before and after pics. the mix and match final set was much better looking than primeval or any other dungeon set i had.
so i’m finished and here is the end result. i may switch around dyes, but for now i’m happy. a blue/white/graphite scheme might go over better, but i love redemption.
the primeval was my old setup. i got tired of it being so matchy-match.
the dyes are: white, redemption and graphite. i found that celestial gave off a sort of lustre effect that i didn’t like as much as flat white. i used a bit of dijon in the gloves because the material made redemption look very saturated, as if the hue was off.
so from a dark to a light set.
thanks all!
[edit]
added back shot
(edited by kiba.2768)
very nice shpongle. you don’t happen to live in hawaii do you?
thank you all for your replies!!
i’m sorry i didn’t list the gear i’m wearing…
slalom is mostly correct. the boots are the pvp knight’s set. i will definitely be exploring the banded and splint variations. i like the mixed set you have donari…the leggings are a bit slimmer and don’t have the weird metal skirt look to them, which i feel like many of the heavy armor leggings suffer from. i’m currently using the primeval set, which has 1 of 2 boots that i really like. most of the boots in game for human females look very clunky and rectangular-like. the few that taper happen to have spikes/horns on them, which i wish they didn’t.
as for the discrepancy with the nobleman’s gear having a ‘worn’ look to them, i can mess around with different dye combinations to see if i can reduce the worn look to a minimal while highlighting other aspects of the armor.
again, thank you! if anyone else has any suggestions, please list them!
[edit]
sulor, i will try the reinforced scale as well. the nobleman’s boots make her look a bit bottom heavy, not in the derriere, but just..well it’s hard to say, but kinda clunky?
(edited by kiba.2768)
thanks hebee. i used that site too, but since i can’t simulate pieces live, it’s difficult to see what will mesh well with the leggings
i’ve been toying with mixing different sets of armor. so far i’ve come up with this as the most cohesive look minus the boots.
i would appreciate any help with finding a more compatible set of boots that has a layered plated look without messing up the leggings. i chose those particular boots because they flange at the top, similar to the flanges in the leggings where the boots meet. the chest and leggings are pretty much set in stone because i cannot find leggings that don’t give me saddlebags…and even worse, the leggings usually are very wide at the top while the chest piece tapers. this produces a strange gap and is usually an issue with most heavy armor.
thanks!
also, does anyone know the name of crusader hiroki’s chest armor? i can’t find it for the life of me…
and if there’s an armor simulator somewhere out there, i would LOVE a link. searching has proved fruitless…
i wasn’t mad in the least. i was trying to give alternative uses for karma that help you keep more gold in your pocket. if that’s your prerogative, then i hope it helped. if gold is not your issue, then you can ignore what i said.
however, i will add that karma is basically a currency you do NOT have to earn if you’re not working towards a legendary. why? if you see no use for it and it doesn’t take up any inventory space, why be mad? it’s just a purple number on your ‘i’ menu. karma is basically free currency imo. you do some stuff in the open world that happens to PAY you in exp, some coin and some karma. i have a much bigger problem with the 3k fractal relics and dungeon tokens in my bank in comparison to karma, which again does not take up any space and is awarded in abundant amounts to the point where it’s practically free.
everything costs time, not gold. gold is a representation of time invested in the pursuit of something(gold). that is the misconception many players have. gold gold gold. in fact, it is really just time. everything costs gold? no. everything costs time, which is the ultimate currency.
well this experiences will vary accordingly, but having 3x 80’s myself and the moment each turned 80, i can’t remember more than 1 or at most, 2 temples uncontested on my server. if your server keeps orr’s temples uncontested 24/7…i would like to move there.
aside from that, i don’t consider a time-restriction a grind at all, actually. in my eyes, it’s quite the opposite. if someone is given an opportunity to do 1 event over and over for some type of currency to buy premium goods and he sits there for 6 hours a day doing said event, that is a grind.
