Guild Wars 2 Guide – Fractals of the Mists

Complete Guide to Fractals of the Mists

By – Sardu
Complete Fractals of the Mists Guide

Fractals of the Mists are an all-new dungeon experience in Guild Wars 2,introduced with the Lost Shores content update. While many core gameplay staples carry over from the standard dungeons, the way you approach and progress through the fractals can differ in some significant ways. In this guide we’ve compiled plenty of useful information to get you started in the new dungeons, along with plenty of tips and important details to be aware of based on our hands-on time with them so far.

I. Forming Your Group

Before you can begin, you’ll first need to form a full group of five players. All party members will need to be located in Lion’s Arch within the same shard, though only the group leader will need to be physically present at the asura gate to enter the main Fractals of the Mists instance.

Fractals Asura Gate

II. Fractal Difficulty Scale

One thing that will differ when you see LFG requests for running the “infinite dungeon” is that Difficulty Scale will play an important role. As you complete each cycle of three fractals, the difficulty scale going forward will go up by one (1), shown in the upper right corner of the screen. Currently this scale can continue to climb with no hard cap on difficulty level.

Fractal Difficulty Scale

As the difficulty scales up, a few things will happen. Not only will some of the expected things occur, such as boss encounters becoming increasingly more difficult, but additional environmental factors may also come into play.

For example, in the Volcanic Fractal there is a long, downward sloping corridor where players will have to avoid a number of giant flaming boulders as they descend. As the difficulty scales upward, additional mobs will spawn in this area making it much more challenging to progress.

Each time you complete a fractal your progress will be saved, along with your current difficulty scale. However, the scale set for your overall group will always be set to that of the team member with the least progress.

Maximum Party Difficulty

So say you’ve completed a few fractal runs and have access to scale 3 difficulty, your group disbands, and you head back into Lion’s Arch to form a new group. If one of the group members is currently only at scale 1 difficulty, that will be what the rest of the group is set at until you complete more fractals to advance the difficulty scale higher.

This will be important to keep in mind when forming groups, and you will likely see requests in /map chat for players with a minimum difficulty scale.

III. The Mistlock Observatory

Once your full group has entered the main Fractals of the Mists staging map, the Mistlock Observatory, you will have access to a standard merchant selling basics like salvage kits, a special merchant who accepts the new Fractal Relics currency, and a repair NPC.

Mistlock Observatory

In the center of this area is a blue portal (shown above). Once your party is ready to enter the dungeon, the party leader can enter this portal and then all members will be issued a Fractal Transit Query. As soon as all members hit the “Ready” button, you will immediately be transported to one of the fractals at random.

Fractal Transit Query

IV. Fractal Cycles

Unlike normal dungeons, groups will be taken to three (3) random fractals per run, constituting a complete cycle. Once a given fractal is complete, a loot chest will spawn, and another Fractal Transit Query will be presented.

Following the first and second fractal, you will be taken to another random fractal. Upon completion of the third, you will be taken back to the Mistlock Observatory where you can access the vendors, make any needed repairs, or simply reenter the portal for another cycle of three fractals.

Each fractal will take you roughly 15-30 minutes to complete. This will vary based on things like group coordination and difficulty scale.

V. Fractal Checkpoints

Unlike standard dungeons, fractals do not contain any waypoints. Instead, invisible checkpoints will be unlocked as you progress through each fractal. This is significant for a couple of reasons.

First, it will make reviving downed teammates critical to your progress since you won’t be able to simply waypoint zerg more difficult encounters. Secondly, defeated players will remain in the defeated state until they are either revived, or the full group wipes. In the event of a wipe, your team will immediately spawn at the nearest unlocked checkpoint.

VI. Fractal Relics

A new currency type has been added that is specific to the fractals dungeon, called Fractal Relics. At the end of each successfully completed fractal, a chest will spawn that contains 5 Fractal Relics along with any additional loot you’ve been awarded.

Fractal Relics

Relics are a physical object similar to dungeon tokens or badges of honor. As such, not only can they be used to purchase items from the merchant in the Mistlock Observatory, but you will also be able to use them in the Mystic Forge.

At present, we are still gathering data on any Mystic Forge recipes that utilize Fractal Relics. In the meantime, below you find a complete list of items that can be purchased with relics along with their associated costs:

Fractal Relic Merchant

The equipment boxes listed above will function similar to other inventory containers that filter a given type of loot. In this case, items of the same quality level of the container will automatically be placed within it as room permits. So say you purchase the exotic box, any exotics you loot or craft will automatically be placed there. This helps expand on the current inventory sorting options, and also provides an alternative method of obtaining 20 slot containers outside of the hefty 10g rune costs in crafting.

Prototype Fractal Capacitor

Dessa’s Experiment Journal is a consumable item that can be used to gain an additional skill point. This will no doubt come in quite handy for gaining the skill points needed for legendary weapon creation, or other mystic forge recipes that require components purchased with skill points.

Finally, the Prototype Fractal Capacitors are items with varying stats. (the specific equipment slot is not listed on the tooltip, but these are most likely a general accessory slot item) While those listed here are exotic quality, they’re similar to ascended quality items in the sense that they contain no upgrade slots, instead coming pre-loaded with specific attribute increases. (an example of this can be seen to the right)

 

Here’s a youtube Video from Wolfsgorawr

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Guild Wars 2 Guide – Greatsword Warrior PVP

Guild Wars 2 Warrior Greatsword PvP Guide by Guttzu

Hello everyone, my name is Guttzu and welcome to my guide/review of the Warrior profession in Guild Wars 2. I want to start out by saying how impressed I was by the gameplay of Guild Wars 2. I played the game for the first time in the BWE3 but I was very pleased with how well everything flowed in sPvP. The maps were fun and the graphics were appealing. I played a warrior for 4 years in WoW but the UI and feel of Guild Wars 2, to me, surpasses WoW. Here is a little bit about my PvP past… I competed in high level arena during seasons 2 and 3 of WoW so I thoroughly enjoy the melee class which is why I stuck with Warrior for GW2! Ok enough about my gaming history; let’s get started with the build/review!

*** This guide is intended for use in 5v5 or 8v8 sPvP. The build is focused around Greatsword + Axe/Shield and the Hundred Blades/Eviscerate weapon skills. I will keep this guide updated with other viable specs and playstyles. ***

Here is a link to the build:
Link to Build

Here is a quick link to all the warrior skills on GW2 Wiki: http://wiki.guildwars2.com/wiki/List_of_warrior_skills

Brief Warrior Intro

So you are saying to yourself, “Hey I want to play a warrior so I can run into battle and just button mash and kill everyone yeah, come at me bro!!!” As much as I would like to say that is the case for warrior in GW2, sadly, it is not. This build is more focused around timing your cool-downs and knowing when to burst a target down. I found the warrior to actually be a little squishy with this build but you have good mobility and can get around in combat. Your main focus as a warrior is to dish out consistent DPS and pressure a target until you need to burst them so let’s get into a list of skills and what they mean to you as a warrior. Note that you can reference all of these skills in the “warrior skills” link above.

Greatsword Skills:

1. Greatsword Swing -> Greatsword Slice -> Brutal Strike – (No recharge)

  • Greatsword swing is the first skill in this 3 skill chain. It is decent damage and it applies a condition called “vulnerability” for 8 seconds.
  • Here is a link for vulnerability: http://wiki.guildwars2.com/wiki/Vulnerability
  • Vulnerability is a nice condition because it lowers your target’s defense.
  • Defense is a value that is listed on the hero panel. Basically the lower your defense the more incoming damage you take. Higher defense means higher reduction to incoming damage.
  • Link to Defense stat: http://wiki.guildwar…nse_(statistic)
  • The next skill is Greatsword slice. This is the same thing as Greatsword swing.
  • The final skill is Brutal strike. It does a little more damage than the first 2 skills but does not apply vulnerability.
  • Note that all three of these have the same range of 130 which means you will be spamming this as your main skill when in face-to-face melee combat. Keeping vulnerability on your target will be very important because this lowers their defense which in turn means more damage to them by you and your teammates.

2. Hundred Blades – (8 second recharge)

  • This skill has great damage potential but must be cast in ideal situations since it is a “cast” skill with an actual cast bar. Only use this spell if you know you are going to land all of its strikes or most of them. Again, this has great potential for damage but you need to cast it intelligently. A key time would be when an opponent is knocked down.
  • With that being said, this skill is the reason you go Greatsword! There is ridiculous burst damage potential and if someone gets hit by a full cast of this they are hurting pretty bad afterwards.

3. Whirlwind Attack – (10 second recharge)

  • This attack whirlwinds you in a selected direction. It does decent damage and actually damages all foes in its path. The range on this is 450 so it is a decent distance from start to finish.
  • This is a great skill because it can be used as an escape, an initiator, or a way to boost your speed while running from point to point on the map.
  • This skill takes a little while to get used to since it is – Hit once to show your possible path then hit again to actually whirlwind along that path. If this was “point your cursor in the desired direction and hit one button to whirlwind in the desired direction” that would be awesome.

4. Bladetrail – (15 second recharge)

  • Throw your greatsword at your foe. It travels to your target and returns to you, crippling foes, (for 4 seconds), along its path. The range on this is 990 so it’s a pretty decent range to chuck your greatsword.
  • I like to use this sometimes as a finisher when an enemy is running away.
  • This is actually a pretty decent skill since it cripples everyone in its path. This means everyone it hits on its way to its target and then everyone it hits on the way back.
  • Here is a link to cripple: http://wiki.guildwars2.com/wiki/Crippled
  • You can also use this as an opener to cripple your foe for 4 seconds which means they will be limping when you get in melee range with them.

