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Cyninja.2954

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Everything posted by Cyninja.2954

  1. > @"Ashantara.8731" said: > > @"Cyninja.2954" said: > > The LFG posting is about finding a specific type of player. > > Yes, I know. > > Why not put up LI requirements for _all_ content then? How about world bosses? Yes, they are _so_ hard that everyone on the map should have at least 150 LI or be gone. ;) If that were possible, and people found enough players (there are occasional organized meta event maps btw), then more power to them. Why would I or any one for that matter care? Would I find it ridiculous? Sure. Would it make me shake my head? Likely. So what?
  2. > @"Ashantara.8731" said: > > @"Katary.7096" said: > > > @"Ashantara.8731" said: > > > It truly is pathetic to ask for LI/KP in simple content like this. Everytime I see it, I cringe. ;) So far, I have had nothing but positive experience with PUGs in CM DRMs. > > > > The way these players get enjoyment out of the game is different from the way you do. That does not make them inferior. > > _They_ are trying to make others look inferior by putting up LI requirements for such simple content. It's elitist and truly ridiculous. If you feel someone is trying to make you feel inferior via a LFG posting for group creation, that is on you and not them. The LFG posting is about finding a specific type of player. What you read into it is based on your own insecurities. > @"Ashantara.8731" said: > That's all I am saying, I don't see why it's so hard to understand and why I have to repeat myself time and again (I'm saying it's ridiculously elitist and completely unnecessary and exorbitant for this type of content, you claim I'm calling them inferior - logic?). Yes it is, but it's their group, so what do you care. Ignore the listing and move on and stop telling others how to play the game.
  3. > @"Jilora.9524" said: > Most don't like to create their own group. I don't. I'll happily stare at a lfg section waiting for others. idk why. This is your problem right here. You are judging someone who actually took the initiative you are unwilling to take and judging them. Yes, taking the lead might comes more natural to some, that doesn't mean it's easy. Maybe the player has been through enough situations where he took the initiative for things to go sour, or not work out. It wouldn't even matter, if you are on the sidelines, don't judge others. It's easy enough to throw up a LFG with no requirements, those often fill faster than the ones with requirements. If every player would take more initiative we would not be having the issues that are being talked about in circles on the forums. Yes, it's human nature to let others take the lead, why? because it's easy. It's also human nature to blame others for personal shortcomings or laziness. Now don't get me wrong, you can blame others as much as you want (for what ever good it might do, sure it helps to vent sometimes), but at least acknowledge your own responsibility in this issue. I find it hilarious that players make such LFGs myself, though I would easily qualify for any requirements made, but I fully accept other players right to form their groups how they want them too. Their group, their rules, none of my beeswax.
  4. > @"Dawdler.8521" said: > > @"anduriell.6280" said: > > WvW is not for duelling, you are taking one of the limited spots in that map for doing something you can do in obsidian sanctum. > > If you want to benefit from the participation you should do that, **participate** . > I've personally dropped from T6 to below T3 because I was defending a spawn tower vs a 5 man guild with no supply to repair, tried to delay them running to the spawncamp while calling for help, delaying them at the camp and then giving up on it because I no longer **participated** in WvW despite probably having downed them like 10 times but failed to secure a kill because as per usual its one pocket healer per dps at the minimum. > > Anet does not consider that participating in WvW. > > You dont either? > > Should I have whispered them and taken the 1v5 to Obsidian? Technically, you are proving his point. You spent time delaying something basically inevitable, given the situation you described, while low on resources and player support, while being heavily out numbered and not skilled enough to compensate for the gap. It comes down to opportunity cost here: think about what else you could have done in that time which would have actually mattered to the server match-up? Flipped some camps, flipped some guards, giving this group which is dangerous to bigger objectives potential new targets instead of going for the next tower. You could have even gone and gotten supplies yourself in order to better defend the tower, instead of trailing the group. I'm pretty sure the developers would love to hand out participation based on players actively playing the game mode, but right now this is tied to objectives as to ensure players are engaged in some type of meaningful exchange (no matter how little meaning this exchange might be, given karma trains and so on). That tower "defense" would have also looked very different if you had supplies, in which case participation would again not have been an issue. So technically, no, roaming without significant impact is not participating in WvW according to the current participation methods.