if that same player logs on to do a daily achievement that limits how much he can gain, while at the same time requiring him to go to different parts of the world every day(as i interpreted colin’s post), he can still get that premium item, but not at the cost of mindless 6h grindfests.
in fact, the way i see this system is a benefit for casuals(like myself) who don’t have 6-16 hours a day to play. some days i only have time to log on and do my daily.
in the end, all player types can still get what they want and there are less complaints about no end game content. while i admit that a time-based system of reward is kind of juvenile to extend the end game…it’s better than what we currently have.
karma is very useful as chaster has pointed out. you can buy many 1 of a kind 1-use items that enhance(some say are necessary) for certain parts of pve/dungeons.
other every day use items such as harvesting tools, unique skins and if you are swimming in karma, exotics to throw into the mf for sellable exos.
what i see too often, is the underlying concept that everything in this game must contribute to making gold. excuse me if i’m wrong, but i really don’t think i am. karma has limited uses outside of cooking that generate coin and this is where the complaint about karma being useless stems from. it is far from useless. what it does is prevent you from having to spend those 4s for harvesting tools. or prevent you from dying in the dredge fractal and incurring repair costs(spy kits)
the answer is quite simple, actually. you’re limited to how many crowns you can earn per day. karma is limitless. in order to keep the carrot at a decent distance, they need to limit the one thing all humans need to abide by: time.
if you can only earn so much within a 24h time frame, then that’s one way to keep players from acquiring the best gear in hours and then complain there’s no end game.
smart move if you ask me. a good day in wvw can net you in excess of 100k karma. now think about that vs a time-contraint currency and you’ll see why the devs adopted this model.
i can tell you the 10x recipe is also 33% true. or better in my case. people are just afraid to do the 10×. there have been people screwed with the 1x recipe as well. 300+ shards later with 1x and still not at 77. the smaller gamble doesn’t ‘hurt’ as much, but it’s just perception.
There is a much greater sample rate on 1x rather than 10×.
You’ll virtually need 750 shards to for a real 33% chanceUnless the chances on 10x recipe are higher than 1x so you end up with similar results for a stack of shards on each recipe.
If you get the same odds on both recipes, then the risk is much greater on 10x, it is all-or-nothing.I’ll bet with you that there are much more people who got burnt by the 10x rather than the 1×.
the fact that the sample size for the 1x is larger than 10x is a given. there’s no need to discuss that, otherwise why would there be more conclusive evidence for the 33% on 1x and less for the 10x? nuff said.
the risk is the same either way. why? gambling has no memory. whether or not you get a streak of bad or good luck with 1x or 10x is irrelevant to your total result if you use the same amount of materials or attempts.
i’ll bet with you that the people who got burnt are equal. like i said, it’s all perception. it doesn’t seem to hurt as much when you fail 10* 1x in a day versus 1* 10×. it’s only the people who complain about the 10x failing versus the amount of people complaining that failed the 1×. i am willing to bet my whole account that there are much fewer complainers who had a bad return with 1×.
regardless, the chances are the same. why would anet purposefully manipulate the outcome for the 2 recipes that when used in proportion to each other, use the exact same amount of materials? it doesn’t make sense at all.
i can tell you the 10x recipe is also 33% true. or better in my case. people are just afraid to do the 10×. there have been people screwed with the 1x recipe as well. 300+ shards later with 1x and still not at 77. the smaller gamble doesn’t ‘hurt’ as much, but it’s just perception.
i just opened up a support ticket. my keys e, g and h don’t work in game unless i’ve pressed them 3-5 times before they register and bring up the appropriate menu and for chatting/strafing. my friend also has this problem as of the last build, but neither of us had any issues beforehand, as in i could press as many keys as i want without encountering any unresponsiveness. it only occurs in game when GW2 is the main window open. if i alt tab, the keys work just fine.
we are both running GW2 off of Asus laptops. mine is the g53s and his is the g73s.
