? (I think they said yes, but I can’t remember). And a secondary question/wishful thinking, did they mention how? (like with fractal relics instead of pure chance from a random drop).

Ascended armor will be available in fractals in the same way weapons are.
I’m assuming the same will hold for all other places too, but they only mentioned fractals since it was in a fractals thread I read it.

Thanks I figured/slightly remembered it as such, but one can hope.

On the plus side, if the stats that were mined a couple of months ago is true, this armor is basically pointless. I don’t think there were any Armor values, but the stat increase for a full ascended armor set vs. exotic was roughly 22 (going from memory here) for the main stat. And if you used infusions (technically the data mined armor didn’t have an infusion slot if I recall, but assuming it does have one) you’d get max ~52 for one stat (and like 13-17 for 2 others). I don’t remember my calculations exactly, but I think my projected ascended armor values (based off the % increase from rare to exotic) only provided ~1% DR for someone in knights gear. I’d argue not exactly worth it for the gold it costs to level up crafting and the time it takes for the time gated mats.


Also, if I was Anet, and the armor did have infusion slots, I’d say make them the Agony Resistance only infusion slots. That way they only benefit fractal players; WvW’ers/PvEers don’t need to blow their money getting the extra armor for +22 to a stat and fractal runners have more slots to use the new infusions (considering how prohibitively expensive it is to get +35 or +40 AR from only 3 slots). But that requires a lot less grind/less money sink for players, so I doubt it will happen. :/

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I can’t remember what the devs said (it was either on the forums or during the Fractals live stream), so if someone can refresh my memory I’d appreciate it.

Did the devs say that ascended armor will be obtainable through fractals when it’s introduced? (I think they said yes, but I can’t remember). And a secondary question/wishful thinking, did they mention how? (like with fractal relics instead of pure chance from a random drop).

Skills, Abilities and Character Progression

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

While I won’t scoff at new healing skills I’d say that it’s #2 or 3 on my list of “new skills” I’d like to see. Not to mention the problem with any new skills being introduced: they need to be balanced (with respect to other <skill type> options for that class and in general) and they need to bring something new/unique to the table for that class.


I really want choose-able weapon (2-5) skills. I think that most of all would make combat feel “fresh” (for those that say it’s getting stale) and add lots more build diversity than a new heal/utility/elite skill. I’d love to be able to choose between a mid dam AoE or a high dam single target skill, or to make a weapon focus a bit more on either conditions or direct damage.

I mean when you think about it, besides the AA, people mostly just use the 2-5 skills for damage (a very simplified/general statement I know). Utilities either give passive abilities, situational abilities, or strong skills on longer cool downs. Any new (and balanced) utility will get marginal use at best. It will either be so strong that it replaces a current skill in most builds, gets only situational use in a specific dungeon/fractal/fight, get use by players who want to try something new (by far the best option), or be useless and not used.

Don’t get me wrong, we need more healing options and more elites. But I don’t think any class is “hurting” for a new healing skill (at least of the 4 classes I’ve leveled up).

In gw1 builds were mostly chosen around the elite you wanted to use. In gw2, they’re mostly about what weapon you pick (which usually strongly influences your traits). While I am content with what we have, I would like more variety. A new healing skill is a start, but I was hoping for more (and something I may actually use).

Quiver of a Thousand Arrows No Fractals?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I think I’m sitting on ~20 or so shards now (kind of wish they had a use). Going from 25 to 30 before the patch I must have got at least 2-3, and then going from 30 to 40 after the patch I got about 1 shard per run on average (I have somewhere around 120-130% MF).

Can I upgrade the +AR infusions In my rings?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I doubt you need a multiple of 5 to make it useful. or have there been tests I haven’t seen?
There is a point when more AR does nothing (when AR >= level)
but below that, I’m sure every point in AR helps. like on level 20, 10 AR would block 50% of the agony and 11 AR would block 55%?

