They have the same *amount* of base stats, but actually the Orr Temple gear have a lot of pieces that have unique distribution of them. For example, some of the Orr stuff has Precision, Vitality, and Healing power. This mix isn't available anywhere else to my knowledge.
They have the same base stats. Crafted gear does too. Each temple has a specific rune so you have to go to a specific temple to get the rune you want, like Melandru temple for rune of Melnadru and so on (or buy it in TP), while dungeon gear has different runes and there are all available at once from the same place.
I can second this, not even a couple of days- You get a lot of drops just from chaining events. I've got more yellows from doing this than from having MF boost and doing dungeons for example. Also, you are better off selling your stuff in the weekend, people seem to spend more gold then (though it can mean there's more available items too).
That trailer seriously blows my mind with its abject, bizarre awfulness. Their marketing department had been hitting nothing but strikes up until now, I wonder what the deal is.
Shadow refuge + unload/sneak attack can fill your health bar pretty quick.I should try building a healing power thief. Dual guns, heal on hit heal skill, heal when using initiative trait, heal when using poison... hrmm.
Shadow refuge + unload/sneak attack can fill your health bar pretty quick.
Sneak attack stacks bleed, but I just mentioned it because you had mentioned a healing power thief; Shadow Refuge of course becomes more effective for your whole team the more of that you've got.I could see it being annoying as hell.. but maybe lacking power, and weak to burst. I don't have much trouble staying alive is.
Apparently they opened up for digital sales again?
Does all the temple gear have the same skin? As in, the horned helmet with the skull face for Heavy, which is on the Arah gear if I remember correctly.
Ok, ignorant questions time.
What is "MF" and "Orr" that people keep referring to? High level dungeons? Where are each located?
Can you transmute level 80 gear you aren't eligible to wear onto your lower level gear?
I think its only medium to medium and such.
Yeah of course, meant as in level 80 heavy armour onto your level ... 55 heavy.
Ah, I'm sort of wondering the same thing. I like the way the tier 2 cultural looks for norn but dont want to buy it unless I can use it at 80.
I just didn't realize how well the flat leveling exp progression AND the level down mechanic works. This is purely from a PVE view but I was kind of surprised when I went to other starter zones to mine copper and ended up running quests and such because ..well..the exp was great. Years of traditional MMO logic was working against me. I mean I read the features list, I understood that there was no exp ramp up/grind as you leveled. I got that the game would level you down when you visited areas you had out leveled. I guess I just didn't realize how well those two work together. No matter where I go I'm getting full exp.
Hey Gaf, I just picked this up on friday and decided to roll as a Elementalist. I'm not too sure if I like the class much. Currently I'm only level 15, and I seem to be dying a lot. I'm not an idiot when it comes to MMOs/video games in general. I've put all of my trait points into fire and am using a staff. Is there any secret that I am missing? Should I be using a different weapon combo or?
Any help is appreciated. Thanks!
It really is remarkable. It never sucks to go "back" and help newbies out because the XP and loot is far from worthless no matter how much you've "outleveled" it.I just didn't realize how well the flat leveling exp progression AND the level down mechanic works. This is purely from a PVE view but I was kind of surprised when I went to other starter zones to mine copper and ended up running quests and such because ..well..the exp was great. Years of traditional MMO logic was working against me. I mean I read the features list, I understood that there was no exp ramp up/grind as you leveled. I got that the game would level you down when you visited areas you had out leveled. I guess I just didn't realize how well those two work together. No matter where I go I'm getting full exp.
Another one that gets me is the quest rewards being mailed to you. This is already second-nature to us; it probably was for you after two hours of playing. "Going back to the questgiver" to get your reward feels like the goddamn dinosaur age to me now.Here, ladies and gentlemen, is one of your massively multiplayer online roleplaying games. We queue and talk shop: we sit on the bus and wait patiently for the next fun thing. Look closer, though, and every aspect of this picture has been made strange by ArenaNet’s bottom-up recalibration of the genre. Those group requests? They’re not class-dependent: Guild Wars 2 has no healers or tanks, and therefore no roles that must be filled before fun can be had. Those players charging up the hill? They range from level eight to eighty, with more powerful characters downscaled to match the encounter, the elite player rubbing winged pauldrons with Jimmy Leatherjerkin. That waypoint? It links to every part of the game I’ve previously visited, allowing me to instantly go off and do something else if I want to. These are the innovations and conveniences that make the game so enjoyable, that make it a viable prospect for players traditionally unwilling to step onto the MMORPG treadmill.