  5. I've played dungeons daily in the past during core. Now I run them occasionally (I have all the dungeon achievements done) when I feel like it or when people in one of the guilds I am in feel like running dungeons. I've been playing fractals since 2 weeks after their release back in November 2012. I've gone through pretty much every iteration this content has seen and have been running high end fractals in all variations (rank 30+ when the max rank was 100, rank 45-50 when the max rank was 50, T4 and CMs now, etc.). This content probably changed the most design wise from its original design. Agony resistance used to not be mandatory (if you were good enough to dodge agony boss attacks, you could survive even with less AR. Literally 1 fail and dead back in the day), which was changed into the current system of it being a gear gate (agony attacks are now guaranteed and you need the resistance to survive them). I've been raiding on and off starting with getting into raids way back when they released with a guild (Karma Initiative actually). Was part of a progress raid guild a few years ago. Have PUG raided in the past for months while not being in a guild which raids (my static guild disbanded eventually due to real life commitments). To being in a raid static atm which full clears Mondays, while helping out guild members in more casual oriented guilds which also raid (usually clearing 4-6 wings per week). It remains by far some of the best designed content for players to play and conquer together, if one is so inclined. Strikes are to raiding or challenging group content what story missions are to meta farms. Fun to do occasionally, boring beyond belief if one did them constantly. I ran daily strikes for a few weeks, opened the chest weekly, ran Forging Steel solo daily for around 2 weeks even only to basically not care about strikes at all. Now I maybe do a set of strikes 1nce per week, if I have nothing better to do. Cold War I've complete probably 12 times or so, couldn't even be bothered to work on that achievement. Dragon Response Missions, same thing as strikes, only in this case in relation to dungeons and fractals. My personal guess is: they remain to difficult for more casual oriented players (and let's be honest, why would those players not run a dungeon or fractal?) and for any advanced players these are just beyond boring. I do have hopes that maybe we have simply not seen any development here which the developers intend to implement, given how the mastery related to them is locked mostly and there will likely be more missions coming. So maybe this will make for a good "easy" instanced content set, who knows. **TL;DR**: Most of this games instanced content is designed with players who want to play together in mind. In this case mostly guild members, friends, communities, etc. Running this content with such people is good fun. For any one who simply wants his solo experience in a MMORPG, there are open world meta events.
  6. > @"HybridZ.1520" said: > > @"Cyninja.2954" said: > > That mastery point is accessible via one of the recently released Dragon Response Missions, which plays out in that area. It being shown on the regular map is likely a bug. > > The current DRMs are in Metrica Province, Brisban Wildlands, and Gendarran Fields. That screenshot is from Caledon Forest. It might be in an upcoming DRM and will become available in time. Or it is an outright bug. Regardless, the point is there are no DRMs in Caledon Forest _**yet**_. Good point. This might be a not yet implemented DRM. I missed the part where this is in Caledon Forest.
  7. That mastery point is accessible via one of the recently released Dragon Response Missions, which plays out in that area. It being shown on the regular map is likely a bug.
  8. As mentioned in the other thread, my expectations were overall low (assuming that a ton of work will be going towards the expansion and more and more developers will be joining that work effort), which probably helped in not being disappointed to begin with. What I liked: - the addition of the VA for episodes 3 and 4. I had already completed the story 4-5 times, but always intended to replay it with VA 1nce more. The addition of the 2 achievements for replaying it caught me by surprise, I hadn't checked old episodes for new achievements, and was a nice touch. - I like the general idea of Dragon Response Missions and what the developers are trying to do and hope that once the masteries and releases are fleshed out the overall presentation feels better. Overall the game is now sporting a ton more possible easy group content. For players in active communities, this offers a nice segment and alternative in what to play. - also liked the direction the story is taking. Then again I don't expect Shakespeare quality of writing, and I'm sure some of this forums critics would take that apart too, so unless any of the characters go off in a completely weird direction, I'm good. The one thing I do enjoy here, at least that's how I feel, is that the constant threats we face are not in an expanding Dragonballesque style of growth. What I mean by that is: we are not moving to the next big entity trying to make things grander and bigger each time something is overcome (going from city, to country, to planet, to space, to beyond life type of threats). Imo that simply leads to nonsense stories and bs (all it takes is to look at where WoW has ended up story wise).
