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Old Mar 03, 2006, 08:03 PM // 20:03   #241
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Quote:
Originally Posted by Ranger Rog
Not that it matters now anyway but the Ice floe chest did hold items, it would drop between 1 and 3 every time you opened it, you just had to buff yourself up a little so you lived long enough to pick up your drops once the Azures spawned. Made a few plat selling the Ritualist gear, dwarven & serpent axes it would often drop.
Ah. ic ic. Well now that i recall, everytime i saw that chest it was when i would do a grotto run or try to skill cap ice floe and usually with henchies, so they must have been taking my drops. Thanks for correction ^^;;



BTW: Anyone notice better drops? When me and my two other guildies went to kill the scarab queen, i got a gold hammer Heavy War Hammer of Enchanting: 19-35 (req 8) 15^50 with heavy and 15% enchant mod from the second scarab mob. Ive never gotten a 15^50 weapon before o.o;;; Almost always been "near" that.

Last edited by lyra_song; Mar 03, 2006 at 08:13 PM // 20:13..
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Old Mar 03, 2006, 08:17 PM // 20:17   #242
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Why not make every enchantment timebased, without upkeep costs? Enchantments with upkeep have been pretty useless now for some time, since every update reduces their effect still more. Better to reconsidder the system of enchantments by replacing them with something more usefull... I mean: I play MtG and in that game I would never make an enchantment deck when playing an opponents with decks full of enchantment removal! GW itself has become an enchantment removal game, should'nt enchantment using professions than get some replacement skills?
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Old Mar 03, 2006, 08:31 PM // 20:31   #243
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So, just to see what it was all about...I paid a visit to the griffons last night. (hadn't been there in about 5 months +) It was amusing to see the carnage! The new beasties aren't too bad... so long as after you kill one..you move slightly to avoid the well. Maybe I'm just cursed...but I killed them all and I didn't get any good drops....just 2 blue non-max bows...the rest were white. Sniff sniff.....
I haven't tried it with a 55 monk yet....I believe that would be instant death..
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Old Mar 03, 2006, 08:38 PM // 20:38   #244
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For once an update I am happy with. Most of the skill updates were for the better, not worse. The A. Rock Griffon farming nerf kinda sucks (I used to get good drops out there), but I understand the reasons, and there are other places that you can go to get decent drops and make some quick cash.

Overall, I'm pleased. Finally a decent update: thank you Anet.
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Old Mar 03, 2006, 09:22 PM // 21:22   #245
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Still haven't see an answer to my question:

Is the chest they got rid of in Dread's Drift the one that doesn't require a key and drops a LOT of loot?
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Old Mar 03, 2006, 09:30 PM // 21:30   #246
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yes it is
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Old Mar 03, 2006, 09:31 PM // 21:31   #247
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Cripple Shot!!!!!!!!!!!!!!!!!!!!!!!! Nooooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooo
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Old Mar 03, 2006, 09:31 PM // 21:31   #248
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New Greens from Khepket
Monk greens!

I have:

Khepket's Refuge
Energy +10
Fire Dmg 11-22 Req. 9 Divine Favor
Halves cast of prot spells 20%
Halves recharge of prot spells 20%
Enchants 20% longer
Energy +5
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Old Mar 03, 2006, 09:32 PM // 21:32   #249
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Quote:
Originally Posted by Savio
A couple of notes:

2. Unless I'm really, really blind, upping the Adrenaline cost on Eviscerate didn't do anything.
That's exactly what I thought. what a waste of time.

Oh and why did they fix Thrill of Victory ? The hp gain on finishing an opponent with it was as unlikely as it was meaningless. I mean really. At 16 tactics you gained something like 42 hp on a finishing strike. Not really earth shattering hp for a warrior now was it? Plus very few warriors roll with 16 tactics. I'd take the hp thing over the 2 second less down time anyday.

The change is not really a big deal or anything. It's just that I had fun with trying to finish off foes to gain the hp. Like a twisted russian roulette . There wasn't any reliance on it. It's just a shame that I won't have it on my skill bar anymore since the fun has gone. Oh well .
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Old Mar 03, 2006, 09:39 PM // 21:39   #250
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I really don't care about Griffons, they actually helped my soloing build, making Sheilding Hands recharge faster and making Mark of prot. on disable your prot. spells for 5 seconds. Now it'll be easier to farm avicara. And Titans. And just about everything else not in Prophet's Path.


