Ran some tests in the mists… couldn’t get them to proc on my clones. Oh well, wishful thinking.
I saw a post in these forums where a player had three illusions + three golems (spawned by his illusions taking hits and his rune set which makes a golem on hit).
Unfortunately I can’t find the post now.
So question — does this work for other runes, specifically Rune of the Pack?
I’d buy these in an instant if my illusions gave me might + fury when hit (5% chance).
Better fast cast ground targeting:
We split this into 3 different options; so that players can more easily cater how ground targeting works for them.
- Double tap to cast
- Press the button to cast
- Release the button to cast
SO GET YO CAST ON!I would really like an option which is “Ground Target at Center of Current Target”. In other words an option to let me skip picking a place on the ground to drop the skill — instead it would put the skill reticule centered on my current target.
This would make my life so much easier as a grenade engineer.
Not going to happen imo, i mean, if it’s centered on your target, it’s no more a Ground Targeted Spell…
That said, i 100% agree that a rework/QoL change to grenade auto (just that, 2-5 are ok GtAoE) is in order.
The skills are still ground targeted… this is just an option to always ground target at the feet of your currently targeted foe. This isn’t a discussion to eliminate ground targeting skills from the game — it’s a quality of life improvement for players that suck at using ground targeting on the fly (which is totally me).
If you think about it, using this feature is actually a bit less effective for some skills (i.e. grenades when the target is running around since you won’t be “leading” the target for optimum grenade hits).
However you are trading the effectiveness of the skill for the improved performance of activating the skill. In my case I can NOT find my mouse cursor on the screen to save my life. It makes ground targeted skills very slow to use in a large battle where all the players obscure the ground reticule.
EDIT: it would be the equivalent of grenades under water (if you’ve ever tried that you’ll be like “wow” this is great).
My game started crashing last night without mumble running — so I guess that’s not it. I’ll keep submitting the crash logs.
I think mantras are borderline good right now. The Restorative Mantras trait is very nice for providing a decent (2600 HP) AoE Heal. It’s sort of like frosting for charging your mantras.
The +4% dmg per mantra is a rather impressive trait as well with +16% damage in a full-out mantra build — pretty wicked.
I think the charge-up time is rather awkward considering you also have a cooldown to deal with. I’d would vote to eliminate the charge all together since we already pay a penalty with the cooldown. The charge-up I think is to compensate for the fact we can use the skill twice (compared to other instant-cast skills which are single use).
I think there’s a balance issue with the GM trait that give +1 uses (for a total of three). I say dump this trait and just buff the mantras in general so they are 33% more effective for the two charges they have (heal is 33% better, condition removal is 3 instead of 2 conditions, etc.).
Anyway I think mantras have great potential — they just aren’t quite there yet.
Better fast cast ground targeting:
We split this into 3 different options; so that players can more easily cater how ground targeting works for them.
- Double tap to cast
- Press the button to cast
- Release the button to cast
SO GET YO CAST ON!
I would really like an option which is “Ground Target at Center of Current Target”. In other words an option to let me skip picking a place on the ground to drop the skill — instead it would put the skill reticule centered on my current target.
This would make my life so much easier as a grenade engineer.
You are right only unique buyers.
I hoarded 4 storms at one time
DO you know how many players have several of the same precursor in their banks?
I am repeating same things over and over….
but more than anything dev post about precursor is OUTDATED and can be interpreted to be true even without denying market manipulation.
He is smart to say monopoly is impossible…
But being an economist i really tend to see him as biased when i look an economy where most skilled players have to farm and give a hige part of their gold to people playing TP minigame that are rich to the point of not having anything other to do with their golds than flip.What exactly is this bias that our resident economist has? What does he have to gain with his bias?
If you like something you tends to make it too much important.
Economy in mmorpg is vital….
But is something that should exist in function of the game.Now someone thougt that “playing the market” should be another “minigame”.
Well its nice indeed but this minigame is TOTALLY broken in risk reward and its like FREE pvp even for people who don t want to play it.
