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Guild Wars 2 Roll Call

Started by Martinus, August 13, 2012, 08:53:18 AM

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frunk

The level 62 personal story quest "Forging the Pact" appears to be bugged.  If a certain character dies at any point then the quest won't proceed correctly.  The quest is hard enough as it is without stopping the stupid NPC from rushing ahead and getting himself killed.

Richard Hakluyt

Quote from: frunk on September 09, 2012, 04:32:57 PM
Quote from: Richard Hakluyt on September 09, 2012, 12:06:27 PM
You need to look at your stash of collectibles and move all the appropriate ingredients into your character's bags.

Note that for regular crafting you don't have to move them in your bags anymore, and supposedly in the future you won't have to do it for discovery either.

Glad to hear it  :cheers:

Syt

I've respecced my Lvl 18 warrior to maximize critical hits. I have a 51% chance for a critical hit, and my weapons have a 10% chance of doing an AoE fireball on critical hit. Fights have subsequently become a fair bit easier (I was previously going for defense and a bit power).
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

sbr

Quote from: Syt on September 10, 2012, 12:31:37 AM
I've respecced my Lvl 18 warrior to maximize critical hits. I have a 51% chance for a critical hit, and my weapons have a 10% chance of doing an AoE fireball on critical hit. Fights have subsequently become a fair bit easier (I was previously going for defense and a bit power).

I have always made my characters pretty balanced.  MMO n00b mistake?

Power/Attack - 301/530
Precision/CC - 286/25%
Toughness/Armor - 290/448
Vitality/Health - 217/2,378

Syt

Not necessarily, I was mostly just whinging it without plan up till now. It also depends on your play style.

"Let's put a trait point here. Oh, that weapon has higher damage - it has buffs I don't need, but what the hell!"

Normally that's not a problem in the early stages of an MMO.  :P
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Martinus

So I made a charr necromancer and a sylvari ranger - having a blast with both. A necromancer is very durable, compared to an elementalist, and the sylvari starting area is simply beautiful.

Martinus

I will see how it goes, but so far a necromancer seems to me much more fun than an elementalist, mechanics-wise. When it comes to mastering your skills, it seems a bit like an elementalist-lite (since you do have extra skill bars, such as a Death Shroud, and a Lich Form, but you do not shift through them constantly), and the profession concept seems to be heavily oriented towards survival which I like (I am not very good at being a glass cannon).

Likewise, a ranger seems quite survivable.

Martinus

Quote from: Syt on September 10, 2012, 12:44:45 AM
Not necessarily, I was mostly just whinging it without plan up till now. It also depends on your play style.

"Let's put a trait point here. Oh, that weapon has higher damage - it has buffs I don't need, but what the hell!"

Normally that's not a problem in the early stages of an MMO.  :P

When it comes to Trait lines, I think you can't really go wrong with early choices. The passive bonuses given to you for each point (and reaching 5, 15 and 25 points in a trait line) are pretty much always useful, so the choice is not that much between play styles but whether you want to be more dps oriented (the first line is for burst damage, the second is for condition damage, so you could say it's PvE and PvP, as a rule of thumb); harder to kill (third line); have more health/healing (fourth line) and have more flexibility with your unique mechanic (fifth line). Personally, I usually fill up the first and the third lines first, as I think they are the ones most useful for soloing.

The actively selected powers in each trait line (the ones you get at every 10 points) can be switched every time you are out of combat (you do not need to "respec"), and even though some of them give bonuses to individual weapons, there are always ones available that can benefit any weapon choice or play style.

Only once you reach say, level 40, and can go beyond 10 points in a trait line, you may want to respec as the synergies become more visible (for example, if you play a guardian with a "burning build", there are abilities in several trait lines you will want to get for better synergies).

frunk

Quote from: Martinus on September 10, 2012, 04:23:29 AM
Only once you reach say, level 40, and can go beyond 10 points in a trait line, you may want to respec as the synergies become more visible (for example, if you play a guardian with a "burning build", there are abilities in several trait lines you will want to get for better synergies).

When you use the book that lets you go beyond 10 points in a line it respecs you for free.

crazy canuck

As much as I like the warrior I thought I would try out the thief.  The sword/dagger and dagger/dagger skills are a lot of fun. Stealth to target, disorientate, flip around for back stab, stealth all with three buttons.

Warrior and Thief are the two I am going to spend the most time on.  havent yet decided which will ultimately be my main.

I really like the change to the crafting interface removing the need to move the collectables into your bags.  Makes crafting a lot more enjoyable.

@Marti, the necro is fun early on but starts having problems later.  Your minions are going to start dying fast.  Your best bet is to go with a sceptre/dagger condition damage build.  But that gets a little tedious as you wait for your conditions to take the enemy down.  Early on it will seem like a fast killer but I think this class really needs a group to be really enjoyable.

Martinus

Thanks CC. I kinda started to notice that. Still, necros seem quite durable and I generally like the classes that perhaps take longer to kill but also are themselves longer to kill and have some fun support abilities.

I think this makes a guardian and a necro my choices for now. I am going to pick up the third class to play from the adventurer group - what would you guys recommend for a relatively durable support class? An engineer perhaps?

Incidentally, I'm back to playing humans - but I'm gonna level the necro in the charr area (makes sense since it's filled with ghosts) and the adventurer guy will be leveled in another race's starting area too.

Mr. Grey

Quote from: katmai on September 07, 2012, 12:55:07 PM
I am on Darkhaven with some friends.

oooo me too!
Fear my lvl 16 mesmer, Basilinna!   :Embarrass:
Autokrator lives

Grey Fox

I love how you guys seem to like every class you try a little more then the one before.

Maybe I'll play this afterall.
Colonel Caliga is Awesome.

Eddie Teach

Yeah, I'm gonna get this if people still enjoy it once I get decent internet again.
To sleep, perchance to dream. But in that sleep of death, what dreams may come?

Grallon

I'm at the lvl 22 personal story instance "Brute Force" and it seems bugged - after a couple of waves of undead that's it - nothing happens.  Anyone encountered this before?  It seems common from what I found online.




G.
"Clearly, a civilization that feels guilty for everything it is and does will lack the energy and conviction to defend itself."

~Jean-François Revel