  9. Pretty much what I was expecting and I am scratching my head as to how most players here expected more or less, because even the most basic analysis of past content releases would have prepared one for this. My reasoning so far has been as follows: **a**.) we've seen an unprecedented focus on living world content with nearly no support for other game modes or more difficult content. The random fractal drop was a nice touch, but we can hardly speak of supported instanced content by now. The irony here: the new "difficult" content is not even bare bones difficult for competent players, yet still to difficult for the average pleb open world player (no disrespect, everyone can enjoy the game how they want, but the average player here just as in most MMOs is beyond shit skill wise) **b**.) it has become clear that quantity was added instead of quality. By that I mean quantity in the grind which was added for achievements and "busywork". This has been evident in nearly the entire Saga by now, bar the first episode. The fault here lies with the mixed signals of the player base tbh. If the achievements are to easy/fast/complete able, the forums light up like a christmas tree over lack of content. If they are to grindy, same thing just the other way around. My personal assumption here is: the metrics show that grindy stuff keeps many players engaged longer overall, so that's what the developers are running with. **c**.) the moment the last date for a big balance patch passed by without that balance patch happening made it very clear to me that those resources are being spent else where. There is no point in huge balance patches, mind you even IF the resources where there, when new elite specializations are being developed and to be released. Without going into unofficial confirmations about new elites being in the works, I would not hold my breath on any major balance reworks until shortly before the expansion or MAYBE right in the middle between now and the expansion launch, so around early next year (if at all). **d**.) doing some simple research on past expansions and seasons, time frames for their development, the release schedules around those expansions and content drops, one can extrapolate just how much content one can expect. For example: - Living World Season 2 episode 8 released on January 15, 2015. HoT launched on October 25, 2015. That's **8 1/2 months of no PvE content** pre expansion launch - HoT launched on Oktober 25, 2015. Season 3 episode 1 released on July 26, 2016. That's **9 months of no "new" PvE content** (the studio was working on fixing HoT content mostly) post expansion launch - PoF was a far smaller expansion than HoT and this was also noticed in the far more fluent transition of Living World season 3 into PoF into Living World Season 4. At the same time, development time for episodes increased and lead to even some "unfinished" episodes like a Bug in the System which clearly saw content cut. So again, the more fluent release cadence came at a cost of other features. We have had a very steady release schedule this Saga, in most cases faster or at a similar fast speed of past seasons. With an expansion in the works for the majority of time in the back ground with now minor content updates to bridge the otherwise resulting gap, as was done pre and post HoT. That is all on the back of a studio which laid off staff, is working through a pandemic AND has been fighting declining revenue and increasing age of the game. It's pretty clear that more and more open world teams are likely shifting over into expansion mode as they finish their current living world season content. My guess is that the Dragon Response Missions as we see them right now are a filler and farm/grind release to give players something to do with some big Saga finale being worked on which will lead into the next expansion. Given all this, I am rather surprised with the quality of the Dragon Response Missions. To me they feel a bit like a mix of Living World Season 1 and Season 2 mixed together, and we know how loud some players have been asking for Season 1 similar content. Well here you have it. **TL;DR**: Far to many players are wearing their rose tinted glasses without actually looking up how things were in the past (in this case development wise). Only to then extrapolate expectations based on these rose colored memories of fairies and fantasies and the good old times, to then be disappointed when reality sets in. Reality in this case is: the studio always has had a fixed amount of developers which are able to produce a set amount of content and no wishful thinking (or expecting) will increase this.
  10. Your picks are probably between some type of damage elementalist and learning to play the class, or power reaper. Power reaper is probably far easier to get started on and in general more tanky even if played less optimal.