unless you can source it with a screenshot, 1x can not yield more than 1 clover. otherwise 10x would give 10-30, which it doesn’t. out of my 144 clovers, I used the 10x recipe and had better than the reported 33%. RNG is RNG
ah = altruistic healing; boons applied to allies(yourself included) heals a small bit
em = empowering might; crit hits give allies(yourself included) 5sec of might
em makes ah a powerful(staple or cookie cutter) pve and somewhat wvw build
as for sigil, energy you cannot go wrong with especially if you took selfless daring. i use it for dungeons and wvw and having an extra dodge is quite useful.
other notable mentions are sigil of battle if you swap often, strength if you run high crit chance, bloodlust if you never get downed
if we follow the trend that we have thus far, ascended gear will be able to be infused for further agony resistance. my question is when people with legendaries have their weapons bumped up to ascended status, will they have an option to infuse the weapons further? i’m assuming ascended weapons can be upgraded with the 5 vials + 3 globs + 1 shard recipe.
if we toss our legendaries into the forge with the intent to further infuse them, will the recipe:
1. not work, having us stuck with a sub par weapon in terms of total agony resistance
2. work, but downgrade the legendary tier to ascended
3. work as intended and keep our legendary tier
further interpretation that legendaries will always be BIS, i would think that once they are bumped up to ascended tier in terms of stats, they will already be infused, for a base 5 agony resistance. i hope that this is NOT the case, however, because i like progressing for improvements(however little the amount of work).
because more than half of the people posting here that used the 10x recipe had better than 33% odds.
play it safe or go big and win(or lose) big. it also reduced the chance or pain of carpal tunnel with less clicking and time wasted.
If your carpal tunnel is that bad please step away from the computer.
’twas a joke, friend
find offpeak hours to jump. i get about 30 boh per hour of wvw kills and the 15 from jp daily. just keep at it!
because more than half of the people posting here that used the 10x recipe had better than 33% odds.
play it safe or go big and win(or lose) big. it also reduced the chance or pain of carpal tunnel with less clicking and time wasted.
At first I looked that 100 useful stats compared to 96 useful stats. Now I look that 50 useful stats + 50 half-useful stats + 50 useless stats.
well you’re the resident war expert going solo on any and all bosses. i can’t argue with you really since my play revolves around grouping. i use 7/8 of any all stat gear. mf is the only NON use stat. it fits guardian playstyle very well as someone posted earlier. cannons will find little use. bunkers will find marginally more use. hybrid, well i needn’t say any more than i’ve already said about hybrid builds(myself).
It’s as I said earlier: it can work if you build yourself around it well. That’s one thing I like about GW2, you have a lot of build freedom and you can make your build work if you’re smart about how you do it.
What I was protesting in your post was the perceived notion that you’re going to be equally as good at DPS as a person who specifically specs into DPS….which is clearly false. You may output respectable damage and respectable healing, no one’s arguing otherwise….but it’s not at the same level as someone who stated into those areas specifically. That’s all I’ve been trying to say here.
yes i agree that i will never be better than anyone who specced specifically into those roles. however, more often than not, i’ve not had a great party comp with the ideal setup, whatever anyone’s perception of that may be. for me, the closest i’ve had was:
ele: staff water/earth for support/heals
thf: sword/dagger for dps
war: gs or xxx/axe for dps, sometimes banners or shouts for hybrid support
nec: staff with wells/marks for control/support
grd: hammer or scepter/shield for control and support
because it’s rare that i get such a nice comp, i usually have to hybridize between dps and support. i can control with hammer, if i must, and usually take healing of some kind if i go that route. my main focus as you can see is sword/shield and scepter/shield because i love shield 4’s ability and 5 is great for control, especially in wvw.
since i have aggroed the wife and as some of you may know, no stat distribution can defeat an aggroed wife, i will leave with the final comments(i would love to continue this discussion):
-whatever stat distribution compliments your playstyle/utilities, go with it. my experience has dictated that having as much all stat as possible works in my favor(just karka alone or solaria or any ONE all stat item can’t make justify the loss in 3 focused stats). also, experiences vary wildly. this, like i said, is what i’ve come to expect on an average day of play.