5. Rush – (20 second recharge)

  • This is your basic, “charge your opponent”, skill. It has a range of 1,200 and does some damage once you get close to your enemy.
  • This is an awesome gap closer when you need to switch targets or catch up to a target that is out of melee range and running away from you.
  • You can also use it to gain speed right out of the starting area to get to your designated cap zone quicker.

– I didn’t include the Greatsword burst skill because I never used it. –

Main Hand – Axe

1. Chop -> Double Chop -> Triple Chop – (No recharge)

  • The title of the skill says it all. Single chop, then chop 2 times, then chop 3 times. Nothing special just damage.

2. Cyclone Axe – (6 second recharge)

  • This is a good aoe damage skill since you spin around and attack all nearby enemies.
  • This also applies the condition “Vulnerability” for 8 seconds.
  • Here is a link to Vulnerability: http://wiki.guildwars2.com/wiki/Vulnerability
  • Vulnerability is a nice condition because it lowers your target’s defense.
  • Defense is a value that is listed on the hero panel. Basically the lower your defense the more incoming damage you take. Higher defense means higher reduction to incoming damage.
  • Link to Defense stat: http://wiki.guildwar…nse_(statistic)

3. Throw Axe – (10 second recharge)

  • You throw your axe and deal some damage. This skill also cripples your enemy for 4 seconds. The range is 900.
  • Here is a link to cripple: http://wiki.guildwars2.com/wiki/Crippled
  • I like to use this sometimes as a finisher when an enemy is running away.
  • You can also use this as an opener to cripple your foe for 4 seconds which means they will be limping when you get in melee range with them.

* Burst Skill – Eviscerate – (10 second recharge)

  • Finally your bread and butter burst move!!!
  • Leap at your foe with a devastating attack. Effect increases with adrenaline level.
  • Basically the more adrenaline you have the more damage this will do. Note that your adrenaline is measured in 3 levels.
  • The main thing I like about this skill is that it comes with a leap. This means that this is a great gap closer and finishing move on low health targets. The leap range is 300 so it is a decent short range gap closer.

Off Hand – Shield

4. Shield Bash – (25 second recharge)

  • Bash your foe with your shield and stun them. You also leap to your enemy as the combo finisher.
  • I found this skill great to use when someone is in decent range and casting heavily on you. Pop this skill and it shuts them up. Range is 300 so you need to judge the distance correctly.
  • The stun is for 1 second. It doesn’t sound like a lot but that is 1 second that the enemy isn’t doing anything. This is a good skill and another form of a short range gap closer for the warrior.

5. Shield Stance – (30 second recharge)

  • Block incoming attacks for 3 seconds.
  • This is a great skill when you are getting focused and need 3 seconds of blocking all incoming damage.
  • Note that you are able to run around when this skill is active. You do move slower when this skill is active but hey it’s blocking all incoming damage bro, you can’t have your cake and eat it too!

Slot Skills

1. Mending – (20 second recharge)

  • This is your healing skill.
  • Heal yourself for 5,560 and remove 2 conditions.
  • Basic healing skill but knowing when to heal is important. If you heal too early then it is a waste but if you heal too late you could miss it and end up dying.

2. Bull’s Charge – (40 second recharge) 

  • Charge your foe and knock down fleeing foes.
  • This is a great closing skill to use. It also causes a 2 second knock down plus some damage when you hit your target at the end of the charge.
  • The range on this is 600 so you have a decent distance to get to your target.

3. Endure Pain – (90 second recharge)

  • Take no damage from incoming attacks for 5 seconds. Also, this skill breaks stun.
  • This is an awesome skill since it makes you invincible for 5 seconds and breaks stun. Use this if you are being heavily focused then once this skill runs out you can swap to shield stance and block incoming attacks for 3 seconds. If timed correctly that is 8 seconds for no damage while you are still hitting on your foe.
  • This is also a good skill if you are low and need to get a heal off but are being focused. You can also pop this when you want to stay in combat for a full 5 seconds and dish out DPS and not worry about incoming damage.

4. Frenzy – (60 second recharge)

  • Frenzy to gain Quickness. Take 50% more damage for the duration.
  • Note that both Quickness and Frenzy only last 4 seconds each.
  • This is a skill that needs to be used with caution since you take 50% more damage when it is activated.
  • Link to Quickness: http://wiki.guildwars2.com/wiki/Quickness
  • Link to Frenzy: http://wiki.guildwars2.com/wiki/Frenzy_%28effect%29
  • Quickness is awesome because it makes your Hundred Blades twice as fast which means insane DPS if you can land the full cast of Hundred Blades.
  • You can negate the 50% more damage effect by popping Endure Pain first then hitting Frenzy which means you take no damage for 5 seconds but you are swinging twice as fast and not taking 50% more damage, come at me Bro ahhhhh!!!

5. Elite Skill – Signet of Rage – (60 second recharge)

  • This is an awesome buffer skill.
  • The passive gives you adrenaline and activating it grants you might, fury, and swiftness for 30 seconds each.
  • Might is a boon which increases power and condition damage and stacks in intensity.
  • Link to might: http://wiki.guildwars2.com/wiki/Might
  • Fury is a boon that increases your chance to score a critical hit by 20%.
  • Link to Fury: http://wiki.guildwars2.com/wiki/Fury
  • Swiftness is a boon that increases movement speed by 33%.
  • Link to swiftness: http://wiki.guildwars2.com/wiki/Swiftness
  • Basically once you pop your signet you become captain BAMF that has increased everything and hits like a truck and runs like a cheetah.

The Actual Build and Traits selected

Strenght: 10 points

  • V-Berserkers Power. Increase damage by 2-5% depending on how much adrenaline you have. With this build you are building adrenaline extremely fast so this is a nice damage boost.
  • Another viable selection would be II-Restorative strength acting as a debuff remover when you use your heal because it removes cripple, freeze, immobilize, and weakness

Arms: 30 points

  • V-Rending Strikes. This has a 33% chance to apply “Vulnerability” on critical hits.
  • Link to Vulnerability: http://wiki.guildwar…i/Vulnerability
  • X-Momentous Greatsword. Gain might on a critical hit with a greatsword. Might is an awesome buff.
  • Link to Might: http://wiki.guildwars2.com/wiki/Might
  • XI-Furious. Critical hits grant an extra adrenaline strike. Boosting your adrenaline means you can use adrenaline needing skills quicker like Eviscerate which does more damage based on what level your adrenaline is at.
  • Link to what Adrenaline is: http://wiki.guildwars2.com/wiki/Adrenaline

Discipline: 30 points

  • V-Heightened Focus. This is a great damage booster. Gain 2% critical hit chance for 1 stage of adrenaline, 5% for 2 stages, and 9% for 3 stages. Run faster while wielding melee weapons. You run faster how awesome is that!
  • III-warriors Sprint.
  • XI- Quick Bursts. Burst skill cooldowns are reduced by 20%. This means that you can cast your eviscerate more frequently which equates to more damage.
  • Another viable skill would be X-Mobile strikes, movement skills break immobilize. You could replace either III or XI with X.

Sigils on Weapons

Greatsword: Sigil of Superior Accuracy – Gives +5% Critical chance.

  • +5% crit is nice because the build revolves around damage and other skills give increased crit chance.

MainHand/Axe: Sigil of Intelligence – Your next attack after swapping to this weapon in combat has a 100% critical chance.  

  • Here is where your eviscerate comes in and wrecks for insane crit damage. Here is how you pull it off… You build up 3 levels of adrenaline, swap to your axe/shield and immediately hit eviscerate dealing crazy amounts of damage. This can be very devastating and almost surprising when you see the big crit numbers.

OffHand/Shield: Sigil of Superior Battle – You gain 3 stacks of might for 20 seconds when swapping to this weapon while in combat.

  • This is a nice buff with might when you swap over to axe/shield from your greatsword.

Amulet and Jewel

Berserkers amulet and Berzerkers Jewel

  • These are amazing together. This is what I ran all BWE3 and it worked very nicely. The + to critical damage is awesome.  The precision buff is nice as well. Precision increases your Critical Hit chance.
  • Precision link: http://wiki.guildwars2.com/wiki/Precision

Armor Runes

Superior Rune of Divinity: +10 to all stats and 3% critical damage

  • Put this on all your armor pieces. You are going for crit and this boosts your crit damage.

Combinations

  • Your main damage combo is – Pop your trinket, pop frenzy, bull rush or charge, now you can either greatsword swing once to apply vulnerability + Hundred blades or just hit Hundred blades if they are dumb enough to stand there. If you start taking damage then pop endure pain. If they ignore you then don’t bother with ignore pain and save it for later when you need it.
  • After this initial burst you will have them down pretty low so keep smacking away with greatsword swing and keep in range with your gap closing skills.
  • Once you have built up 100% adrenaline you want to be using your greatsword and when the burst opportunity arises switch over to axe/shield and immediately hit eviscerate. Watch the big number pop up and your opponent act confused because your just WTF hit them for a BAMF ton of damage.
  • This is my usual charge in combo but the other skills work well together so theorycraft away as to what would be good situational combinations.