Its like if glory would be awarded for minigames like crab toss and 1000% more than normal PvP then adapt PvP rewards at crab toss points ratio.
Something have to be done fast for TP risk/reward.
Something similar to crystalline dust but MORE often and MORE fast.Give speculators the message “if you are too greedy you WILL lose everything”, rather than giving them advices and defending them.
Well said. I introduced an idea a month ago about placing “time limits” on sell orders. This greatly increases the risk and encourages sellers to actually price their merchandise to sell. If you have such a time limit, flipping has a much larger risk due to the volumes involved. However the risk to the casual player is minimal because they are not selling items in bulk like flippers.
My original suggestion post: https://forum-en.gw2archive.eu/forum/game/bltc/IDEA-add-post-time-limit-to-TP/first
Yeah I think I might have to play with the audio settings in both tools to see if I can isolate it more.
My GW2 client has crashed every night when I run mumble. It never crashes when mumble is not running.
I don’t need to use the PTT button to get the crash to happen. It just happens while mumble is running. Not right away — very intermittent.
It did not occur before the SAB update. This is a new issue for me. In addition I have not updated any drivers, nor have I updated Mumble.
Sorry I don’t have any more details. If I lose out on another boss event chest by crashing out in the middle of the fight, I think I’ll scream.
I started using the Shattered Conditions trait along with Mender’s Purity. That’s a pretty power combination of condition removal leaving utility slots for other skills.
I don’t think you could slot a stat infusion into a utility slot anyway, so you aren’t sacrificing anything by bringing an ascended amulet with MF infusion.
I speculate that it will be required for ascended jewelcrafting. Others may speculate that as well and be gobbling it up in hopes of finding another Ancient Wood profit machine.
I didn’t draw any conclusions in my original post. I merely stated: “My friend saw a bunch of dawns vanish from the TP and then an identical number show up shortly afterwards, reposted for roughly 200gp more.”
The data I provided supports my friend’s observation of what happened in the market. No where in this topic have I stated that the cause was market manipulation. You started that rant on your own with your “conspiracy theory” statements.
@Nike — thanks! that’s the first time I’ve seen evidence posted by J.Smith… ever. You have my sincere apology regrading the posting of previous evidence.
That being said, the J.Smith post was from 16-days ago. The precursor spike I provided evidence of above occurred since then. The previous evidence certainly isn’t a guarantee for this most recent spike.
You can also see a similar spike in Dusk from the same website happening in the span of hours where supply nearly vanishes, then reappears at new, higher prices. However with Dusk we’re dealing with a very small supply to begin with (like two). NOTE: The Dusk Spike happens on the exact same day the Dawn spike. I would have been greatly amused if they happened at the exact same time… bummer.
With Dawn we went from 15 to 2 in two hours, then back from 2 to 13 in another two hours. I have provide all the evidence I can… and again, it’s the only spike in the last month on that graph.
So maybe my friend’s observation wasn’t made up after all…
Apology accepted in advance.
Here’s the best confirmation of what my friend observed:
http://www.guildwarstrade.com/item/29169-dawn
1. Switch to a one month view on the graphs (click the M button)
2. Slide the scale adjustments on the bottom to narrow the graph to Aug 27, 2AM start to Aug 28, 8AM finish
Timeline:
Aug 27th, 12:46PM: 15 Dawns with Sell at 533g
Aug 27th, 2:48PM: 2 Dawns with Sell at 1111g
Aug 27th, 5:03PM: 12 Dawns, with Sell at 700g
Yeah, maybe 13 dawns sold in the span of two hours… although it’s the only spike on the graph as far back as the graph is recorded.
Suspicious at the very least — intentional buy-up at the very worst.
EDIT: Here’s a pic where I cut/pasted the 3 data points together:
(edited by juno.1840)
My friend saw a bunch of dawns vanish from the TP and then an identical number show up shortly afterwards, reposted for roughly 200gp more.
…and we’re off into conspiracy theory land!
I don’t recall posting any conspiracy theories… just stating what my friend observed as “fact”. Don’t want to beleive it? Then don’t.