Based on what we know it does go in 5s only:

http://wiki.guildwars2.com/wiki/Agony_Resistance

And since we’ve only been able to get AR in intervals of 5 before there’s no reason that Agony would not scale by 5s.

Can I upgrade the +AR infusions In my rings?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

to get a +20 AR would take 524,288 +1 infusions

hehe. at 24s per +1 infusion, that would take 125,829g12s to make
apparently there is no hard limit on how high it goes. it just becomes impractical really quick.

Yep, plus don’t forget, you need to have a multiple of 5 to get any use out of your AR.

+10: 512 infusions
+11: 1024 infusions
+12: 2048 infusions

A +11 is useless by itself. You’d need to have 2 +12s and a +11 (or 5,120 infusions) to get +35 AR (compared to 1,536 infusions for +30 AR), to get to +40 (2 +13s and a +14 will take 16,384 infusions). Of course this will get a lot nicer if other trinkets can be infused (plus the potential 30 AR from ascended armor).

So just for a quick recap
30 AR — 1,536 Infusions --— 384 Maximum Full Fractal Runs
35 AR — 5,120 Infusions – 1,280 Maximum Full Fractal Runs
40 AR – 16,384 Infusions – 4,096 Maximum Full Fractal Runs

Still though, outside of the wealthy or those that really like to grind I think 30 AR may be the most people are willing to wait for.

Gathering tools

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Something is wrong with message over this message I mean ools was cost 800 gems before. From achi chest players can get 400 (50%). So… Now price is 1k gems, so to 50% we need 100 more gems.

You most likely have a “quote” in brackets instead of a “/quote”.

But also, no one says that you need to use the 400 gems on the harvesting tool. You can just as easily use it for a bag/bank/character expansion and those have not increased in price. Or just turn them into gold, and someone who turn gems into gold a year ago (with much worse rates than now) shouldn’t be able to get the “extra” gold that you would be able to get now. I wouldn’t look free gems in the mouth, but your logic for why we should get them isn’t there.

Thank you. For the sale.

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’m just patiently waiting for character slots to go on sale, I was hoping they’d be on sale for Black Friday/Cyber Monday. Oh well, maybe for Wintersday!

Using Laurels for T6 Mats

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Ok thanks for the replies. I don’t want to buy the T6 mats from TP because i need to save gold to buy the precursor and icy runestones for the legendary so i think i will use my laurels. I will farm for a month or two first though and see where i’m at.

That’s basically what I did, while they are time gated laurels only really have 5 uses. T6 mats, Dyes, random novelty items/minis, ascended trinkets, and using either of the first two to make money. And you only need so many ascended trinkets.

Also if you haven’t yet, make sure to do your clovers before you finish your T6 mats. Most people have bad luck getting the clovers and end up getting a good amount of T6 mats instead.

Change Agony Infusion recipes

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Well a couple of things:

1) We can assume when ascended armor hits this won’t make much of a difference (in the short term) because we’ll have another +30 AR

2) ~30 days of grind is not much difference for getting an ascended trinket with laurels. Even the accessories take a couple of weeks each if you have a big enough guild to use commendations, or the time to get the BoH from WvW (assuming you don’t already have a stockpile of them).

3) Don’t get me wrong, I wouldn’t mind it taking less to upgrade the infusions, but it seems their intent was for people who already grind higher level fractals. “Average” person X won’t need the AR to do a lvl 40-50 fractal. People who already grind fractals have a new source of income (from selling them on the tp) and can also save up to be able to do the next batch of levels when they are released.

Personally, I’d like to see two things.

Let us remove the infusions (preferably for free, crafting them up is already enough of a gold sink) so we and upgrade them and don’t have to keep hoarding them forever.

In the future don’t make Agony in intervals of 5. With the way it is now we have at most 3 slots to work with and they have to add up to a multiple of 5 to not be wasteful. And if you only have the infused rings to work with you’re pretty limited with what options you infuse them with.