  11. Don't worry, it happens. Usually customer support helps out. Make sure to be as clear as possible, and have the item on hand or easily accessible (for them easy to find) because they will likely have to remove the old item, or have you remove it, before reimbursing you with the lost one. Good Luck
  12. This gets mentioned in almost every single thread about precursors. It's specifically mention on the webssite https://wiki.guildwars2.com/wiki/Stat_changing > **Warning**: Using an ascended precursor weapon or armor with this recipe will yield a basic ascended weapon or armor and will no longer be usable to craft their respective legendary. Which I linked to you in your thread here: https://en-forum.guildwars2.com/discussion/comment/1370696#Comment_1370696 with the explicit recommendation to carefully read that page, even if this was about trinkets and how stat changing in general works (and it does mention that the item gets destroyed as well at the very beginning). Contact customer support, they might be able to help, but do yourself a favor and stop glossing over wikis and do try to read things marked as WARNING in a wiki.
  13. Rank 3 and onward of the mastery are not available at the moment. The amount of mastery points needed for new masteries in this release so far has been for a total of 3 mastery points (rank 1 for 1, rank 2 for 2). It should be obvious that additional mastery points will be made available, at the very least guaranteed by the fact that the total possible points in the Saga right now are not even sufficient to finish all the masteries if the entire 6 new ranks were available.
  14. Following the explanation of Rodrick, the general recommendation given is to pick a different armor weight for Envoy collection 1 than 2. The reason here being, it is valuable to have a full ascended set for a different weight than the first legendary armor will be (given this one can be traded around if desired). This is double useful for players who are not yet swimming in ascended gear. On that note, it is of VITAL importance to **be careful when selecting the ascended set from the 2nd Envoy collection**. This one is your "free" precursor set. Also very important: **do NOT reforge this ascended set** in the mystic forge via ascended stat changing because this will remove it's precursor functionality (reforging items destroys the old item and creates a new one, thus changing a precursor into a regular ascended item).
  15. > @"Dinas Dragonbane.2978" said: > This rune has changed little the past 8 years, funny how now it is op? Have some fun theorizing a counter at least, siege obviously would do wonders as would condi, since cleanses would prioritize players over cleansing their golems. Right, which part of the changes in the wiki did you exactly miss? Was it the rework in 2014 which gave the golem a 50% change to spawn? Or was it the rework in 2018 which made the spawn 100% but on a 1 minute timer. https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Golemancer You could at least fact check the stuff you mention, especially when it's all in the wiki of the rune. Your claim that the rune changed little in 8 years is strait up false (with the essential change that makes the golem spawn guaranteed on fight engage being a major change). Your inability to put the value of such a rune into context of other balance changes does the rest. Say for example a rework to hard cc skills, removing all damage from them, thus making any additional targets excellent at soaking cc skills while taking almost no damage. Hmmm come to think of it, what exactly did the last big balance patch do? Exactly.
  16. > @"maddoctor.2738" said: > > @"Astralporing.1957" said: > > I find it kind of funny that Anet, increasing the achievement grind in order to keep players longer in the game, in my case caused an exactly opposite effect - i'm now spending far less time on those achievements than before. > > I'm in the exact same situation. I had full meta completion until A Star to Guide Us but since then I found it harder and harder to enjoy getting meta completion, I got all meta completions in S4, but I can't say I enjoyed the process, it was more of a slog and took me many many months. While in previous episodes, I'd get the meta completed -before- the next episode released. Until the Icebrood Saga started when I completely stopped caring about the meta anymore, not because of Strike Mission addition but because I found it too boring anymore and I gave up. Yes, stuff has become more grindy (tbh, there has always been grindy achievements, but what is relevant here is that the "trivial" or regular achievements have become more grindy). I have everything completed myself, but I usually try to get everything done within 1 week after episode release, then never bother with the new content again, or barely. My personal assumption here, and I have no way of backing this up besides comparison to other MMORPGs, the long valued approach of having players drop in every few months for a few weeks just doesn't cut it any more revenue wise. Many players simply do not return or the money spent on the game for this hop ind and out approach is not high enough. I've always argued that only engaged and active players are spending money. As such, the content development went down a more grindy approach when it comes to achievements, given gear is not an option, as to keep players engaged longer. This is also reflected in the announcement of the armory (far ahead of any implementation or idea how to implement it), in an attempt to encourage more players into the far longer process of crafting legendary gear imo. This is I believe the studios reaction to the focus on living world content and keeping players busy as long as possible. **TL;DR**: The assumption that "regular", short term, returning players are contributing to this games revenue seems outdated. I believe the developers are trying a more constant engaged approach currently to see how this fares with players.