However ANet does have the data available at their finger tips to review (if they wanted to or if they care about this type of behavior). In short, what we think is moot.
If it was a “fact” my belief wouldn’t matter, the evidence (which you don’t have any of) would stand on its own.
Anet does have the data, and the LAST time this stupid issue came up they provided it. It seemed to shut up the morons for about 2 days before they came back in full force pretending it was never shared.
Certainly if evidence showed it didn’t happen before, it definitely couldn’t happen ever, from now out until infinity…
/* end sarcasm */
I have never seen A-Net/J.Smith post evidence on anything. If you have the link to the evidence from “last time” that would be good for a few chuckles.
Short of watching the TP, there’s not much more in the way of “evidence” a player can provide is there? Unless you propose fraps’ing the TP for hours on end hoping to catch the behavior in action?
Will Assassin’s stats be added to ascended jewelry?
If yes, will it be at the laurel vendor, jeweler crafting, or both?
I’m finally swapping out my exotic jewelry for ascended. I would really like offensive Zerk and offensive Assassins. I’d hate to grab two defensive Zerk only to find out I could have used the laurels a month later for offensive Assassins.
Thanks!
Oh that makes total sense. It was merely coincidence that I happened to do my crafting on 12hr multiples of the server reset (8PM for me) — too funny.
Anyone know what triggers the different cooldown amounts?
The Mithrillium c/d changes — sometimes it’s 11.5 hours, sometimes it’s 23.5 hours.
I received the 23.5 hr c/d after my second crafting in a single day (8AM and 8PM) — which then forced my next crafting to 8PM the following day.
Is there yet another cooldown value I haven’t hit yet? Maybe 48 hrs if you craft too many in one week?
Traited focus is rather impressive the the “reflect”. It allows you to drop feedback if desired.
My friend saw a bunch of dawns vanish from the TP and then an identical number show up shortly afterwards, reposted for roughly 200gp more.
…and we’re off into conspiracy theory land!
I don’t recall posting any conspiracy theories… just stating what my friend observed as “fact”. Don’t want to beleive it? Then don’t.
However ANet does have the data available at their finger tips to review (if they wanted to or if they care about this type of behavior). In short, what we think is moot.
Nice work! This is a great use of a forum topic — sort of a blog on getting your precursor. I wish more people would do this rather than toss out obtuse statements like “getting my precursor was easy/hard/whatever”.
My friend saw a bunch of dawns vanish from the TP and then an identical number show up shortly afterwards, reposted for roughly 200gp more.
Some simple trade rules help fix these problems. I mentioned one a few months ago regarding posting time limits. That combined with current 5% posting fee goes a long way to limit non-competitive posts (as well as players gobbling up limited stock and reposting at significantly higher prices). That idea got chewed up by many flippers as well as J.Smith stating it would “discourage investment” although he didn’t elaborate on exactly how the crimps investment (as the TP is not a bank to store your items while they accrue value).
Really dig this legendary (it’s my first and I just made it this week).
I think it would be totally amazing to add the following:
1. Ability to play it like one of the BL instruments
2. Optional footprint effects… maybe musical notes that rise up from your faintly visible steps.
Very satisfied with it so far. Now if I could get a musically themed GS and Scepter.
don’t forget the ultimate warrior killer -> mesmer
How can you even say that? Mesmers kill everything, not, not just Warriors :/ and mesmers kill other mesmers is normally how it goes.
No not true in the current meta. Power mesmers are chewed up by heavy condition builds. I’ll assume you were just being funny or something.
Nice (I’d love to say “about time”, but I’m just happy to have the change).
Not sure when it slipped in, it definitely should have been listed in the release notes.
Caught it when my clones started “humming” from The Minstrel effects.
I made a few suggestions on this here:
https://forum-en.gw2archive.eu/forum/game/suggestions/Dark-Matter-Determinisim/first#post2814799
SUGGESTION #1: Please make exotic salvage always return 1 dark matter. The current RNG system is driving me crazy. I need 10 of these and I’ve burned through more than 10 exotics so far salvaging 1 dark matter twice, and 3 dark matter twice, all remaining exotics salvaged into nothing.