-if you can utilize most if not all of the stats in an all stat item, then your gain is much larger than had you specced into a focused 3/4 stat distribution. i will say that you will gain a marginally at the least to a significant advantage over the average casual player.
-skill will always trump stats. not much to say about that. a terrible player with all stats is still terrible. a terrible player with focused stats is still terrible. if a player with incredible dps gets downed, his contribution during the downed phase is ZERO. in addition, once he goes down, everyone who stops to rez is no longer contributing to dps. in contrast, a great player with great dps can stay up longer if he has the support he needs. i tend to be a gap filler to fill in what my party lacks and all stats allows such flexibility.
that doesn’t make your argument any more true than mine. i perform and adapt to any situation and my stats compliment and allow me that freedom. i can specc cannon and be fine as well, though that is not my goal. what i want to do is be as valuable a team member in a party and this allows me to do so because i can’t count on everyone to do their duty 100% if specced 100% into that role. your particular skill lvl may be higher than the pugs i play with, but that’s the nature of the beast. since i pug, my party comp is different every time and i factor this into my playstyle. if i had a static group with a ranger like you in the party, i could afford to go full support/heal and not feel bad about contributing miniscule dmg, but i don’t.
aggro-wise, i definitely own it with the shield and proximity. dmg can be argued, but i stack might on crits and also on blocks, of which i have 3 immediate uses. blinds i cause also grant vulnerability(9 stacks). my damage is nothing to laugh at.
home from reunion.
what’s not shown is the 54% crit dmg. and the rhs giving me 56% crit chance.
i can see why i draw aggro. not on your terms, of course, but in keeping with the semi-official if that, post from the wiki.
[edit]
even if my armor was low-which it’s not, i still fulfill the other requirements
(edited by kiba.2768)
your post is misleading or not worded correctly, because you said my stats are the lowest, which is fallacious. my stats numerically cannot be the lowest, in fact, probably the highest since i’m utilizing so many all stat items, which give out more stats numerically than anything else. compare numbers-wise solaria, lunaria, karka and 6 divinity runes vs anything else you like.
numbers don’t lie.
however, if the aggro mechanic is running off of a different algorithm than what you posted, then it’s a mystery still.
however, again, by what you posted, if the list is up-down in importance, that would lead me to believe that i:
1. am closest(melee)
2. dealing damage(of course i am)
3. top damage(1h sword is 2nd for static top damage on guard)
4. who is using a shield(i am, both my offhands are shields)
that ‘official’ information killed your argument, as it states those who are in closest proximity, do (the most) damage and are using a shield/has MORE ARMOR gain aggro.
if i’m always aggroed, i fulfill all of those requirements
i’m also not saying i’m not stronger than anyone in a particular ONE stat, but if aggro works on a number of factors, i fulfill all of not most of them(aside from cannons/bunkers)
this was previously done with silk > gossamer. well played
If you’re drawing aggro the easiest, it’s because your stats are lower than everyone else. That’s one of the conditions for aggro.
don’t think so. official post to prove me wrong?
my total power, precision, toughness and hp are higher than my respective party members’
what i’ve heard is that aggro is dependent upon highest hp. but is also untrue as i’ve pulled aggro from warriors and have had d/d ele’s pull aggro from me.
actually, removing myself from combat is a bad idea since i draw aggro the easiest in my pugs. i should put up a screen of my stats, but i’m not on my laptop at the moment. my dps is between a full support and a full zerker. however, STATISTICALLY speaking, i live longer than my zerker groupies and longer than my medium/light armored support.