I just didn't realize how well the flat leveling exp progression AND the level down mechanic works. This is purely from a PVE view but I was kind of surprised when I went to other starter zones to mine copper and ended up running quests and such because ..well..the exp was great. Years of traditional MMO logic was working against me. I mean I read the features list, I understood that there was no exp ramp up/grind as you leveled. I got that the game would level you down when you visited areas you had out leveled. I guess I just didn't realize how well those two work together. No matter where I go I'm getting full exp.
I just didn't realize how well the flat leveling exp progression AND the level down mechanic works. This is purely from a PVE view but I was kind of surprised when I went to other starter zones to mine copper and ended up running quests and such because ..well..the exp was great. Years of traditional MMO logic was working against me. I mean I read the features list, I understood that there was no exp ramp up/grind as you leveled. I got that the game would level you down when you visited areas you had out leveled. I guess I just didn't realize how well those two work together. No matter where I go I'm getting full exp.
It really is remarkable. It never sucks to go "back" and help newbies out because the XP and loot is far from worthless no matter how much you've "outleveled" it.
Well, indeed it's way less than you'd get from a higher level event, and believe me, filling in a level 60 heart at level 52 gets you a whole load of xp over a level 50. But most importantly, the XP never becomes legitimately worthless- to the point where it would literally have no impact on your progression, as is common in the genre.While everything does give XP, it is still possible to outlevel it in the sense where xp received isn't that amazing. Example: at level 70, a lvl 3 event gives a sliver of the xp a lvl 70 event would give while a lvl 40 event will be somewhere in between.
I imagine arenanet made it scale like this so high levels don't just farm lower level areas for money and xp. This is also why WvW is great XP, because players are bumped to level 80 you always get XP as if completing an event of appropriate level.
In other words: me putting off my personal story until level 70 was dumb.
Well, indeed it's way less than you'd get from a higher level event, and believe me, filling in a level 60 heart at level 52 gets you a whole load of xp over a level 50. But most importantly, the XP never becomes legitimately worthless- to the point where it would literally have no impact on your progression, as is common in the genre.
that's very true. really, there's little reason to ever put anything off in this game, from what I've seen. Some people were talking about 100%ing things at 80 for better rewards, but really if you want to do something I say just go for it.Ya, I guess what I'm getting at is that it's not worth holding off on an area, quest or event for higher level since the reward wont' be as good.
Is there a point in investing in armor smithing when you can get good gear at the karma vendors anyway?
Legendaries.
Though overall I'm not seeing much point in crafting when you can just buy all that shit.
Easy XP
What are the dyes for?
What are the dyes for?
Higher level players please help me grok this.
Right now the most exciting thing I get in loot are Undiscovered Dyes (Closely followed by Chests). I enjoy opening them up to reveal my wonderful hue of Peacock Green or Pee On Snow yellow. I think I enjoy these treats because equipment just doesn't seem to have a major impact. I get a new piece of gear, upgrade and done. There's no oompff. I never feel like I'm substantially tougher because I have slightly better armor or that I'm now the Own master 2000 because i got a new sword. I slowly and steadily upgrade my gear along with my levels but at the end of the day a lvl 1 sword has the same abilities of a lvl 20 sword. I just never get that "Oh now you're fucked! here' comes the pain!" - from my gear anyway. I still love new abilities and sapping weapons for different abilities. But hell if I open up a Undiscovered Dye to reveal Liver Spot Brown, well that's a good find.
Looking fabulous. Oh and the "Guess the dye color" game in guild chat.
Dyeing.
Dude playing Elementalist: stop playing Elementalist and pick a different class. The first class I played in beta was Elementalist and I almost ended up writing off the game because of it. It soured my entire experience. I switched to a Warrior for live and I could not be happier with the game.