Showing posts with label GW2 Endgame PvE. Show all posts
Showing posts with label GW2 Endgame PvE. Show all posts

Thursday, September 13, 2012

Legendary Weapons: Clarification Edition

According to this post all of the steps and components to creating Twilight, a legendary greatsword (apparently there's another, Sunrise) are now known.  Here's the gist of it:

-It's crafted at the mystic forge from Dusk, the exotic greatsword, and Gifts of Mastery, Fortune, and Twilight.
-These require an absolute minimum (not including the cost of purchasing any of the mountains of crafting materials you need) of 120g and 525000 karma.
-Each of the Gifts are created from combinations of other Gifts (which all also have ridiculous requirements) and certain rare materials.
-The only components of this process that are soulbound are the Obsidian Shards and the dungeon specific tokens required for the dungeon's Gift.  All other bound items are account bound.
-The components which require some form of grinding include the dungeon Gift, Gift of Exploration (requires 100% map completion, note that the Gift itself is account bound), Bloodstone Shard (requires 200 skill points, but also account bound), Gift of Battle (requires 500 Badges of Honor from WvWvW), and the Obsidian Shards (soulbound and bought with karma).

There's another thread here compiling information on the other legendaries.

Tuesday, September 11, 2012

Legendary Weapons: More Rumors and Speculation Edition

Back when I made this post I didn't have a lot of information on Legendary Weapons, so here's a few more notes to fill in some gaps:

-All legendary weapons are made from two "Gifts" + Bloodstone Shard + a specific exotic weapon.
-The Bloodstone Shard is, ironically, probably the easiest to get as it only requires 200 skill points.
-Many of the gifts are created from max level craft skills but are reportedly bind on account, which should mean that having tradeskills on multiple characters won't hinder creating the legendary for one particular character.
-The gifts also have some pretty obsurd requirements themselves (Gift of Metal reportedly requires 250 of orihalcum, mithril, darksteel, and platinum ingots), and each weapon requires at least one Gift that in turn requires a material bought from several hundred (500 apparently?  I could verify this but I'm not logged into the game right now) of a certain explorable mode dungeon's token--so I was partially wrong about explorable mode dungeons not being endgame.
-It's not yet clear how exactly the required exotic weapons are made.
-It's not clear how much of the process requires stuff that is soulbound or if the weapons themself are souldbound.  Obviously many of the crafting materials are not soulbound, however I'm aware that the explorable mode dungeon tokens (Tears of Ascalon et al.) are soulbound for sure.

Here's the current list of legendaries being tossed around the internet:
Frostfang (Axe): Gift of Frostfang(Jeweler) + Gift of Metal(Weaponsmith) + Bloodstone Shard + Tooth of Frostfang of Rage
Incinerator (Dagger): Gift of Incinerator(Cook) + Gift of Metal(Weaponsmith) + Bloodstone Shard + Spark of Rage
Sunrise (Greatsword): Gift of Sunrise(Armorsmith) + Gift of Metal(Weaponsmith) + Bloodstone Shard + Dawn of Rage
Twilight (Greatsword): Gift of Twilight(Armorsmith) + Gift of Metal(Weaponsmith) + Bloodstone Shard + Dusk or Rage
Juggernaught (Hammer): Gift of Juggernaught(Jeweler) + Gift of Metal(Weaponsmith) + Bloodstone Shard + The Colossus of Rage
The Moot (Mace): Gift of The Moot(Armorsmith) + Gift of Metal(Weaponsmith) + Bloodstone Shard + The Energizer of Rage
The Flameseeker Prophecies (Shield): Gift of The Flameseeker Prophecies(Armorsmith) + Gift of Metal(Weaponsmith) + Bloodstone Shard + The Seeker of Rage
Bolt (Sword): Gift of Bolt(Artificer) + Gift of Metal(Weaponsmith) + Bloodstone Shard + Zap of Rage
Maw of the Deep (Spear): Gift of Maw of the Deep(Leatherworker) + Gift of Metal(Weamonsmith) + Bloodstone Shard + Maw of Rage
Kudzu (Longbow): Gift of Kudzu(Leatherworker) + Gift of Wood(Huntsman) + Bloodstone Shard + Leaf of Kudzu of Rage
The Dreamer (Shortbow): Gift of The Dreamer(Jeweler) + Gift of Wood(Huntsman) + Bloodstone Shard + The Lover of Rage
Predator (Rifle): Gift of Predator(Tailor) + Gift of Wood(Huntsman) + Bloodstone Shard + The Hunter of Rage
Quip (Pistol): Gift of Quip(Armorsmith) + Gift of Wood(Huntsman) + Bloodstone Shard + Chaos Gun of Rage
Dragons Maw Torch: Gift of Dragon Maw(Unknown) + Gift of Wood(Huntsman) + Bloodstone Shard + Dragons Claw of Rage
Howler (Warhorn): Gift of Howler(Leatherworker) + Gift of Wood(Huntsman) + Bloodstone Shard + Howl of Rage
Frenzy (Speargun): Gift of Frenzy(Cook) + Gift of Wood(Huntsman) + Bloodstone Shard + Rage of Rage
The Minstrel (Focus): Gift of The Minstrel(Jeweler) + Gift of Energy(Artificer) + Bloodstone Shard + The Bard of Rage
Meteorlogicus (Scepter): Gift of Meteorlogicus(Armorsmith) + Gift of Energy(Artificer) + Bloodstone Shard + Storm or Rage
The Bifrost (Staff): Gift of The Bifrost(Cook) + Gift of Energy(Artificer) + Bloodstone Shard + The Legend of Rage
Kraitkin (Trident): Gift of Kraitkin(Leatherworker) + Gift of Energy(Artificer) + Bloodstone Shard + Venom of Rage.