and it’s a matter of opinion, but your argument stems from having the highest or most dps in a party, which doesn’t win the day every time. everyone does damage. more damage does not mean the encounter ends sooner. if more damage = squishy, losing your main dps since he’s paper thin, means losing more than 20% dps because he was 1-2 shot. skill aside that is. i’ve often found a good balanced mix of players to have the fastest encounters. full zerk and full bunker parties run slower since i’m always having to rez the cannons and bunkers…we never die but we take forever killing something.
my argument comes from utility of your profession against your argument of just dps.
i was referring to every situation/encounter. changing builds is not an option in the open world since your profession trainer isn’t available 24/7. what i can say is that after every encounter i am able to pick different utilities that capitalize on my stat distribution based on the next encounter and the efficiency of our pug. if our ‘healer’ keeps getting downed, i can definitely pick up his slack, though not as well, but it’s better than not having any support. dps will suffer as i’m removing myself from damaging mobs to heal or support, but given the situation(my personal preference), i would rather sacrifice damage until i can get our healer or support up. pve encounters are static as enemies’ attacks rarely if ever change rotation. it plays to our advantage.
in wvw, i have no problem with thieves. i either draw or win, but that’s more of a skill thing than stats.
[edit]
i run full valkyrie slotted with 6/6 divinity, solaria, lunaria and karka. triforge is an option as i have all the mats to craft it, but pending an ascended amulet being introduced, i’m keeping it as raw mats. the rest of my gear is a mix of zerker, knight’s and soldier’s. i do keep cleric trinkets in my bag, but healing scales horribly unless you go all in(an omission i will admit, which makes all stat gear basically all stats minus the magic find and healing).
i utilize power, toughness, vitality, precision, crit dmg. in a minor way, i use healing and condition dmg. magic find has no use for me. the tradeoff is noticeable after running full zerker, full soldiers, full knight’s, etc. my playstyle and ‘role’(role-less) have not changed since trying out different sets of stat distribution.
[edit2]
my experience comes from only pugging. i don’t do static groups, ever. my friends list is less than 10 people with never more than 4 on at a time. my followers list, however, is quite lengthy, but like i said, since i don’t do static groups…there’s no need to add them as i only chat with the few friends on my list. this may color the above explanation, as running a (good) static group, i would much rather go with a 3/4 stat distribution as i know that everyone will be performing admirably.
(edited by kiba.2768)
the recipes are AB. i picked up the claw recipe 2 days ago and in the same set of runs, someone got the fang recipe.
-snip-
your only true advantage is a greater amount of adaptability.
this is all i cared to comment about in your post. adaptability > specificity, especially in groups. granted, it’s worth more in pugs than static groups where everyone knows their ‘role,’ however being flexible is the most important thing in gw2 since there are no defined roles based on profession.
just the karka shell alone won’t make a big impact, but the more all stat gear you can equip, the more powerful that concept becomes. of course the more you can utilize those extra stats, the better off you are. if your profession/build benefits from only using 3 stats, then these all stat items are not for you, but i will venture to say that MOST builds rely on more than 3 stats, going so far as to say that it is unavoidable to use more than just 3 core stats.
i’m still hovering around 1 per day. found 2 off the same node actually the other day. i have no use for these other than to sell them while gathering passion fruits
let me add that soloing champs is actually easier than with a group. if it’s a de, the scaling works out in your favor. not only this, but the less people there are, the less particle effects flying around, so you can actually be alerted to the champ’s tell before a big attack.
i’m sure if you’ve ever done a boss/champ with 5-15 people, it’s hard to see what is happening, especially if you’re melee.
i already do. it’s no challenge. they are minibosses, so all you have to do is watch their tells, just like normal bosses in dungeons.
necroing a thread, but i am working on my second legendary. i did a full mystic clover run from 0-77 in 1 sitting and here are my results after using 10x to get 70, then 1x for the remaining 7.
it took 224 ‘attempts’
well, i think your question was actually 2 questions and i only really answered 1 of them(the easier of the 2). in reality, imagine the impact on the global market if the drop rate of rares was that high. i know you were throwing numbers out, but realistically, a 1% drop rate for rares and .2% for exotics seems to be perfectly viable imo.
i take it that your question about rares only applies to normally dropped rares and the other question was about unique skins and they are not related.although i do see a problem with champs dropping trash or white items…i wish they were eliminated from the loot table. champs should be dropping blues and higher only.