I know this is not statistically significant, and is essentially a rant against RNG, but it would be very nice imho to have this salvage in a deterministic fashion.
SUGGESTION #2: If #1 is not implemented, than maybe add a chance to get dark matter from rares in addition to exotics. The RNG percentage can be lower, but adding a chance would be greatly appreciated.
SUGGESTION #3: If both #1 and #2 are not implemented, then add a way to obtain a guaranteed exotic through some game play mechanism. Currently we get a guaranteed rare for the first completion of a daily boss event. Maybe add a guaranteed exotic for some of the high-end boss events like the new Tequatl.
scepter is condition weapon….. so you chose a power build with scepter and GS, enough said about that ….
Actually scepter is a hybrid weapon if you check the coefficients… one of the reasons it’s not very popular. However if your play style is ranged, and you want an offhand like focus or pistol, then you have no choice but to pick scepter.
If it makes you feel good, keep tossing out jabs, but it’s not relevant to the conversation.
Do you run staff on your mesmer when facing warrior? a probably yes answer….
Do you think you would be able to outlast the war without the number 2 “teleport” skill of staff ? a probably no answer….You doing decent against wars for 2 reasons:
- having the most stunbreakers/ distance keeping skills
- beeing ranged and spawning AI clones to do damage.Now imagine what a closecombat or a ranged character(without that many stunbreaks) have to deal with against a warrior.
If they make a 1 mistake good chance they gone die.
If the war does almost everything wrong, good chance he still will be winning.
You have this wrong. I don’t use staff to kill anything — it requires too heavy an investment into conditions to be useful in actually killing something. It’s mostly a defensive weapon used until your skills are off of cooldown. I run GS + scepter/X. Yes I have a stun break (blink), but so does everyone else (if you don’t bring one then don’t complain when you eat a HB). Sometimes I take two SBs, but generally just one because I need condition removal too. A Mesmer has a similar number of stun breaks as every other profession. Go count them on the wiki if you don’t believe me.
If a mesmer was a pure staff-condition mesmer, he’d get eaten by the Mace/GS warrior that’s called OP.
Regardless I think you’re mostly supporting my point which is builds have hard counters. A specific Mesmer build (power+GS) can counter a Warrior — just as I said that a specific Warrior build (Mace+GS) can counter a condi-mancer.
(edited by juno.1840)
@ Crossplay: Sorry, my original response was actually a munged up response to both your post and Bunda. I have issue with any strategy that’s based solely on “not getting hit” (which was what Bunda was selling). Again, you could play naked if that strat was viable.
Agreed you could take all six. I don’t see this as a realistic option. I think there six means available so you can have build diversity — not as a designed path for viable condition removal builds. As you said, “If you want to be competitive, you have to make that tough choice”. I’m not sure taking all six is even remotely “competitive”, condition meta or not.
@Bunda: I don’t think mesmers are meant to be played “knowing our condition removal is weak”. You can’t dodge off a condition once you have it. Jumping out of the fray to heal/cleanse works if you actually have the tools to adequately do that. My point is our tools are not quite good enough.
These were just some ideas — so far there have been zero posts supporting anything I said. I guess I’m alone in my opinion in this area.
Sorry but using that logic implies that nobody needs condition removal (or even armor for that matter) because they can survive by “not getting hit”. Yeah this is sort of silly, but so is expecting to not get hit — one knock-down and that plan goes to hell.
Yes I listed six ways that we can remove conditions, but do you expect mesmers to take all six? I guess that’s possible — just not sure it’s viable.
I agree we are probably second to only thieves on not getting hit — but like thieves it’s a gimmick. In our case it’s due to finding the “real mesmer” among the clones.
However a simple CTRL-T and you are easily hit from that point forward (unless you are packing at least one stealth skill and it’s not on c/d). After playing a mesmer, we are pretty easy to find. I notice that other players are finding us much more frequently than six months ago.
Ultimately we will be hit and will take conditions. It’s easy to receive more conditions than NULL field can purge over it’s entire duration — that’s saying something.