  17. > @"Dadnir.5038" said: > Scourge's shades at PoF release? I take your scourge shades at release, and raise you: - scourge greater shades with a 10 target ranged cap (now reduced to 2) - necromancer wells all with baseline lower cooldown (lasted a whole 1 day until nerfed back again) :lol:
  18. Question 1: Are you considering challenge mode fractals too, or only T4? Depending on your answer, the choice of class becomes far more flexible if only T4 are of consideration. Question 2: Is the build supposed to be fun, or able to carry a group? In general support builds like heal Firebrand are far better at carrying a weak T4 group. Heal scourge or well played power reaper can do the trick too though. Some good advice already given, I'd recommend the following: - get a full set of ascended berserker trinkets (Living World Season 3 and 4, etc.). These trinkets can be swapped to other characters and will retain their value and usefulness. If in doubt, always keep a set of berserker trinkets around, some character will always be able to make use of them - pick 2 or 3 classes (guardian, warrior, thief, engineer or necromancer). Guardian, warrior and necromancer (literally talking Reaper only) are very strait forward, engi is a bit more complex - get exotic berserker armor (use named exotic items for armor from the TP) and weapons - use alternative "cheaper" runes over endgame runes like scholar (Superior Rune of the Pack, Strength, Ogre, Infiltration, etc.) initially - try to use and play a recommended build from any of the build sites (metabattle, Discretize, etc.). Most relevant for correct weapon selection. Try out each of the classes and see which you enjoy the most. Then stick with that one and eventually upgrade to ascended weapons and armor with ideal runes. EDIT: The only reason revenant, in this case Renegade, did not make my list is because for alacrity there is a substantial amount of boon duration needed (and thus would deviate from berserker gear). Going power Herald, which could make use of that berserker gear, will work for medium level pick up groups, but you might face scrutiny over not being a renegade for alacrity. It is a very easy and straightforward power dps though.
  19. > @"Hannelore.8153" said: > > @"Cyninja.2954" said: > > > @"Hannelore.8153" said: > > > This is kind of like saying "I instantly die if a whole guild uses Battle Maul on me at once". In small group fights, the rune isn't a threat since the golem can't heal, unlike players and Ranger pets, and will be dead in a few seconds. > > > > Skills have target caps. Large groups rely on distributing damage across multiple targets, thus reducing individual damage and allowing for both more offensive movement as well as support to members. > > > > Having golems, or any type of "pet" run alongside you is like buffering the entire group by this golems life. As such a group of 20 players all running this rune are buffering their effective hit points by 20 x 50,000 = 1,000,000 life. Or expressed in a different way, if we assume a players average hit point pool in WvW is around 25k, having these golems tripples the initial EHP of the squad. That's pretty strong for a rune set. > > > > The fact the golems can't be healed is trivial, given their internal cooldown of 1 minute. Damage soaked by a golem is not damage taken by a player which is almost equivalent to damage healed (or rather similar to barrier). Or again simply put: the rune provides a 50,000 value barrier every 1 minute, per player, on a persisting moving entity which also attacks. > > > > Even worse, the target cap on control conditions and hard crowd control, and the priority of cleanses to players, means these golems will soak up a ton of enemy cc while not being initial targets for cleanses, which all go to players. > > > > Not sure how your comment addresses any of these issues. This rune becomes an issue because it scales with number of players and messes with the target cap. In small scale all of these things are non issues because you likely are not hitting the target cap to begin with. > > Its a complaint about a rune in a broken game mode that needs at least dozens of other changes, and instead of listening and implementing any of those changes, the devs look at threads like this and just nerf one thing severely and time marches on. > > Players may think they're helping the game like that, but its really just slowly making it worse. Except this is not about the rune. The main issue here is the target cap which is affected by this rune. Calling attention to things like this is important so the developers don't lose focus of which interactions are beneficial or a detriment in the game. Similar situations have been and are present in PvE. For example: - the birds instability in fractals, which caused multiple birds to spawn on players, overwhelmed the target cap for player skills (and had a heavy interaction with We Bleed Fire). - the Archdiviner at the end of the cliffside fractal used to have a room wide blind attack, which in past iterations was a 1 shot attack if players did not face away. A possible strategy was to "overwhelm" the attacks target cap with a lot of illusions and pets (which back then still worked as targets for skills). - almost every single world boss and its attacks works on a similar principle and thus allows players to eventually overwhelm the boss (combined with a fixed scaling). Target caps for skills, both player and npc, are an issue in this game. As are skills or effects which affect them. As example and already suggested: the golem spawned from this rune could simple be made a not priority target, thus making skills affect players first. That alone would change this, as I believe unintended behavior of the rune, without any "nerf" to the rune its self. As far as the game mode being broken: I don't support the argument that something being in a bad shape, if one would agree to your interpretation, means less attention is the way to go. Obviously this thread, if read by a developer, should be put into context of their next balance approach (aka consider target caps) and not seen as a singular item to change (unless the issue in question is highly disturbing and/or game breaking, which this rune is not, yet).