I mean if it takes ~1 month to get a +10 infusion. It will take ~2 months to get a +11, but that infusion is pointless. It’s faster to just make 2 +10s than a +11 and a +9. It will take ~3 months to get 3 +10s, but to go up a tier in AR. We would need 2 +12s (~8 months) and a +11 (~2 months). So, to go from +30 to +35 from infusions will take an additional 7 months (also assuming you never used those first +10s).

Healing Signet

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

See, Rascal, this is how warriors reply to the fact that their healing skill heals for at least 50 points more than every other classes’ best healing skill, and yet they still get heavy armor.

Some ppl acts like heavy armor which is limited to look automatically provides +50% damage reduction for being heavy.

But heavy armor and higher HP with limited healing/boon options makes us totally OP!

To be fair, it’s possible to get ~50% DR, but that’s if you go full toughness, and then you hit like a wet noodle and that’s compared to a scholar with no toughness (who’s most likely zerker and will still do more damage to you than your armor/toughness can mitigate).

For zerkers, heavy armor vs. light is about 14% DR, but medium vs. light gets ~7% DR but no one seems to complain about that.

Healing signet change

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

The active effect does need to do something (and I mean besides a small burst heal). Personally I think love just about all of the other sigs active effects, but healing sig’s active is pretty useless.

As much as I’d love protection it’d be way too strong, and sorry OP but I need to agree with everyone else that wars don’t need stealth. But it’s hard to think of something that’s both useful enough that people would actually use the active effect, but not too strong to make the skill a must have. I think a block or stun break would be too powerful.

Honestly, while not keeping in line with the other signet’s (“selfish”) effects. What about making it give regen (and maybe vigor?) to the party? Passive: 392 (0.05) vs. Active 130 (0.125) for the party, maybe for ~5-10 sec. It heals less for the warrior, but more for the party, but I don’t know if that’s too strong or too weak (and combined with healing shouts or regen banners may be too great). Plus it doesn’t really bring anything unique to the party.

Healing Signet

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

While healing signet is good now (and very appreciated, I’ve been using it since launch when it was pretty bad) it isn’t overpowering compared to the other warrior healing skills. The math is pretty simple to do. So you may want to do it instead of just saying Healing Sig is too powerful.

Off the top of my head (if I remember correctly), in a 30 sec fight:
15 sec of poison causes Healing Sig to be equivalent to Healing Surge, but change the duration of the fight and you can easily skew the favor in towards either healing skill.

And to do a quick “comparison” to other classes (ie. purposeful over simplification).
Theives can end/reset any fight by stealthing and then running/fully healing
Mesmers can avoid lots of damage thanks to their clones/stealth
Guards: Also have a bunch of healing/regen/protection/aegis (never bothered to compare warrior healing to guard healing)
Ranger: Also have a great healing skill, very limited stealth, and snares/roots for kiting and a pet to take some hits.
Ele: Not too familiar with the D/D skills (I have my alt run staff), but they have access to passive healing and regen/boons/summons/evade skills.
Necro: A second health bar and minions/healing skills/fear.
Engi: Haven’t played an engi yet, but from what I’ve seen their turrets seem to give decent healing/snares, and they have their own block/invu moves.

Another over simplification (I don’t really want to do any math right now), other classes also healing on their weapons skills or innate healing utilities (and yes I know those can’t be compared directly to healing sig. I’m just trying to say that sustain/mitigation is there on other classes just in different forms).

Finally, a zerker warrior is almost as squishy as any light armor class. They only have a 13.68% DR compared to a scholar (and about 8k more hp compared to those with the lowest tier HP).

Using Laurels for T6 Mats

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Last week I spent about 100-120 laurels to help me max out some T6 mats. Since I don’t really care about getting ascended trinkets on my alts I’ve just been stocking them for quite a while and didn’t really have a use for them otherwise.