Warrior Videos

This is the warrior from Super Squad – Fredzw:

– Here is a link to his build: http://www.gw2build.com/builds/super-squad-fredzw-balanced-build-super-squad-fredzw-warrior-894.html
– You will notice that it is much more balanced than the typical glass cannon build. He uses Mace/Shield for his swap and the traits are more focused on survival.
-He is running Banner, Balanced Stance, For Great Justice, and traits that make shouts heal. This build is more about surviving the team fight while buffing teammates but still doing decent damage. The Mace/Shield gives good stuns and cc.

Thanks for reading!

Thank you for reading and I hope this has given you an insight into the warrior class. I will keep this guide updated and add to it after the game launches. Maybe add sections on matchups and other things. I learned a lot about the warrior class by doing this guide and I feel like it has made me more aware of what my class can do.

Guild Wars 2 Guide – Grendich Gamble Puzzle

Guild Wars 2 Grendich Gamble Puzzle Solution Guide by Gabriel

Grendich Puzzle is one of the puzzles under “Explorer” achievement which gives 10 achievement points.

This puzzle took me quite a while because I was a bit rushing it at first. You will need a lot of patience and concentration in doing this (like some hard vistas).

3 Things to learn before doing this puzzle
1.) Long jump – Press and hold W+Space, the longest jump your character can do
2.) Short jump – Press W+Space (Really short distance jumps, small landing platform)
3.) Jump – Simply press Space

So first, its location…

It’s in Blasted Moors under Dissea Plateau (above black citadel, on the right of wayferer foothills). This makes it more accessible to Charrs and Norns.

Let’s get started (Comments/Instruction are written below each picture)

Go up the stairs… You will see 3 ghost cannons, you can either destroy it or walk past it.

From the first stairs, turn right for another set of stairs, go up again. Proceed with caution, take note of some cracks on the floor.

From the second set of stairs turn right again and you will see that the next set of stairs is in the other side. Do a LONG JUMP and land on the small space.

You are now on the third set of stairs, turn right again.

From here do a JUMP.

Here is where the hard part starts, go straight then do a JUMP on the lowest part of the destroyed wall

From there do a JUMP to your right. Then face north.

After facing north. Do a LONG JUMP to this space.

Do a SHORT JUMP to the first small piece of wood you see.

On to the next one, do another SHORT JUMP.

And… another SHORT JUMP.

From there, JUMP to this part.

This is one of the hardest parts in this puzzle, you have to do this slowly. Go to the edge of the platform then slowly move to the left, and drop to the small wood on the left side.

Then do a LONG JUMP to the destroyed part of the wall, north of your character.

You’re almost done, this is another toughest part of the puzzle.

First, LONG JUMP on the lowest wood.

Then do another LONG JUMP to the destroyed wall.

Then another LONG JUMP to the wood.

Then do a SHORT JUMP to the wood right next to it. (This is a bit tough because the camera view will act a little buggy because you’re up against the wall. Do it slowly)

From the wood, do a LONG JUMP and land on the floor near the stairs. Go up the stairs.

On top you’re gonna fight a veteran ascalonian and a ghost trebuchet.

Now you’re done you will unlock the achievement and get 10 achievement points

Guild Wars 2 Guide Tailoring Level 1 – 400 Guide

Guild Wars 2 Tailoring Guide level 1 – 400

 

Published on Friday, 21 September 2012 19:01

 

Written by Zpyr0

 

Hits: 80863
PLEASE NOTE: Take the HUGE advantage of using Craft Boosters and utilizing the WvWvW Crafting Buffs. The guides were written on “Over Flow” servers, meaning I received no Crafting Bonuses. If you have the WvWvW buff and the Crafting booster, you will NEED to skip a great deal of this guide. Please always remember this is a guide for crafting, and it can only do so much. It will not be perfect for you, critical crafting success makes crafting extremely random.
If your crafting critical rate is %15, that doesn’t always mean you will get 15 critical out of 100. You could get 150 critical crafts in a row or you could have zero critical crafts for 75 crafts. So I can only provide a strong base to help guide you.
Shopping List Notes:YOU CAN ALTER THE SHOPPING LIST, this is JUST a guide but be advised if you change things it can get nasty quick. You have to make sure whatever you substitute is equivalent to what you are replacing. If the Fine Materials/Tier Materials are for level25 you can only substitute level25 Fine Materials/Tier Materials. Sounds confusing? It easily can be haha that is why you should just follow the guide.

Guild Wars 2 Tailoring 1-75

SHOPPING LIST:
42 Spools of JuteSpools of Jute (Purchased from a Vendor)
Craft Phase – Refinements:
66 Bolts of Jute – Requires 132 Jute Scraps
33 Stretched Rawhide Leather Square – Requires 66 Rawhide Leather Section[s]
40 Spools of Jute – Purchased from Crafting Vendor for 80c per 10 each
Craft Phase – Components / Base Armor Sets:
 NOTE: 
You will not be combining these without an inscription! All crafts using the potions and weapons are discovery only.
Boots:
Gloves:
Craft Phase – Low Insignia:
4* Malign Jute Insignia[s] = 1 Bolt[s] of Jute + 3 Tiny Venom Sac[s]
4* Mighty Jute Insignia[s] =  1 Bolt[s] of Jute + 3 Vial[s] of Weak Blood
*Save for Helm and Shoulder*
2* Vital Jute Insignia[s] = 1 Bolt[s] of Jute + 3 Bone Chip[s]
Craft Phase – Discoveries:
Jute Sandal Sole[s] + Jute Sandal Upper[s] + Malign/Vital Insignia
Jute Wristguard Padding[s] + Jute Wristguard Strap[s] + Malign/Vital Insignia
DO NOT USE MIGHTY INSIGNIA
You should be LEVEL 25+ 
Craft Phase – Components / Base Armor Sets:
Mask/Helm:
Craft Phase – High Insignia:
4* Precise Jute Insignia[s] = 1 Bolt[s] of Jute + 3 Tiny Claw[s]
4* Healing Jute Insignia[s] = 1 Bolt[s] of Jute + 3 Tiny Totem[s]
Craft Phase – Discoveries:
Jute Headpiece Padding[s] + Jute Headpiece Strap[s] + Malign/Mighty/Vital/Precise/Healing Insignia
Jute Sandal Sole[s] + Jute Sandal Upper[s] + Precise/Healing Insignia
Jute Wristguard Padding[s] + Jute Wristguard Strap[s] + Precise/Healing Insignia
You should be LEVEL 50+
Craft Phase – Base Armor Set Pieces part 3: 
Automatic Discoveries and are located in the crafting window under CRAFTING COMPONENTS
Shoulder Pads:
Craft Phase – Embroided Insignia:
4* Malign Embroidered Jute Insignia[s] = 1 Bolt[s] of Jute + 5 Spool[s] of Jute + 8 Tiny Venom Sac[s]
Craft Phase – Discoveries:
Jute Epaulet Padding[s] + Jute Epaulet Panel[s] + Malign/Mighty/Vital/Precise/Healing Insignia
You will now have a Glove, Boot, Shoulder and Helm Set remaining. Simply combine each set with Malign Embroidered Jute Insignia[s]
You should be LEVEL 75+ 
 NOTE: 
If you are not 75+ you will need to craft a different Embroided Inscription and Armor set
Shopping List:
2 Rawhide Leather Square[s] (buy from Trading Post unless you have 2 extra)
3 Bolt of Jute
6 Spool of Jute
8 Tier 1 items EXCEPT Venom Sac[s]
  • Craft Glove Lining and Panel
  • Craft (1) Inscription of your choosing
    • 8* x Material + 1 Dowel = Embroided Insignia
  • Combine Embroided Insignia with Glove Pieces

Guild Wars 2 Tailoring 75-125

SHOPPING LIST:
122 Wool Scrap[s]Wool Scrap[s]
56 Spools of WoolSpools of Wool (Purchase from Crafting Vendor or the Trading Post)
24 Bone Shard[s]Bone Shard[s]
12 Small Fang[s]Small Fang[s]
Craft Phase – Refinements:
61 Bolts of Wool – Requires 122 Wool Scraps
31 Cured Thin Leather Square[s] – Requires 62 Thin Leather Section[s]
56 Spools of Wool – Purchased from Crafting Vendor
Craft Phase – Components / Base Armor Sets:
Boots:
Gloves:
Helm:
Shoulder Pads:
Craft Phase – Low Insignia:
2* Ravaging Wool Insignia[s] = 1 Bolt[s] of Wool + 3 Small Venom Sac[s]
Craft Phase – Discoveries:
Later in the guide I will descibe this phase as such
Combine Helm/Shoulder with Ravaging Wool Insignia[s]
You should be LEVEL 100+
Craft Phase – High Insignia:
4* Rejuvenating Wool Insignia[s] = 1 Bolt[s] of Wool + 3 Small Totem[s]
4* Honed Wool Insignia[s] = 1 Bolt[s] of Wool + 3 Small Fangs[s]
3* Hearty Wool Insignia[s] = 1 Bolt[s] of Wool + 3 Small Scale[s]
Craft Phase – Discoveries:
Combine All armor sets with High Insignia making a total of 11 discoveries
  Note: you will not combine boots with Hearty insignia
Combine Boots/Glove/Helm/Shoulder with Rejuvenating Wool Insignia[s]
Combine Boots/Glove/Helm/Shoulder with Honed Wool Insignia[s]
Combine Glove/Helm/Shoulder with Hearty Wool Insignia[s]
You should now be LEVEL 125+
 