How would you feel about regional skins that dropped at the rates i mentioned at a masterwork level, and exotic versions that dropped at 1-1.5% that had an additional effect on them?
Or should we go to a regional token system, which i think I could be ok with. Perhaps a hybrid version with rares available for tokens and exotics from drops?
Again, just trying to get as many ideas as possible until we get something good.
i’m all for keeping the rates for rares/exotics between .5%-2%. the masterworks can drop at 25% for all i care. as for visual effects, i’m guessing that your motivation for these unique regional skins is FOR the visual effect, which i’m 100% with you. the reason i wanted these to be just skins is for the fact that the motivation behind rares and exotics is usually gold and vertical progression related. if they were skins only, then it would keep the marketeering out completely. actually, let me correct myself, these skins should work much like the karma gear you can buy- account bound(karma gear can still be made unbound by using 4x in the mystic forge, but skins you can’t forge, unless i’m mistaken).
even better, if the champion loot tables had some unique properties to them, such as rare materials. by that, i mean scaled fine and higher tier materials. imagine having the chance to get an obsidian shard or a mystic coin or a bag with 1 each t6 material or ‘xxx’ from a champion. these of course would need to be quite rare, as it is some champions can be soloed, to prevent abuse of the drops.
in the end, i believe that adding in a system similar to what i described would totally revitalize lower lvl zones. i really really miss queensdale and it’s sad that i rarely go there anymore.
rogue has some very good points. you will have a ton of excess skill points if you are taking this casually and the more you farm the mats, the more skill points you’ll have. you can then, like he said, turn cores into lodestones.
clovers should definitely be done first. in fact, i would even venture to say that the biggest 2 hurdles are the rng aspect of clovers and the gold for charged lodestones. i suggest the gift of fortune FIRST, then do the gift of bolt SECOND. the other gifts don’t really require any gold and can be made concurrently while farming the gold/mats for the gifts of fortune and bolt.
well, i think your question was actually 2 questions and i only really answered 1 of them(the easier of the 2). in reality, imagine the impact on the global market if the drop rate of rares was that high. i know you were throwing numbers out, but realistically, a 1% drop rate for rares and .2% for exotics seems to be perfectly viable imo.
i take it that your question about rares only applies to normally dropped rares and the other question was about unique skins and they are not related.
although i do see a problem with champs dropping trash or white items…i wish they were eliminated from the loot table. champs should be dropping blues and higher only.
hey chaotic storm-
i’m working on my bolt as well and taking a very liberal amount of time with it. it depends on how you want to approach the materials cost.
for me, the thought of trying to 100% farm up all the materials is unrealistic. the time frame would be more than a year, even for players that play in excess of 6 hours a day.
a mixed approach would be, imo, more fun and less stressful. what i mean by that is farming some(in reality, less than half, or even a quarter) of the materials and buying the rest from the trading post. let me dispel any feelings of cheapening your legendary by buying the mats. why? if you farmed the gold to buy the mats, it’s still you doing the work to acquire the mats, just in a more efficient manner(and won’t drive you crazy trying to get 100 charged lodestones from sparks).
if you like doing fractals, it seems to be a fair tradeoff for cores and t6 mats in addition to the rares/exotics you can salvage or sell for coin/ecto.
running the more lucrative dungeons such as AC can get you some good coin in a short amount of time as well.
whatever path you take, just remember that if you get bored there’s other avenues(less efficient but maybe more fun?) you can take to still get your bolt.