With the condition heavy meta, I’d love to see our condition removal capabilities improved. I have the following suggestions, and I’m sure the community can add others:
1. NULL field removes all conditions every pulse (instead of just one).
2. Mender’s Purity trait removes three conditions on heal (instead of one).
3. Mantra of Resolve removes three conditions (instead of two).
4. Cleansing Conflagration removes two conditions on torch skill (instead of one).
5. Reduce Arcane Thievery c/d to 40s (instead of 45)
Right now the amount of condition spam is excessive. If it doesn’t change, we need more effective tools to deal with it. I’m not making class comparisons, just stating that our current condition removal capabilities are inadequate.
Shattered Conditions is probably fine as it is because it’s team condition removal and can be triggered frequently in a shatter build. I haven’t used it yet, but for solo it won’t be adequate if you only get one condition removed per F-key press (rather that one condition removed per illusion that actually shatters).
The current warrior balance is required to counter the condition meta. I didn’t see these complaints about warrior before condi necros became so good. In fact warriors were generally free badges in WvW until everything moved to conditions. If power becomes the meta, then warriors will be low on the stick again.
I run mesmer and the condition builds eat me up (unless I have all my condi removal on c/d, and sometimes not even then). However I never lose to a warrior (even with HS, stuns, and HB).
That’s how rock-paper-scissors works — and it applies to 1v1. GW2 is probably in the best state it’s ever been with hard counters between professions and builds (similar to GW1).
If you run conditions, expect to be owned by a properly built power warrior in 1v1 — deal with it or change your build.
Please add new prefixes (Dire, Assassins, etc) to WvW gear purchasable with WvW Badges.
So lets say you get a rare what options do you have;
1) Sell it for 23s
2) Salvage it for 90% chance of X ectos (average return would be 28.8s)Now you have an Ecto what would you d?
1) Sell it for 32s
2) Salvage it for 1-5 Crystalline Dust/Luck and sell for on average 2.5×12s (~30s)Its quite clear that the ectos from this chain wont reach TP until MF is maxed out, just check the listings for Pile of Crystalline Dust, after the patch it has basically doubled.
edit: if someone wants a long term play, look at Crystalline Dust, when Ascended/MF is done then that should rebound to previous levels which is an almost 100% return
Dust is actually at pre-patch levels of 12sp now. My friend took a bath on it buying it at the 20sp before the patch went live (in hopes of making a killing on the TP).
I’ve been selling my ecto’s at 32sp each as fast as I can. I expect about everything to return to pre-patch levels. Right now we’re experiencing a short term crafting boom.
Two flavors of the same suggestion:
1. Make Karma items (armor and weps) salvagable like any other drop item
OR
2. Make Karma items (armor and weps) salvagable for the upgrade slot item only
I have a set of temple karma armor with ruby orbs that I’m not using anymore. I’d love to salvage it for the raw materials (ecto, luck, etc). If that’s not possible, at least let me salvage it for my ruby orbs (which I originally slotted in the first place).
I understand the potential issues with flooding the market with deity runes (Dwayna, Melandru, etc), but players did pay 45,000 karma for them.
I think the “craft a precursor” is for new legendaries and not the original ones. In addition, crafting one will probably be as painful (or more so) to obtaining one using the TP or MF.
@Deathcon: How you getting poison in that mix?
I run GS/Staff in WvW and in PvE. The build is:
20: +15% phantasm dmg, -20% GS c/d
20: Phantasm Fury, dodge Clone
30: -3% dmg per clone, -20% staff c/d, Prismatic understanding
0
0
Armor: Soldiers with Centaur Runes
Jewelry: Knights
Weps: Zerker
Skills: Mirror (Heal), Decoy, Feedback, NULL field, Mass Invis
Swap out Feedback and NULL as the situation warrants.
Lastly, this build is easily changed into a staff + scepter/torch build to maximize PU. Just throw on Rabid armor with undead runes (or your fav condition rune), and switch the GS c/d trait for torch c/d trait. If u want also use carrion weps instead of zerker.