Did they change rewards?.

in Fractured

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’ve been seeing non-infused rings drop on levels 30-36 too, don’t know if that’s intended or a bug from the patch.

Also mai trin isn’t that bad (a lot easier than the molten boss). As Pandabro said she’ll only tele to the furthest person. If you keep your eye on her she always does the same animation (raising her hand) before she teles, so it’s not too hard to dodge out of the damage. If I recall you can reflect the projectile to stop her tele or if you blind her you can block the spike damage (but not the tele). If anything she’s a lot easier now than she used to be, even at the ~33 lvl (mostly because of the shorter dodge phases).

Improvements to infused gear?? +5 AR missing

in Fractured

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

i am just confused by one thing… why do ppl even bother getting those +10 etc?
55 AR is easily reachable with infusions from vendor, ascended armor gonna have more slots mostlikely…so what is the issue?

Well the +10 don’t really have too much of a point right now. Though they have said that they plan on adding high levels/instabilities in batches of 10 or 20, so they may eventually be needed.

But I know I’d rather make a +7 and a +8 instead of getting an infused back item.

Improvements to infused gear?? +5 AR missing

in Fractured

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

“Actually no, it won’t take a long time. You only need 16 +1 infusions (and some coin) to get to a +5 AR infusion slot. "

If you hadn’t noticed the infusions are in a geometric progression. From 16 it’s going to go up to 32 for +6, 64 for +7, 128 for +8, etc. This is going to push up the quantities required and cost of reagents up massively.

More than that, I’m assuming that once an infusion is slotted it cannot be upgraded. So if you slot a +9 you are going to need to collect two more +9s before you can make yourself a +10.

I have noticed (and I think commented on it already, at least in other threads) the growth. My comment was directed at the person I quoted. And my point stands, it will not take a long time to replace the +5 innate infusion.

It’s already been noted a bunch of times that it kinda sucks that you can’t remove an infusion, which means most players won’t bother getting above +10 or so (it’s also been stated that when ascended armor comes out we’ll get another +30 AR). Also it won’t take “too long” to get a decent amount, a +8 will take (a little less than) 32 full runs. So even just doing 1 run a day you can get a +8 in a month.

The real shame is that you’re only rewarded in intervals of 5.

Improvements to infused gear?? +5 AR missing

in Fractured

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

You will need them to have +10 AR on to be able to do the higher levels. It is already noted that the dropping of the +1 AR infusions will take a long time to get back to +10 AR on a ring. So I am still confused – how is this an improvement?

Actually no, it won’t take a long time. You get at least 4 +1 infusions per full run (and it seems roughly every 5-7 fractals I get 2 +1s). You only need 16 +1 infusions (and some coin) to get to a +5 AR infusion slot. If you are even more impatient you can buy the infusions directly from the tp as well. I have 30 +1s sitting in my inventory, and that’s after selling the first dozen or so when the patch first hit, and I’m only level 36 (to be far I did repeat a level, and on another the leader decided to leave before the boss fractals :/).

If anything it seems to increase time gating for people to do higher levels (especially new players).

Anyone serious about doing fractals before most likely already had 2-3 “<item> (infused)”, this change doesn’t affect them negatively in the slightest. If anything it lets them get some money by selling their infusions or save up and get > 5 after a couple of runs. Anyone new to fractals does not need any AR for the first 10 levels (arguably 20). By the time they get to lvl 20 they will have more than enough fractal relics to get their base AR. And by the time they get to 30+ they can most likely get or drop an infused ring. And by the time they get an infused ring (or back item) they should have more than enough +1s to get at least a +5, if not more. The grind is the same as it was before, there is no increase in the time gating.

Can't infuse anymore

in Bugs: Game, Forum, Website

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It was not removed from the game Yamagawa. You should still be able to make a <ring> (infused), it will just have an empty “Agony Infusion Slot” instead of the old +5 innate AR.

geo, try putting the items in a different order. It’s a long shot, but sometimes the forge doesn’t like it when you put certain items first.