Craft Phase – Embroided Insignia:
4* Ravaging Embroidered Wool Insignia[s]  = 1 Bolt[s] of Wool + 5 Spool of Wool  + 8 Small Venom Sacs[s]
3* Vigorous Embroidered Wool Insignia[s] = 1 Bolt[s] of Wool + 5 Spool of Wool + 8 Bone Shard[s]
Craft Phase – Discoveries:
Combine Boots/Glove/Helm/Shoulder with Ravaging Embroidered Wool Insignia[s]
Combine Glove/Helm/Shoulder with Vigorous Embroidered Wool Insignia[s]
You should be LEVEL 150+ 
 NOTE:  IF you are not level 150

Guild Wars 2 Tailoring 150-225

SHOPPING LIST:
124 Cotton Scrap[s]Cotton Scrap[s]
50 Cured Coarse Leather SquareCoarse Leather Scrap[s]
56 Spools of CottonSpools of Cotton (Purchase from Crafting Vendor or the Trading Post)
38 Venom Sac[s]Venom Sac[s]
24 Bone[s]Bone[s]
12 Fang[s]Fang[s]
12 40px-TotemTotem[s]
40px-ScaleScale[s]
Craft Phase – Refinements:
62 Bolts of Cotton – Requires 124 Cotton Scraps
25 Cured Coarse Leather Square[s] – Requires 50 Coarse Leather Section[s]
56 Spools of Cotton – Purchased from Crafting Vendor
Craft Armor Set Pieces Phase 1:
These are all Automatic Discoveries and are located in the crafting window under CRAFTING COMPONENTS 
Boots:
Gloves:
Helm:
Shoulder Pads:
Craft Phase – Low Insignia:
2*Ravaging Cotton Insignia[s] = 1 Bolt[s] of Cotton + 3 Venom Sac[s]
Craft Phase – Discoveries:
Combine Helm/Shoulder with Ravaging Cotton Insignia[s]
You should be LEVEL 175+
Craft Phase – High Insignia:
4* Rejuvenating Cotton Insignia[s] = 1 Bolt[s] of Cotton + 3 Totem[s]
4* Honed Cotton Insignia[s] = 1 Bolt[s] of Cotton + 3 Fangs[s]
3* Hearty Cotton Insignia[s] = 1 Bolt[s] of Cotton + 3 Scale[s]
Craft Phase – Discoveries:
Combine All armor sets with High Insignia making a total of 12 discoveries
Craft Phase – Discoveries:
Combine All armor sets with High Insignia making a total of 11 discoveries
  Note: you will not combine boots with Hearty insignia
Combine Boots/Glove/Helm/Shoulder with Rejuvenating Cotton Insignia[s]
Combine Boots/Glove/Helm/Shoulder with Honed Cotton Insignia[s]
Combine Glove/Helm/Shoulder with Hearty Cotton Insignia[s]
You should be LEVEL 200+
Craft Phase – Embroided Insignia:
4* Ravaging Embroidered Cotton Insignia[s]  = 1 Bolt[s] of Cotton + 5 Spool of Cotton  + 8 Venom Sacs[s]
3* Vigorous Embroidered Cotton Insignia[s] = 1 Bolt[s] of Cotton + 5 Spool of Cotton + 8 Bone[s]
Craft Phase – Discoveries:
Combine Boots/Glove/Helm/Shoulder with Ravaging Embroidered Cotton Insignia[s
Combine Glove/Helm/Shoulder with Vigorous Embroidered Cotton Insignia[s]
You should be LEVEL 225+
 NOTE:  IF you are not level 225+

Guild Wars 2 Tailoring 225-300

SHOPPING LIST:
124 40px-Linen ScrapLinen Scrap[s]
56 40px-Spool of Linen ThreadSpools of Linen (Purchase from Crafting Vendor or the Trading Post)
Craft Phase – Refinements:
 56 Bolts of Linen – Requires 112 Linen Scraps
31 Cured Rugged Leather Square[s] – Requires 62 Rugged Leather Section[s]
56 Spools of Linen – Purchased from Crafting Vendor for
Craft Phase – Components / Base Armor Sets:
Boots:
Gloves:
Helm:
Shoulder Pads:
Craft Phase – Low Insignia:
2* Valkyrie Linen Insignia[s] = 1 Bolt[s] of Linen + 3 Sharp Fangs[s]
Craft Phase – Discoveries:
Combine Helm/Shoulder with Valkyrie Linen Insignia
LEVEL 250+
Craft Phase – High Insignia:
4* Cleric’s Linen Insignia[s] = 1 Bolt[s] of Linen + 3 Engraved Totem[s]
4* Explorer’s Linen Insignia[s]= 1 Bolt[s] of Linen + 3 Sharp Claw[s]
3* Berserker’s Linen Insignia[s] = 1 Bolt[s] of Linen + 3 Vial[s] of Thick Blood
Craft Phase – Discoveries:
Combine All armor sets with High Insignia making a total of 11 discoveries
You should be LEVEL 250+
Craft Phase – Embroided Insignia:
4* Valkyrie Embroidered Linen Insignia[s] = 1 Bolt[s] of Linen + 5 Spool of Linen  + 8 Sharp Fang[s]
3* Carrion Embroidered Linen Insignia[s] = 1 Bolt[s] of Linen + 5 Spool of Linen + 8 Heavy Bone[s]
Craft Phase – Discoveries:
Combine Boots/Glove/Helm/Shoulder with Valkyrie Embroidered Linen Insignia[s]
Combine Glove/Helm/Shoulder with Carrion Embroidered Linen Insignia[s]
You should be LEVEL 300+
 NOTE:  IF you are not level 300+

Guild Wars 2 Tailoring 300-375

SHOPPING LIST:
112 40px-Silk ScrapSilk Scrap[s]
38 40px-Large FangLarge Fang[s]
24 40px-Large BoneLarge Bone[s]
12 40px-Large ClawLarge Claw[s]
Craft Phase – Refinements:
 56 Bolts of Silk – Requires 112 Silk Scraps
31 Cured Thick Leather Square[s] – Requires 62 Thick Leather Section[s]
56 Spools of Silk – Purchased from Crafting Vendor
Craft Phase – Components / Base Armor Sets:
Boots:
Gloves:
Mask:
Shoulder Pads:
Craft Phase – Low Insignia:
2* Valkyrie Silk Insignia[s] = 1 Bolt[s] of Silk + 3 Large Fangs[s]
Craft Phase – Discoveries:
Combine Helm/Shoulder with Valkyrie Silk Insignia[s]
You should be LEVEL 325+
Craft Phase – High Insignia:
4* Rampager’s Silk Insignia[s] =  1 Bolt[s] of Linen + 3 Potent Venom Sac[s]
4* Explorer’s Silk Insignia[s]= 1 Bolt[s] of Linen + 3 Large Claw[s]
3* Berserker’s Silk Insignia[s] = 1 Bolt[s] of Linen + 3 Vial[s] of Potent Blood
Craft Phase – Discoveries:
Combine All armor sets with High Insignia making a total of 11 discoveries
  Note: you will not combine boots with Berserker’s insignia
Combine Boots/Glove/Helm/Shoulder with Rampager’s Silk Insignia[s]
Combine Boots/Glove/Helm/Shoulder with Explorer’s Silk Insignia[s]
Combine Glove/Helm/Shoulder with Berserker’s Silk Insignia[s]
You should be LEVEL 350+
Craft Phase – Embroided Insignia:
4* Valkyrie Embroidered Silk Insignia[s] = 1 Bolt[s] of Silk + 5 Spool of Silk + 8 Large Fang[s]
3* Carrion Embroidered Silk Insignia[s] = 1 Bolt[s] of Silk + 5 Spool of Silk + 8 Large Bone[s]
Craft Phase – Discoveries:
Combine Boots/Glove/Helm/Shoulder with Valkyrie Embroidered Silk Insignia[s]
Combine Glove/Helm/Shoulder with Carrion Embroidered Silk Insignia[s]
You should be LEVEL 375+
 
 NOTE:  IF you are not level 375+

THE HOME STRETCH 375-400

Ok you will need to buy 2-4 recipes from the Crafting Vendor that are level 375. These recipes cost 672 karma. This is an example! Please, feel free to buy whatever Recipes you have the most mats for. If you have the 15 Vial[s] of potent blood, make those inscritions etc etc
SHOPPING LIST:
24 Bolt of Silk or 48 Silk Scraps
45 Large Bone[s]
45 Large Claw[s]
 
Craft Phase – Base Armor Set Pieces: 
Gloves:
Mask:
Shoulder Pads:
Craft Phase – Discoveries:
Combine the Gloves and Masks with the Intricate Silk Insignia and TADA!

Guide Wars 2 Getting Glory Guide

Guild Wars 2 Getting Glory Guide by Dsmac

Here is a guide on how to get glory points in structured PvP for new players.

What are glory points?
Glory points is a currency that can be used to buy cooler looking PvP equipment and unlock reward chests. The more glory points you have the higher rank you can get and the rewards are even better.

Getting glory points
Killing enemies, capturing points, landing hits with trebuchet, ending game bonuses (winning and being top player).

Okay now let’s cover the details
BE SELFISH, yes that is correct if you want a larger amount of points be selfish. Getting glory is about being a smart player.

Player Killing
When killing enemies do not go alone. It does not matter if you can down a player. If you do not finish them and there is no team follow up, you wasted your time. Follow your team so you can use them to soak up damage. You need around 4-5 hits on a target to get credit on a finish. If you see a downed player that you have not damaged yet, do NOT finish right away. If you do so you will not be rewarded. You must hit the downed player a few times before finishing to get points.