  20. If you are new to raiding and want to run with pick up groups or overall less static groups, it is advised to keep all raid decorations initially. Once you have progressed raid experience wise and cleared bosses and raid wing end bosses (50+ tokens for a wing final boss), you can begin discarding (donating to guild, selling to other guilds, etc.) most boss decorations. The most essential ones are usually: the hardest, most recent and/or wing final boss tokens. In general, the harder the fight, the more likely you will need the token for future proof.
  21. > @"Hannelore.8153" said: > This is kind of like saying "I instantly die if a whole guild uses Battle Maul on me at once". In small group fights, the rune isn't a threat since the golem can't heal, unlike players and Ranger pets, and will be dead in a few seconds. Skills have target caps. Large groups rely on distributing damage across multiple targets, thus reducing individual damage and allowing for both more offensive movement as well as support to members. Having golems, or any type of "pet" run alongside you is like buffering the entire group by this golems life. As such a group of 20 players all running this rune are buffering their effective hit points by 20 x 50,000 = 1,000,000 life. Or expressed in a different way, if we assume a players average hit point pool in WvW is around 25k, having these golems tripples the initial EHP of the squad. That's pretty strong for a rune set. The fact the golems can't be healed is trivial, given their internal cooldown of 1 minute. Damage soaked by a golem is not damage taken by a player which is almost equivalent to damage healed (or rather similar to barrier). Or again simply put: the rune provides a 50,000 value barrier every 1 minute, per player, on a persisting moving entity which also attacks. Even worse, the target cap on control conditions and hard crowd control, and the priority of cleanses to players, means these golems will soak up a ton of enemy cc while not being initial targets for cleanses, which all go to players. Not sure how your comment addresses any of these issues. This rune becomes an issue because it scales with number of players and messes with the target cap. In small scale all of these things are non issues because you likely are not hitting the target cap to begin with.
  22. Personal recommendation: The winterberry forest is not daily capped, unlike all the other Season 3 and 4 materials. It is character capped and will yield around 42-45 winterberries per character per day (or around 1.2-1.5k unbound magic if consumed and the gathering gain). A run takes around 5 minutes, which if starting from scratch adds up to around 12-13 characters one has to rush through in 1 day for the back item (if we assume 0 Winterberries and Unbound Magic). I have done so myself, it is very taxing. Just set a goal to work towards over a 2-3 day time period. If you can get someone to open a full home instance to gather on the next 1-2 days, even better. Also thing to note, the Ice Shards from Bjora March can be used to acquire an amulet and accessory. Gathering all the daily chests, if you have Saga mastery rank for it, will yield around 350 Shards (so 1 item per day). Running the strike missions, even if only the easy 3, will increase the Ice Shard yield by another 150. Overall it is very possible to gather a complete ascended trinket (and back item) set within a couple of days without taking more than maybe 20 minutes per day gathering. Good Luck.