Bug: Daily Fractal Runner

in Bugs: Game, Forum, Website

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Just to add my voice to the pile, last night I did two full runs at PRL 32 & fractal lvl 32, and PRL 33 & fractal lvl 32 and did not get credit.

BEWARE: +1 Agony overlays +5 infusions.

in Fractured

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It was pretty clearly stated that to increase the resistance of an infusion you would need an artificer (can’t remember if others can do it) to combine the infusions.
Also you would expect it to behave just like any other upgrade, gem or trinket where it replaces whatever you presently have on.

Exactly this ^

From the patch notes:

•All existing, infused ascended equipment has a +5 Agony Resistance infusion in the Agony Resistance slot by default, in place of the natural +5 Agony Resistance.
•Agony Resistance infusions provide +1 or more Agony Resistance.
•Artificers can combine two identical Agony Resistance infusions with a Thermocatalytic Reagent to create a single, more powerful Agony Resistance infusion.

Fix the gold rewards.

in Fractured

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Level 31 or 32 gives ~1.5g give or take 0.2g

Can I upgrade the +AR infusions In my rings?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Is there a cap on upgrading them? if they can go past +10 (infinitely) then basically never use them until you have something like +20 or +30 per infusion, otherwise you’ll have to do it all over again later x.x

I don’t believe there is a cap.

While that sounds practical, it comes down to if you like running fractals or not. Assuming you want to be a “hardcore” fractal’er then eventually you’ll need to improve your AR. While not very necessary right now, they have said they plan on introducing new levels and instability combos in batches of 10 or 20.

It takes 512 +1 AR infusions to get a +10 AR infusion (to get a +20 AR would take 524,288 +1 infusions). That’s at most 128 full runs, but I’d say a decent amount less. In the 3-4 runs I’ve done I did get 2 +1s from a single chest, so I’d also assume that you can get more than 2 (or just something higher than a +1). Though technically you can just buy them off the tp, and I expect the price to keep decreasing over the next week or so, though right now its ~110g for 250 +1 infusions. Either way, you can see how insane it is to go from +10 to +20, heck I can see even a +10 taking at least a month just to get one.

Though you (and the OP) are right. Without a way to retrieve them, I guess it comes down to, get as high as you can until you need to use them to get to higher fractal levels. Also we can assume that when ascended armor comes out that’ll be another 30 AR possible so we may not need to go too much above the “old” +5.

Can I upgrade the +AR infusions In my rings?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Unless they release a gem store item (or some non-gem way) to remove infusions than nope, I don’t think so.

70 jugs of liquid karma...

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Technically you are getting 50% more than they used to be worth. But you can’t get the ~95% boost that you used to be able to.

When the patch hit without warning, they recalled it for 1-2 weeks to let us all use our stored karma jugs with boosters.

Daily "Kill Toxic Offshoot" bugged

in Tower of Nightmares

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I killed two toxic offshoots in kessex hills (at first I thought I just didn’t get credit for the first one) but also did not receive credit for the achievement.

The Daily Fractal Runner is also bugged for me.

Can't infuse accessories or amulet?

in Fractured

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

That was made very clear before the patch launched. The only changes to infusions were for the “<item> (infused)” gear. And those are limited to rings and back pieces.

The innate +5 AR that they originally came with was replaced with an “Agony Infusion Slot”. That is the only slot that you can put the new infusions in.

If you want to infuse your accessories or amulets you need to spend 75 fractal relics to get the +5 AR versatile infusion.

Strange object in Diessa Plateau discovered.

in Fractured

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Hmm wonder if we’ll be getting either sand worms or graboids next.

Fractals 30 -> Non infused ring

in Fractured

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Well at PRL 30 I got a non infused ring, so I’ll throw my confusion into the mix as well.