Capturing Points
At the start of the map go to the closest capture point, because that generally guarantees you 10 points. Whenever you capture a point LEAVE! Leave, because if you are just sitting there defending like a good player, you will not be rewarded. You will probably end up in a 1v1 soon to become a 1v2 to a 1v3 situation. Even if you win the 1v1 you probably did not end up finishing your enemy, you get nothing. People understand that defending is worthless due to the current game system’s way of awarding glory. For the most part people just leave after capture. This now allows you to recapture the point for even more points. Keep it mind its not about playing the game properly it’s about playing smart.

Combat
Stick with the team unless you find someone you can 1v1 and win. Killing a player and finishing them gives the most points at a relatively fast rate. Do the fighting when capturing is too far away, because that is where the points are. Do NOT bait the enemy team or stall the enemy team from doing objectives by sacrificing yourself. This is pointless, because you can be spending your time trying to get kills. Winning the game only rewards you with around 20 extra points. Losing the game gives you 10 extra points. Again if your enemy captures a location, this opens up an opportunity to recapture the point for more points.

Healing/Tanking/Support
You only get credit for dealing damage so no.

Important Notes
You are not being rewarded for PvPing properly.
-Damage=success
-Capture and recapture=success
-Time is money (glory), don’t waste your time doing nothing
-Points are not based on a team effort or effort for that matter.

Guild Wars 2 New Player Tips

Guild Wars 2 New Player Tips by greg

1. Purchase your gathering items asap. That’s a pick, an axe and a sickle that only cost a few copper and allow you to loot resource nodes.

2. There’s an option “melee targeting assistance” or similar that prohibits you from walking through enemies. It might be better to turn it off, depending on your preference.

3. Type in “/wiki” to open the GW2 wiki.

4. When playing on a foreign client you can instantly translate any game-text into English by pressing the right Ctrl button.

5. You can edit your own music into the game and have it play during different times as explained here: link to instructions

6. Press the Cogwheel top right corner of your inventory

Press Deposit all collectibles to put all crafting materials into the bank. (which later can be accessed from the crafting UI from a workstation)

7. Press hide/show bags to make the inventory window into one big bag insted of seperate bags

8. Also, finish a zone 100% to get nice masterwork (green) loot and a black lion key. (all hearts, points of interrest, vistas and waypoints

9. Don’t delete your first character without first sending your backpack,goggles to your new char

10. After you finish a ? quest, go to the ? guy and check for gear upgrades, they usually sell great stuff

11. Be sure to save 10 silver for when you hit level 11, as you have to buy access to your traits

12. Don’t buy violet weapons from vendor in the Mists, it has no dps (its probably for WvWvW). Buy exotic orange weapons.

13. Trebuchet on Battle of Kyhlo is op, it deals 9-11k aoe dmg and you can rush it from start and shoot before enemies take first base (windmill/mansion).

14. Cannon on beach map can be used, you just need to carry cannonballs from nearby ship. It deals 5k aoe dmg and you can shoot both beach and docks with it )

15. Never run away once you’ve completed a Dynamic Event. Try to talk to the NPC’s around you are try to follow any of the conversations NPC’s may have. There may just be one or more events coming up within a minute or 2

16. The mails u receive when u complete a heart are not just mails….take the money inside

17. If you see a resource node don’t rush to it only you can mine it.

18. – you can join the Heart of the Mist by going in Hero – PvP – click Heart of the Mist icon in the top left

19. You can travel to every Capitals by going to Lion’s Arch (take the Asura Portal in any Capital)

20. You have the option “sell junk” in your bags (in the bottom right), it will automatically sell all useless non-salvageable crap.

21. Keybind your weapon swap (as a matter of fact, I suggest to keybind everything

22. I suggest to turn ON auto loot in the options (you just spam “F” when you zerg instead of looting every corpse)

23. You can adjust your mouse turning speed with the slider in the options.

24. EXPLORE EVERYTHING. I found an awesome jumping puzzle yesterday in Lion’s Arch. A dead pirate was messing with me all the time.

25. #1 ability is your auto-attack, so you don’t need to keep spamming it like I did…

26. Adjust your Camera rotation speed to very high to remove that sluggish feeling when you mouse turn

27. You don’t need the bank to access your bank items. Any crafting stations come with bank slots.

28. There are no mail boxes. You can send items away with a right-click, and collect them through upper menu bar.

29. There is a range indicator on your abilities. There’s a red bar below the skill if you’re out of range.

30. You can do every single crafting profession in the game. You can have two active at a time. It costs some coin to switch them out and the fee depends on how many recipes you have. You don’t lose the recipes you have when you switch.

31. DON’T pass up on a harvesting spot. It literally takes 2 seconds, it’s free XP, and you never know if you’ll want to take up a profession that uses it later… you can also sell the raw mats when the TP is up.

32. If you’re getting into areas with mobs that are too difficult, but you’ve done all the other events in that zone (happened to me around level 20), check out the other races’ areas! You get scaled down to match the levels in those zones and can do all of their quests and events while still earning XP and Gear to match your own level!

33. you don’t need to be there when an event ends in order to get credit for it..

34. stick around after a dynamic event, some npc’s turn into karma vendors, (just like haert vendors often do)

35. if you’re being chased by a ranged monster, you can use another monster(a neutral one like a boar would work well) to block the bullets, thereby angering the neutral monster and causing a fight between the two, letting you escape more easily

36. You can redye your armor on your hero page absolutely free.

37. You can /kneel in front of statues and idols to receive some short-term boons

Guild Wars 2 Artificer Level 0 to 400 Fast Guide

Guild Wars 2 Artificer Level 0 to 400 Fast Guide by Dastion

This guide assumes you know the basics of crafting. Material progression, how discoveries work, etc. If you don’t know these things, then thewiki article on crafting would be a good read.

The idea here is to quickly and relatively cheaply level up your Artificing while avoiding “Fine Crafting” materials (enemy drops) which tend to cost a lot on the TP. This gives you the added bonus of crafting cheaper items for more XP and saving those Fine Materials for a different crafting profession or to sell for a profit.

All of the items below have relatively cheap ingredients, allowing you to craft at least 6-8 of them for the price it would take you to do a single discovery involving Fine Materials. What’s more, the Planks, Ingots, or Tuning Crystals can be sold on the TP (Planks/Ingots) or Vendor (Tuning Crystals) for enough to mostly recoup your expense for those materials.

Below is the list of items. Those items colored green will stay the same with each tier. Those colored red will upgrade based on the tier you’re at (i.e. 0 uses Green Wood to make Planks, 75 uses Soft Wood)

0, 75, 150, 225, 300: Make Planks (Wood), Ingots (Ore), or Tuning Crystals (Discovery: 6 Piles of Dust). Just sell the planks/ingots back on the TP, the tuning crystals actually merchant for nearly cost.

25, 100, 175, 250, 325: Make Potions of Centaur Slaying, this requires 1x Jug of Water, 1x Carrot, 1x Leather Section 1x Pile of Dust.

50, 125, 200, 275, 350: You have two options. The best is Potions of Ogre Slaying, it requires 1x Jug of Water, 1x Sage, 1x Pile of Dust, 1xLeather Section, . Alternatively, you can make Potions of Dredge Slaying, this requires 1x Jug of Water, 1x Pile of Dust 1x Current Tier of Ore, 1xLast Tier of Ore. So it starts out with Tin & Copper Ore and progresses.

390: You’ll run out of potions and such here. Just buy the 375 Carrion Mithril Imbued Inscription from the merchant for Karma and discover 3-4 Combinations to hit 400. Carrion uses Large Bones, easily the most common Fine Material since everything in Orr drops it.

Guild Wars 2 Money Making Guide

Guild Wars 2 Making Money Guide by Wicklow

As some of you may have noticed that amount of gold you receive in Guild Wars 2 is much less than other MMOs.  I have thought about ways to preserve the gold you get and decided to share what I’ve come up, with you.


1. Be aware of the loot you get.  This is rule number one because it defines the way the rest of the choices are determined.  Do not simply mindless move your mouse through your bags clicking on whatever highlights blue for salvage.  I know the deposit all materials function is tons of fun, and I used to do this, but I 100% guarantee, you are losing a huge amount of gold.

2. Have a basic understanding and ability to determine what a trading post worthy piece of gear is.  For example it’s probably not worth it to put a blue piece of light armor with +healing and + crit damage on the trading post.  Not that there is a limit of things you can put up there, it’s just that you are wasting copper to post it and you are delaying the inevitable.   The inevitable is rule 3.

3. So you may be asking:  If I’m not salvaging the gear and I’m not putting it on the trading post then what am I doing with it?  The answer is, vendoring it.  However this is similar to rule number 1 in which you don’t mindless go through your bags clicking everything without a second thought.  You need to be a rational person when it comes to this and it will pay off in the long run.  The example I like to think about is taking a weapon that can be vendored for 1 silver.  Imagine you salvage it (its easy if you try).  You are awarded with a soft wood log.  Okay now let’s do some simple math.  Soft wood logs sell for the price you can vendor them for, on the trading post, 4 copper.  Now you may say “hey Wicklow, they sell for 3 copper”. And my response is that it takes 1 copper to post them on the trading post.  Why people sell them for this on the trading post is beyond me, but there they are regardless.  But I digress.  So you now have a log valued at 97 copper less than the original piece of loot.  As you can see,  the better choice was to sell it to a merchant.