Wednesday, September 5, 2012

Guild Wars 2 Endgame: Karma Weapons and Armor and Legendary Weapons; also I bitch about Necromancer a lil bit

I've got a ton to write about and now I've finally got a good reason to get around to it.  Two days ago my Necromancer, Desyrel, hit 80.  Since then I've mostly been working on map completion and crafting while slowly collecting information on what comprises the endgame.  Here's what I've learned so far:

-Explorable mode dungeons give tokens for corresponding sets of armor and weapons.  The armor sets are all level appropriate to the explorable mode dungeon it corresponds to.  The weapons are all several levels higher, starting at level 60 weapons from Ascalon Catacombs and then finally reaching level 80 at Twilight Arbor and up.  Unless you are going for the asthetics, explorable mode dungeons are not really "endgame".  So far I've finished Ascalon Catacombs and Honor of the Waves on exploration mode once each.
-The most readily available sets of level 80 gear are the Tier 3 cultural armor sets and the faction armor sets available from either the Order of Whispers, Durmond Priory, or Vigil depending on which you chose during the story; any of these sets are available for purchase with gold.  I compared the Sylvari cultural set and Whisperer set last night and found they had the same stat values, however the Whisperer set was both cheaper and had slightly higher armor values.
-From what else I've been able to gather, the big armor items come from karma vendors that spawn at the ends of strings of events in the Orrian zones.  These armor sets are referred to as the God Temple sets (this refers to said events)--there are evidently 6 sets amongst each armor class corresponding to one of the human gods.
--At this time I don't know which god corresponds with which set but I do know the names of the sets.  The names of the armor pieces are Light/Medium/Heavy Arcon/Armageddon/Aurora/Mortal/Rubicon/Whispering X.  If you want a sneak peak at the stats head on over to GW2DB and simply search for "light", "medium", or "heavy" and they all pop up in the item list (they're all ironically amongst the few items in the game that simply have the title of the armor class right in the equipment name).
--They all have rather hefty karma costs, as in 60k+ per piece.
-Karma "cultural" weapons are also available at similar karma costs to the armor pieces above from karma vendors in the race capitals.
-The super duper big ticket weapons are the legendary weapons.  I don't know much about these aside from the fact that they require a max level crafting profession, some absurd amount of skill points (reportedly 200, remember that once you hit 80 you continue "leveling up" and getting skill points this way), and supposedly involve a lot of bind on account stuff to keep it from turning into a market game.
-All of the above, as far as I know (except explorable modes obviously), are doable solo.  There's evidently no strict need for an endgame PvE guild.

Also, I've written and just now updated a fairly popular Necromancer Minion Master build.  Check that bad boy out.

Right now I'm working on a zone a day for map completion and finishing up jewelcrafting and the story on my Necromancer while trying to decide which character I want to play second.

Necromancer is fun to a point but I feel that overall it's a weak class.  I feel like it provides very little utility that isn't available to other classes, or at least I haven't completely found Necro's niche.  I think that niche may be something like condition removal but that's only useful in some situations.  Necro also feels pretty week in PvP; it can be VERY tanky in the right build and situation but often lacks the oomph to nail home kills on a consistent basis.

Death Shroud as a mechanic is very weak.  All the abilities in Death Shroud are very marginally useful and while in Death Shroud you have no access to your slot skills.  It's basically only incredibly useful as a tanking mechanic--and naturally in a game where tanks aren't a central mechanic I feel this further dilutes Necromancer's overall usefulness.  It really needs some kind of tweak somehow.