  23. > @"Veprovina.4876" said: > > @"Cyninja.2954" said: > > Veilrender only has 3 stats to chose from. Similar to all the other class specific weapons. I am unsure if you can Mystic Forge state change it, or if it behaves similar to Caladbolg in that it does not allow to be put in the MF. > > > > If you are referring to the ascended back piece when asking about the Spinal Blades, that is a 100% no. Ascended stat change works ONLY for weapons and armor vie the MF. The only way to change stats on a back item is to infuse it, and that only works 1nce (and is rather pricey) or use a Blood Ruby BackPack . > > > > All of this can be found in the wiki on this subject: > > https://wiki.guildwars2.com/wiki/Stat_changing > > See, that's why i asked on the forums as well. In game, people assured me i can change both. > And the wiki is not helpful at all, doesn't explain anything really. > Now i don't know what to think. > > It's kind of umm, dumb not to be able to change stats... > I know they're "only" ascended and not legendary and i'm not asking to change stats on the fly, but i should be able to craft me some inscriptions and change the stats on all of it (except trinkets, those drop like flies anywhere and are easy to obtain). > > I spent the better part of the year crafting that spinal blade backpack, and at that time i was using a power build so i chose berserker stats on it. > Now i'm condi build and i'm stuck with power with no way to change it to something else except infusing it? > How does that make sense? > Do i really need to craft another backpack just to pick different stats? > And then another backpack if i want a third build? > It's easy enough for trinkets but shouldn't the rest of the difficult to obtain stuff have the ability to change stats? Not for free mind you, but still.. again, that is answered in the wiki: 1. Ascended weapons and armor > Ascended **weapons and armor** items can be exchanged for another of the same type with different stats by using an Exotic insignia (armor) or inscription (weapon) with the desired stats in one of the Mystic Forge recipes presented below. further down: 2. trinkets and back item > Ascended **trinkets and back items cannot have their stats changed**, but certain stat-selectable items can be **"reset" by infusing (or attuning) them**, allowing their stats to be chosen again. It then gives specifics on which back items and trinkets fall under which rule. Rings and back items can be infused, rings can be attuned. Once that is done though, the items can NOT be infuse or attuned again. Thus it's a 1 or 2 time thing. Accessories can not be changed at all. That is with exception to the Blood and Mist items, which are mentioned even further down. The wiki even mentions the Caladbolg and how that weapon behaves. The only thing which the wiki does not explicitly answer is if class ascended collection weapons can be placed in the MF. Which I would assume means they can, but am not sure. Everything else was answered in the wiki. In case you decide to follow Linken's advice, again try using a google search to find the respective wikis. In this case: For trinkets: https://wiki.guildwars2.com/wiki/Ascended_trinket For back items: https://wiki.guildwars2.com/wiki/Ascended_back_item It now comes down to you figuring out which Season 3 or 4 material you can gather the easiest, or have the most stored of. It is also possible to exchange Ice Shards from the current Living World Saga 5 into Season 4 materials. Thing to note, there are no easy to get back items from Season 4, so your best bet is to acquire trinkets from season 4 maps and work on getting a back item from a Season 3 map. The "easiest" to get is likely the Back item from the winterberry forst if you have enough characters to run through.
  24. Veilrender only has 3 stats to chose from. Similar to all the other class specific weapons. I am unsure if you can Mystic Forge state change it, or if it behaves similar to Caladbolg in that it does not allow to be put in the MF. If you are referring to the ascended back piece when asking about the Spinal Blades, that is a 100% no. Ascended stat change works ONLY for weapons and armor vie the MF. The only way to change stats on a back item is to infuse it, and that only works 1nce (and is rather pricey) or use a Blood Ruby BackPack . All of this can be found in the wiki on this subject: https://wiki.guildwars2.com/wiki/Stat_changing
  25. > @"crepuscular.9047" said: > and the upcoming LW is named Truce, that we are going to make peace with Jormag????? Truce and peace are not the same thing. The definitions are not even remotely close. I'm pretty sure if the developers had wanted to suggest we are making peace with Jormag, the wording of the episode would have reflected that. Not to mention the other 3 episodes, for which we already have the titles, suggest that there is some chain of events which will unfold.
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