4. How to determine what to sell and what to salvage.  This is a calculation you really need to make for yourself, and it takes a basic understanding of what you will receive from what you salvage and what that material sells for on the auction house.  Whatever threshold you set for determining the choice you make it’s important to realize that you will need to raise that threshold as you level, to account for the higher level gear drops.  As a point of reference here is my calculation I make at approximately level 50.  Anything above 30 copper in value gets vendored.  I feel like that’s a good place to be, but maybe I need to be moving it up to 35.  Also I always, always vendor heavy armor, and I’ve been beginning to vendor heavy armor scraps.  This is because there is no reason to be stockpiling so much ore.  You are already harvesting ore like a champ trying to get that exp.  and I feel, for me, that it’s really piling up.  This feeling is strengthened by looking at the prices of ore on the trading post, clearly others feel the same as I.  However there are no leather nodes or cloth nodes.  So I always salvage light and medium gear and the corresponding scraps.  I’m beginning to think I should raise the threshold for these items maybe even as high as 50 copper but I need to do a bit of research before I make that jump.  The reason I like light and medium armor so much is that the materials they break down into sell like hotcakes on the trading post, especially cloth. I think I’ve beaten this dead horse enough and if anyone has any questions on determining a threshold I’d be more than happy to answer them in team speak.

5.  The salvage kit paradox:  this is something that’s overlooked by many a player.  Let’s pick some arbitrary numbers for sake of easy mathematics.  You buy a salvage kit for 2 silver.  Each individual salvage you do is essentially valued at 8 copper.  Now let’s go back to the weapon example.  You salvage it and you get a nice soft wood log.  By hitting that salvage button you effectivly raised the value of that piece by 8 copper.  Now you go to sell you quard of shiny logs on the trading post, oblivious to the fact that you lost 1.04 silver.  You lost more money than the piece was valued at. That may make you feel bad but don’t worry, we have all made the mistake.  The moral of the story is:

Be aware of the loot you get
Sell appropriate loot on the trading post (power is always a nice stat)
Don’t mindless salvage everything else
Don’t mindless vendor everything else
Make a moveable threshold for the salvage/vendor determination
Never salvage heavy armor gear or heavy armor scraps
Be aware of the cost of the salvage kit itself

Lastly in a topic unrelated to loot drops but very much related to gold.  I know the waypoint system is fun but for the love of god, don’t use it like it’s going out of style, it’s much much much more effecting to run to 95% of the places you want to get to in terms of making gold and experience (harvesting etc.) Just use them sparingly, they are huge gold sinks.

Also if I have time I may do some research about what is the best salvage kit to use.  I’m not sure if it is worth using the better ones unless you need an upgrade, as in I’m not sure how effective the gain x% chance of finding rare materials is compared to the cost of the kit itself.  If I do a spreadsheet I’ll post it on a new topic,  keep your eyes out for it in the next couple of weeks.

When you post something the is an initial 5% listing fee.  If that item sells there is an additional 10% fee after the sale.  The percentage is based upon the price you post it at.  As an example you posted an item for 10 silver.  Initially there is a 50 copper fee, if it sells there will be another 1 silver fee.  For a total of 15% of the sale given to ANet.

Whenever you need to sell something on the auction house. This is the calculation that you need to make in order to determine if it’s better to sell or to vendor.

(Item posted price)*(1.15) > (vendor price)

If that equation isn’t true then DO NOT POST IT! YOU WILL LOSE MONEY.

An easy way to do a quick calculation is to look at the posting fee, double that number and then add both the fee and the doubled calculation to the listing price. Let’s go back to the 10 silver example

50 copper posting fee X 2 = 1 silver, 50 copper + 1 silver = 1.5 silver.  If the items vendor price is greater than 8.5 silver DO NOT POST IT!

I hope this helps some people

Guild Wars 2 Mystic Forge Guide

Guild Wars 2 Mystic Forge Recipes Research by tentenhun

Check the Mystic Weapon section to see how you can craft exotic max-stat weapons with 50 skill points

Update: It seems like the recipes with scrolls are exotic weapons or armors. This means you can get an exotic weapon for 50 skill points, mystic coins, and some mats. We should figure out what exotic weapons each recipe gets so people can get the exotic they want.
Also, probably some of these recipes are for legendary weapons precursors, and we should find out which ones they are.

Update 2: I think the higher the Mystic Coin number in the recipe, the harder the item is to get and the rarer it is. So the legendary precursors might be one of the recipes with a scroll and a higher number of coins

I’m pretty sure a lot of people have figured out Mystic Forge recipes, but are just hording the information to make profit, so I’m trying to share what I know and aggregate info from the community.

Quick primer on the Mystic Forge

The Mystic Forge does 2 things:

  • Random items when you combine 4 random items
  • Set recipes that give you the same thing each time. A lot of these are level 80 exotics weapons/armor. I’m pretty sure each recipe with a scroll gives an 80 exotic. We just have to figure out which recipes give what.

So I bought a lot of singletons of crafting materials so I could see what recipes the Mystic Forge has. Here’s what I found. Here’s a list of shorthand I use (Miyani is the NPC next to the Mystic forge)

  • Wine = Elonian Wine – 25.6 silver from Miyani.
  • Scroll = Eldritch Scroll – 50 skill points from Miyani
  • Crystal – 5 for 3 skill points from Miyani
  • C. Dust – Crystalline Dust
  • Ecto – Glob of Ectoplasm – get it from salvaging level 80 rares with a master salvage kit
  • When I refer to fine crafting materials like bones, I mean the tier 6 version (e.g. Ancient Bones). Anything lower won’t work, but you can transmute lower tiers up using philosopher stones.

Common and Fine Material Promotion

Check the wiki http://wiki.guildwars2.com/wiki/Mystic_Forge. This will tell you how to turn copper or into iron ore and large bones into ancient bones, for example.

Lodestone:
2 Core + 1 Crystal + 1 Wine + 1 C.Dust = Lodestone
For example, if you use two Molten Cores you will get one Molten Lodestones. This is useful because I’m pretty sure some of the Lodestones, like Crystal Lodestone, don’t even drop from enemies since there are no high-level branded enemies

Upgrading Siege Weapons:
5 mithril ore + 5 elder wood log + 2 siege weapons + siege masters guide = stronger siege weapon

Mystic Weapon (level 80 exotics with particle effect):

DON’T TRY TO CRAFT THE RIFLE, MACE, OR SHIELD, APPARENTLY THOSE 3 DON’T WORK

1 scroll + 30 coins + 5 component A + 5 component B
For example, to make a sword you use 5 orichalcum hilts and 5 orichalcum blades. It only accepts level 80 components (so orichalcum components)

Some people are having trouble, so here’s a more thorough explanation. Go to http://www.gw2db.com/ and then go to recipes for the craft that makes the weapon you want. Then click on one of the pearl weapons of the type you want (the affix doesn’t matter, so Berserker’s or Carrion or any of those is fine). Now look at the ingredients of that recipe. One will be an inscription, and the other two will be the components you want.

For example if you want a greatsword, you would look at http://www.gw2db.com/recipes/8487-berserkers-pearl-broadsword and see the components are Orichalcum Greatsword Blade and Orichalcum Greatsword Hilt. So then the recipe you would use is
1 scroll + 30 coins + 5 ori greatsword blade + 5 ori greatsword hilt
and you would get Mystic Claymore
http://i.imgur.com/VoprG.jpg
http://i.imgur.com/hJDBS.jpg
http://i.imgur.com/X19vL.jpg

See the bottom for a gallery of Mystic weapons and their stats that I’ve collected so far. The stats are set and will always be the same. You can also check the PvP locker to preview them.

Gaze of Demon Summoning (level 80 focus – 64 pow 64 vit, 90 cond dmg, sup. sigil of demon summoning)
1 scroll + 40 coins + 5 crystals + 50 skulls

Glint’s Scale of Rage (Focus) http://imgur.com/VP7TA
1 scroll + 30 coins + 30 crystals + 10 wine

Malice of Debility (Focus) http://i.imgur.com/EJXWL.jpg – Discovered by Magisters MarkGames and NinjaSakura
1 scroll + 30 coins + 100 lemongrass + 100 spools of gossamer

Cooguloosh of Battle (Focus) http://i.imgur.com/XeK6b.jpg – Discovered by Magister trsc2
http://imgur.com/a/ZElyN
1 scroll + 30 coins + 30 Coral Orb + 30 Opal Orb

Tear of Grenth of the Hydromancer (level 80 dagger -64 power, 90 precision, 64 condition damage) – Discovered by Magister shaft_ed 
1 scroll + 30 coins + 250 c. dust + 10 molten lodestones

Naegling (Greatsword) http://i.imgur.com/q35R6.jpg http://i.imgur.com/bpiCu.jpg – Discovered by Magister gubben11
1 scroll + 20 coins, + 100 orichalcum ingots + 50 powerful bloods

Fate of Menzies (Torch) http://imgur.com/a/avtfp – Discovered by Magister Speedstersonic
1 scroll + 70 coins + 100 bones + 30 molten lodestones

Courage (Focus) http://imgur.com/jFiTf – Discovered by Magister Lorne77
1 scroll + 1 wine + 20 coins + 20 c. dust

20-50 t6 fine materials – Output amount is currently undergoing research, may not be 20-50 – Discovered by Magister GrennEU. Also received reports that this makes mystic clovers, but that may be inaccurate. 
10 Obsidian Shards + 10 Ectoplasm + 10 Crystal + 10 Coins = 20-50 of a random t6 material
You get the Obsidian Shards from the Karma vendor after you complete temple of Balthazar in Straits of Devestation.