oh, one more thing: i just made the gift of metal in about 10 days of mining for an hour each day. i spent not a SINGLE copper on it, so it’s totally doable for very cheap or zero coin out of your pocket.
someone posted method to revitalize the lower lvl zones and while i can’t cite the source, it had some good merit.
basically it works similar to the dungeon token system…
if you want a unique skin per region, i believe that repeating renown hearts should give you a set amount of tokens unique to that region, ie kryta, shiverpeaks, etc. each renown heart can only be completed once a day(much like dailies) to limit the amount of tokens a player can acquire. also, these renown hearts would only give out tokens after that zone has been 100%(zone or region, i haven’t decided yet).
have a vendor in each major capital city of each region that trades those region tokens for a region skin. i won’t venture to say how many tokens for what type of gear or what tier the gear would be(i say SKIN only-so imo, tier-less).
of course, it would be a long time coming unless the devs have already started working on such a system and the art directors have designed a whole new set of gear per region.
the rates are too high. i think the drop rate of rares/exotics is perfectly in line as they are.
5% for exotics from champs? 11.5% for rares? those rates are ridiculously high.
today i received both a black lion key(which i haven’t seen drop in probably close to 3 weeks) and a recipe for the claw of the howling king. it’s been close to 70 full runs for me.
np mate. honestly, they should make a de involving the funny golems around the asura gate. they’re always spinning around when i walk by.
they were always there. i do the jp and de there on a daily basis.
asking this 1 minute after the patch launch. i don’t think anyone will have ‘found’ anything within that 1 minute…
as usual, patch notes will be out within the hour. jeez.
why not use the achievement system? if you’re going after zap, have an npc as part of your scavenger hunt that requires 10k kills with a 1h sword before you can even attempt to get zap. he could give you some item when mixed with x, y and z produces zap.
since legendaries are most likely an end-game goal of most legendary chasers, 10k kills proves they are in it to win it and really, 10k kills isn’t that hard to get. where it gets interesting is when people want to craft a second legendary or an offhand where it’s more difficult to get a killing blow(some classes may have a really hard time with certain offhands…having another profession that uses the offhand in a manner of dps would help, but i feel this cheapens the achievement).
honestly, if i were anet, i would release the scavenger hunt OVER TIME to retain players playing the game.
this may have been mentioned before, but i think that the scavenger hunt precursors should be account bound. it will reduce the amount of marketeering, at least on the precursor side. t6 mats will be manipulated whether or not the precursors are AB or BoE. from anet’s perspective and i don’t fault them at all, since this game is a BUSINESS for them, making the scavenger hunt precursors BoE would be a better move. precursor prices will drop and i won’t even venture to say how much, but this opens a window for more players to buy gems > gold therefore filling anet’s coffers. it’s a win/win in my eyes, but i can guarantee that players will NOT support BoE precursors since manipulating will still be an option if they can be sold.
no matter AB or BoE precursor, i believe anet will still keep the completed legendary BoE regardless of its origin.
the question is, what kinds of chest are precursors dropping from?
chest?
splendid chest?
magnificent chest?
large chest?
large chests and higher tier chests can drop precursors(exotics) iirc. could be wrong, but i’ve done so many jp’s and only ever gotten exotics from that tier. never noticed if mag chests dropped exos.
well I’m not crafting apothecary gear. initially i was after the passion fruits for infusions and the flowers were just a bonus. 1 flower = 110 passion fruits/14 karka shells. I’m already mining ori. doesn’t hurt to spend an extra 5 minutes harvesting passiflowers
i farm southsun for passion fruits and on average across 3x 80’s, i get 1.25 flowers per day.
a run takes about 15m with all the ori thrown in as well.
depends on what you wanna do. i find guardian to be balanced in gameplay and much preferred by groups in pve groups(dungeons). in wvw they can disrupt zergs and in pvp defend a cap solo if you go bunker.
i have 2x 80 guardians and an 80 warrior.