Goldcap? No Problem, I will just order 250 Twilight for 50g. KKTHXBYE
lol — yeah this and the previous post about using materials like in GW1 (ecto piles). I take back my idea, it’s fruitless.
Direct player trades have a couple “negatives”:
1. They do not remove gold from the economy like the 15% TP tax
2. We’ll see chat spam like Kamadan 1 in GW1… “WTS Tomented Shield, 60e”
I really don’t want the chat spam, and the 15% tax is necessary.
I have no doubt that Precursors can be possibly be cornered, but I challenge anyone to identify another item that can.
Frankly, Precursors should not be possible to trade on TP and ANet made a mistake allowing them to be. The problem is their extremely limited supply potential (due to only being available by MF or very low % drop. This very limited supply and being sellable on the TP is what makes them “controllable”.
I don’t think there are any other items that have such a high end-game demand, are TP salable and have a very limited source. Precursors are an anomoly on the TP and it looks like ANet is going to fix this by allowing them to be crafted. I still think they need to Account Bound them, but that will PO a lot of people currently seeking Legendary Weapons.
Agree with this 100% — it’s not possible to control the market on the TP with a pile of gold unless you can effectively gobble up all the supply, including new supply after the fact. The low-supply items on the TP are subject to this — but they also have to be items that have demand so you can purge all the supply you buy.
Precursors fit this bill, and the margin on them can be quite high. You don’t need to sell 1000’s to make a lot of money, just a few at a time will do.
Agreed that precursors and legendaries should probably be account bound, but not sure that really addresses the problem. In addition I don’t think ANet should bind every item that is rare (like precursors). It takes a bit of the fun out of the game.
One idea I’ve posted before was a time limit on “sell orders” on the TP. That makes it VERY difficult to control any market on the TP because you lose the 15% tax if your items don’t sell. You’re not going to post 100 precursors in that business model and hope to make money.
A gold cap would be a nice solution — it existed in GW1. It’s not so much a punishment as a limit to the amount of wealth you can accumulate in the system. It’s a safety net against loop holes, exploits, or other unforeseen consequences of game changes.
The number would be sufficiently high so if you hit the cap you are sufficiently wealthy to do whatever you want in the game. The limit exists to prevent a small number of players from doing something drastic in the economy. This something “drastic” might be something that is possible only after a future game change when the vast wealth could be applied in a devious way. This is really a theoretical discussion at this point, but you can imagine the possibilities.
A cap would be a last-line-of-defense in the game economy.
I think a few players are over simplifying this and unfairly belittling guardiaN.
If a player has sufficient funds to continually buy up 100% of the supply for an item, they can effectively control prices. Agreed that legendaries are not “mandatory” and nobody is required to buy them. However if you control supply, you control prices. You either pay the price set by the controller, or you find another avenue.
There is enough gold in this game that some folks will just pay the price.
Is it wrong? It is illegal in RL — but this is a game. I personally don’t care but I do find it annoying that the economy can be played in such a fashion.
@Osicat: how are you fairing against other condition heavy opponents with your condi builds above?
If I read them right, the only condi removal you have is torch (which is pretty good but might cause you to hold back on some of the skills in order to save for condition removal).
The “copper” is probably just the first version available on the TP. I’ll wager there will be newer versions like “iron”, “platinum”, etc. — each one emulating one of the existing salvage kits (just an unlimited version).
+1 — I think this is a nice change. I would use it when placing orders for 1000’s of logs (to flip of course, not to use). I find it annoying that I have to re-enter my buy price for each batch of 250 (the TP doesn’t remember my last buy price and puts in some minimum).
Make auto-attack stage 1 apply a random condition (similar to staff auto-attack). This will allow the clones to apply a random condition.
This is significant with three clones out — a change has to protect for this scenario. The reason it’s “random” is so you can balance the skill. Again with three clones that a lot of condition love. If you toss in some garbage conditions then you won’t create something overpowered.
Solves a few problems by adding more conditions to the weapon and making the clones useful for something other than “on clone death” trait fodder.