UNKNOWN RESULT RECIPES:

1 scroll + 30 coins + 50 corrupted Lodestone + 50 glacial Lodestone
1 scroll + 40 coins + 60 crystals + 100 c. dust
1 scroll + 40 coins + 100 orichalcum ingots + 20 charged lodestones
1 scroll + 50 coins + 250 ectos + 250 ancient large hilts
(There are probably more recipes with stack of ectos and stack of a weapon component like a hilt)
1 scroll + 50 coins + 250 powerful blood + 250 vicious claw
1 scroll + 50 coins + 250 powerful blood + giant eye
1 scroll + 50 coins + 50 destroyer lodestones + 50 molten lodestones
1 scroll + 50 coins + 50 ruby orbs + 100 orichalcum ingots
1 scroll + 70 coins +10 wine + 250 ecto
1 scroll + 70 coin + 10 orichalcum ingot + 250 ecto
1 scroll + 100 coins + 50 obsidian shards + 250 onyx lodestones
1 scroll + 100 coins + 250 ecto + 250 orichalcum greatsword blade
250 c. dust + 250 totems + 250 venom sacs + 250 bloods
250 fangs + 250 scales + 250 claws + 250 bones
1 Scroll + 1 Bloodstone Shard + 250 Ecto + 100 Coins

PARTIAL RECIPES OF MYSTERY:

Scroll + Ecto + Crystal + ?
Scroll + Ecto + Philo Stone + ?
Scroll + Coins + ruby orb + ?
Bloodstone Shard + Obsidian Shard + Gift of Exploration + ?

There are also probably recipes using the other lodestones, but I ran out of money and couldn’t buy them to find out. Let’s work together as a community and chart this unexplored territory! I’m pretty sure some of these recipes at least give you the exotic components for legendaries.
If the reddit community can band together and chart new territory, then I think that would be awesome! To the best of my knowledge the results of these recipes isn’t available publicly anywhere.

Mystic Weapon gallery/stats

Longbow: Stats – http://i.imgur.com/BO8Ya.jpg
Gallery – http://i.imgur.com/KQO1B.jpg
http://i.imgur.com/R7Gh7.jpg
http://i.imgur.com/ChuRZ.jpg

Scepter: Stats and Preview – http://i.imgur.com/s1mi8.jpg

Staff: Stats and Preview – http://imgur.com/sZBXh

Sword: Stats and Preview – https://skydrive.live.com/?cid=b3dfcfca7bf96f04&id=B3DFCFCA7BF96F04%21473&sff=1

Shortbowhttp://imgur.com/a/Hvvx9
http://i.imgur.com/fSeAz.jpg

Hammer: Stats and Preview – http://i.imgur.com/eZuF5.png

Dagger: Stats and Preview – http://i.imgur.com/a592K.jpg

FIghting Ancient Kraka!!!!!Image

Guild Wars 2 Ascalonian Catacombs Guide

I wanted to share this guide as I feel that Renegade26 explained the guide really well and AC (Ascalonian Catacombs) are one of the dungeons where I run the most with my guildies as per run on path 1 and 2 I can earn around 80s each provided I’m selling all the drops without getting any rares on level 80.

Guild Wars 2 Ascalonian Catacombs Guide by Renegade26

The undead halls of the Ascalonian catacombs are steeped in rich human history, and are the first dungeon encounter for most players in Guild Wars 2. Success in this dark collection of long hallways and dangerous rooms requires a product of two main components. This guide will allow all players to understand the strategies requires and the skills needed to overcome the Graveling horrors awaiting in the explorable version of the catacombs.

Firstly, the basics of any team is to have 5 equipment ready, level 35+ players. Once partied, elements like third party voice and assigning a leader will greatly raise success rates. Voice contact allows quick updates between all players in an ever changing environment, and a leader can command players to focus and motivation through the challenges. Note that there is no formal leader function applicable in game.

With the team ready for combat, simply have your leader step through the portal for an Ascalon Explorable challenge, and let the other members accept an invitation into the dungeon. This should be done from the entrance within the Plains of Ashford.

Key skills required for the entirety of the challenge will be an ability to watch enemy animations and dodge accordingly, teamwork at all stages, always having an eye on dangers other than the enemy targeted and a patience to reduce panicked play. Other required elements will be a variety of unlocked utility skills for the purposes of supporting a teams survival, interrupting enemy charge attacks, removing conditions from self and others, and all out damage. A combination of these throughout a team is necessary for each area.

The initial room is a simple learning step. There are basic traps to be avoided and a Graveling Breeder. Killing it is no hard task if allies are aware of the traps. Don’t let the hatchlings that the enemy breeds overwhelm anyone, but focus the majority of damage on the breeder. Hatchlings will fall to AoE effects, and this is a common theme presented throughout the dungeon. At all times revive teammates if the possible.

After this encounter, teams are faced with a vote for which route to take. Some bosses are common to multiple routes, whilst most are unique per character assisted. Each path requires teamwork and skill, and this guide will allow players to get through any challenge.
No matter the vote, a graveling burrow is created just outside the durmand priory safe camp, at the bottom of the stairs. This should be rushed at by all team members when it has spawned, and brought down as quickly as possible. The hatchlings that unearth are of little consequence, again, and priority is given to the vulnerable burrow. Once defeated, a small room with traps must be traversed carefully.

The Spider Queen

After the traps, you are faced with a tomb filled with spiders and flame-head traps. Awaiting above is a spider queen, ready to descend upon unsuspecting heroes. With proper strategy, no team will struggle here. Here are the priorities to note:

1.    Survival in this room is hindered by two main components. The spider hatchlings are fragile, but extremely powerful. Bring them down as a group immediately. A guardians wall of reflection is superb at clearing a room full of these, and should be saved for a large drop of hatchlings that a team is not ready for. With all spiders ended, clear each flame head from the walls 1 by 1. These are a minor threat, but force players to use endurance at times when it is in high demand.

2.    The second great danger is the spider queens poison clouds. Key counters are dodging away from the visual red rings and removing the long lasting poison stack if dodging is late. With this in check, damage is completely minimised, and teams can concentrate on slaying the queen.

The Kill Zone

The next corridor has two main parts. A group of powerful gravelings, and loads of deadly traps. They should be overcome separately. To manage this simply, you should pull the enemy group down away from the traps and use the entranceway to trap them in a chokepoint. AoE attacks are vital, as well as movement snares. With that in mind, proper target priority is given in this order:
1.    Graveling scavengers must be killed first. There are two and each one will perform a chargable leap attack, that knocks players down and proceeds to rend them apart. Interupting and dodging is the safest way of dealing with this.
2.    With the scavengers dead, you are free to target the breeder. No surprises here, as players will ignore hatchlings and proceed to destroy the breeder quickly. Having interrupts available upon his spawning channel ability throughout the fight will simplify the hatchling problem.
3.    The howler is very tough in terms of survivability, but extremely low on killing power. He is saved for last and should prove no threat against a ready team of 5 players alone.

A Wild Troll Appears

At any point from now a champion troll may appear as a bonus. Simply avoid the huge point blank area of effect smash he performs, by watching for his charging animation, and he will be brought down through attrition. Keep distance from him to maximise safety.

The traps in the corrider are simple enough to overcome: stack up all 5 players together, wait for the opening provided, and rush the top as a unit. Each player will run to the top, some taking near fatal damage, but at least one will make it to the deactivation chains just outside the corridor on the left side. Leave a few paces between each player if possible to guarantuee each trap hits only one player. With the traps now down, teammates will revive and clear the flame-heads with no problems.

Lietenant Kohler

This enemy is the bane of unorganised groups. Attempt to pull him away from his lackies by bringing the fight to the lower area, near the chain that deactivates the traps. His grab attack will destroy an entire team and must be dodged at all costs. Take note of the large charge up time involved before he throws each hook; its vital that you see this and dodge at the appropriate time (not too early). To ease this, abilities that block are extremely useful, especially party wide ones like “Retreat” or Virtue of Courage. It also requires line of sight, and so columns can be used as a natural defence. If your team is to be prepared for this attack, then next you must be ready to deal with his leaping melee attacks. This is most easily countered by spammable immobilises at key times. Simply be consistent in avoiding death, and victory is assured eventually. Clear the 2 lackies afterwards; this should pose very little problem.
Additionally, if a cave troll is spawned, teams can use him to fight against the Lieutenant. The cave troll will win even a 3v1, and then teams can clear the troll afterwards to save on difficulty.

Hodgins’ Route

The first task of Hodgins’ route is his most challenging. Note that Leiutenant Kohler can be avoided for this route, but it is recommended that teams clear him anyway. The initial flame trapped stairs are a minor inconvenience; but the bottom of these stairs will prove useful almost immediately. For inexperienced groups it is recommended that you enter the room with Hodgins, let him begin his event alone, and retreat to the bottom of the stairs. Here you must survive for 20 seconds, whilst watching the event unfold to its failure. This is a quick learning experience, but also allows you to explore the challenge area unhindered. Simply avoid resurrecting hodgins til the team is ready.

The objective here is to kill 6 graveling burrows. They spawn in 2 chains of 3, so that when you kill 1, another will spawn; when you kill that another will spawn. After killing that one you have executed one chain completely, leaving only one chain of three burrows left. This strategy takes advantage of that fact. Firstly we split the team into two parts: defence and offence. 2 players comprise a defensive squad, that should be able to debilitate entire areas frequently, apply healing to allies, and have strong area of effect damage. The other 3 are designed for destroying burrows, as an attack team, and will have extremely high damage abilities like Hundred Blades or Meteor Shower. With these two squads pre-ordained, the strategy is such, with respect to the diagram:

Posted Image

1.    All 5 members group at burrow 1, ready to nuke it as quickly as possible. With enough speed, it can be destroyed before anything significant appears. The task is to beat the Breeder to its spawn. If your team is not quick enough to kill the burrow before the Breeder spawns, then as 5 again you must kill the breeder. 1 of the defence team must be ready to remove hatchling agro from Hodgins if he starts to take heavy damage. For this we are ignoring the burrow numbered 4; it spawns weak enemies consistently throughout, and is simple to ignore for the first phase.

2.    At this point there should be the central burrow number 4, and a back burrow in a cave number 2. The attack team rushes this burrow , solely intent on killing it and nothing else. The defence team is at hodgins, reducing his damage taken, and clearing the area of hatchlings. It is imperitave they survive, but clearly hodgins life is more important in the grand scheme. When the second burrow is killed, the attack team rushes through the centre to burrow 3, killing it. Speed buffs are advised throughout this section to keep the attack team mobile.

3.    Kill burrow 3, defend hodgins and you are left with the minor issue of only one burrow. Clear the hatchlings and any of the rarer gravelings, then kill the burrow number 4. Be ready to chase number 5, and be wary of the 2 scavengers that spawn. Their leap attacks are extremely dangerous and pose a serious threat to the group. Kill the burrow as a group of 5 if appropriate, and after its death let the defence team clear hodgins still, and have attack team kill burrow 5. Defence team must adapt and assist at all times if hodgins is clear; they must not wait for enemies to come to hodgins when damage can be used on newly spawned enemies and burrows.

4.    Finally and obviously, the event is succeeded as soon as burrow 6 reaches 0 hp, no matter any other situation. This assumes hodgins has survived. Congratulations on beating the most difficult part of this route.
Once the room is cleared, take chest rewards and dungeon objectives, then ascend back through the stairs of fire, past the trap-chain, and into the side area in the west. Here be wary of any spawns, and deal with them by letting 1 player go ahead at all times, falling back to the team when anything spawns around him. Using this simple strategy should work against any group. Pull graveling enemies as far as you can, about 15 metres or so, so that they trickle in bit by bit, and separated. Prioritise less elite enemies first, leaving golden enemies for last as always.

Artifact Recovery

This next section is remarkably easy if done using this strategy. Initially there are 2 groups of 2 scavengers that must be dealt with. They spawn from invisibility, so you must pull them to the bottom of the stairs to separate them. Nuke each one, one by one only. Enter the next room.
The challenge here is to grab items off the ground, 5 in total. Enemy patrols hinder progress, but are not essential to be killed. Again we take advantage, as we plan on ninja-grabbing each item without performing any more combat. By waiting for scavengers to pass, and using dodges and defensive utility spells, teams can run into a group, grab the artifact, and retreat to de-agro enemies. Using this method you can make progress bit by bit, clearing the room of items within 5 minutes. The priority is to take the item, and then escape with your life. Guardian staff 5 can be used from distance to keep enemies off teammates, and mist form and stealth can be used for survival. Follow hodgins route to the underground complex.

Labrynth to the patriarch

This section is completed through slow and steady pushing. Pull a group away, nuke it all down, and continue on bit by bit till your team is into the main chamber. Careful of traps, and choose to kill silver enemies before golden ones. Remember to beware of scavenger leaps. In the final chamber, pull individual breeders one by one to your team, killing them safely. Eventually you will be left with a single breeder at the far side of the room. This can be ignored; pulling this one safely from the patriarch can be too tricky, and can instead be avoided during all combat.

The Howling King

The howling king has 3 main abilities. He can burrow, to dodge all attacks. When emerging, he damages all teammates, so steps must be taken to avoid his proximity when underground. His second main ability is to channel a spawn spew similar to any breeder. The subtle difference is he may spawn large enemies rather than just hatchlings: these must be killed before continueing to damage the boss.

His final ability is extremely dangerous. It is a conal attack known as spirit scream, that must be dodged at all costs. Its highly damaging, and if you survive you will suffer confusion condition. Try to watch for its distinct animation, and avoid being in front of him at all times. If your team can stay spread out, then you reduce the risk of multiple party members being downed by a single scream. If anyone goes down, resurrect them immediately.

Avoiding damage and killing his additional spawns, eventually you will give enough damage to end him, and the rewards are yours.

Detha’s Route

The charr woman has awful voice acting, but her route is not so challenging if dealt with properly. The route becomes unique after killing the Lieutenant, where you must take the eastern wing corridor southwards. In this location spiders spawn, and must be grouped and dealt with quickly to avoid deaths. There are minor traps on the way so be patient. Be wary of graveling patrols.

Room of Pits

This next challenge is easy if done properly, and is extremely quick. Simply spread your team into 2, a tanking team of 2 players, and 3 players who will each take a group of trap chains for themselves. The idea is that the tanking team will stand in the trapped area, holding the attention of the enemies that swarm in, whilst their teammates behind them will pull the traps up, killing everything that approaches. 20 successful seconds of this awards you victory. The 3 players who are taking the chains should split appropriately: 1 takes top left, 1 top right, and the final will take the central chains. The side chains come in pairs; the central chain is alone. Tanking team should bring wards, blocks, and any other survivability. Careful when the event ends, as enemies take time to despawn, and the traps no longer work. Stick together and stay alive until the area is clear.

Waypoint back to the centre. Finish the enemies in the corridors up to the final room Hall of Champions. Patience and pulling will be necessary here. Don’t agro too many enemies at a time.

Ghostly Defence

This area is difficult and you may incur deaths without good teamwork. For this task you must defend Detha whilst she fixes cannons for the boss fight. Every time detha fixes the cannons by about 30%, new ghosts spawn and charge her. Prioritise the monks and rangers most highly, then necromancers. Finally elementalists must be killed along with mesmers. Warriors lastly, making sure that any that spawn are kept away from squishy casters using snares. Solid teamwork and targeting will allow a team to neutralise enemies one by one, till victory. If anyone is downed, decide whether to kill a low enemy for the rally, or revive in the normal way. Necromancer area denials should be avoided at all costs. This challenge will be overcome eventually, using basic attrition.

The Patriarch

This boss is the easiest of the final 3. He spawns oozes irregularly, that are mostly benign. Concentrate damage on the boss, take out oozes when necessary, dodge his burrow attacks and the fight will be won within minutes.

Tzark’s Route

This route requires teams to have high DPS. Without strong damage output, areas will be impossible to progress through. This guide picks up after killing the Lieutenant.

Beware of traps in the eastern corridor, and watch out for spider spawns. Neither of these should be too dangerous. Be wary of graveling patrols. Players should wait before the corridor entrance to the crypt, and have one player pull a set of ghost spawns. If done properly, they can be defeated one by one. No attempt should be made to kill all 4 at the same time, unless the team is extremely confident. As a note, any troll spawn at this time can be used to attack the ghosts as well as players, so leaving him to finish enemy ghosts can be safest. Careful when entering, as the event will start almost immediately.

The Lovers Spawns

In this section you are faced with the task of defending two asuran beacons. Here we use the old mantra “offense is the best defence”. Key skills to use are pure damage abilities like hundred blades and meteor shower. Utilities should provide might, fury, swiftness and quickness. Fire fields and blast combinations will give all teammates stacks of might, which can be vital. When the event begins, simply nuke each burrow as quickly as possible. A new one spawns every 10 seconds, and so teams must be able to kill a burrow within 8. This is extremely possible with the right setup, and can be accomplished in as low as 2 seconds. Killing a burrow, and continuing to the next when available allows highly damaging teams to keep up with every burrow spawn, and clear the entire area of enemies for several seconds even during the event. Spare time should be used against larger spawns like breeders and gravelings. A single player needs to be elected to agro spare enemies away from the beacons if any are left by the team. This player will draw its attention, and bring it back to the groups damage.

If you succeed proceed to the hall of champions through basic spider enemies. Exit the lovers crypt through the north exit. Teams that fail may simply try again at the cost of armour repairs.

Hall of Champions’ Burrows

This area is simple with the right strategy. Again teams are required to provide high damage to burrows. The strategy is to stack all 5 players near the burrow (but not too close to enemies), provide might and swiftness buffs synchronisically, and storm the burrow. Here teams will destroy the burrow, not attempting to hurt any enemies, and retreat out away. With the burrow dead, teams are free to retreat, and de agro. With this method all 4 burrows can be killed using as little time as possible. The key is to kill the burrow safely and quickly and get out before players start dieing.

Collossus Rumblus

This boss and even the area he is in requires similar tactics to the howling king. Refer to that for how to clear the area around him.
The strongest distinction is that his sonic scream is extraordinarily more wide, and will hit a cone of players larger than 180 degrees in front of him. To avoid this, attempt to dodge through him, to his back, when he screams. His second ability will cause the ceiling to collapse on you. If hit you are stunned for 3-5 seconds. A stun break is recommended. Lastly the graveling boss can burrow, and unburrow for aoe damage around him. Do everything you can to avoid the scream, and maintain damage. He will be defeated eventually if players are not defeated. Any players that are must waypoint nearby and continue on.

Guide is finished, let me know about mistakes and constructive criticism. Let me know if this guide helped you.

 

Here’s a photo of Sunless