Hint: Griffons can be found in Vulture Drifts, outside Dunes of Dispair. Where the Scarabs AREN'T. *Wink, wink, nudge, nudge.*

If anyone actually went exploring a bit, they'd know that. And if you can take the Enchants "Soldiers" outside, you can harvest Forgotten Seals, which you can then trade for an item in Amnoon and salvge for lots of materials. In my case 5 Seals>Helm>16-22 iron or 1-3 steel.

I think that the scarab thing is more a response for new "mean" monsters. Words of advice....do not step on 8-10 stacked traps....it sucks... team of 6, me and 5 henchies. See below.

Amount of time passed, in seconds:
1: Heavy damage.
2: half team below 50%, two more below 70%
3: 1 dead, all team below 50%
4: 2 more dead, panicking and getting off the traps.
5: Me and the two other henchies are off the traps, between 30-80% health, and surrounded by 7Scarabs.
6-45: Fighting
46: Victory, rezzing.
47: Dissconnect, but grateful for it.

Last edited by Ken Dei; Mar 03, 2006 at 09:52 PM // 21:52..
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Old Mar 03, 2006, 09:40 PM // 21:40   #251
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Quote:
Originally Posted by Bastard Son
Still haven't see an answer to my question:

Is the chest they got rid of in Dread's Drift the one that doesn't require a key and drops a LOT of loot?
Correct. No more crystalline farming here...
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Old Mar 03, 2006, 09:41 PM // 21:41   #252
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Great.. no more 55ing the desert
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Old Mar 03, 2006, 10:00 PM // 22:00   #253
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hmm...so is this Anet's update...or Ensign's? :P
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Old Mar 03, 2006, 10:08 PM // 22:08   #254
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Quote:
Originally Posted by impuls3d
Great.. no more 55ing the desert
Prophet's Path is NOT the only desert area....
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Old Mar 03, 2006, 10:23 PM // 22:23   #255
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so.....after about 30 Kepkhet kills, I got my refuge.....

The funny thing is I have nearly met my goal of collecting every green, and my next task was to build a 55 monk. Probably 2 days from doing that. Man am I glad I didn't do that now!

I'll just be regular warrior ettin farming and forget the Augury griffon thing ever existed.......

cool with me!
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Old Mar 03, 2006, 10:46 PM // 22:46   #256
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Outside of Destiny's Gorge there are Griffons and Minotaurs. AS far as I know that hasnt changed.


There will probably be a big drop in the price for monk sup runes.
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Old Mar 03, 2006, 10:50 PM // 22:50   #257
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Stealthc, thx for answering my question on what was killing me. I thought it was the Vamp touch, but didn't know why it would do it through PS.

Does anyone know if it is because PS prevents excessive dmg from attacks and spells and vamp touch isn't affected because it is a skill (not an attack skill, just a skill)? If so that is a dirty trick, and a good way to stop 55 farming.

I forgot to mention also, great job on dropping the cast time on firestorm! It made that skill almost useable (lower energy cost would help, but a HUGE step in the right direction).
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Old Mar 03, 2006, 10:58 PM // 22:58   #258
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Quote:
Originally Posted by LouAl
Stealthc, thx for answering my question on what was killing me. I thought it was the Vamp touch, but didn't know why it would do it through PS.

Does anyone know if it is because PS prevents excessive dmg from attacks and spells and vamp touch isn't affected because it is a skill (not an attack skill, just a skill)? If so that is a dirty trick, and a good way to stop 55 farming.

I forgot to mention also, great job on dropping the cast time on firestorm! It made that skill almost useable (lower energy cost would help, but a HUGE step in the right direction).
Prot Spirit doesn't affect Vampiric Touch because it is "life stealing" and not "damage".

Vampiric Gaze, Mark of Subversion, Soul Leech, Shadow Strike, Feast of Corruption and Vampiric Touch deal "life stealing" damage, which protection spells, armor, or whatever cannot mitigate. The amount of life gets removed from you and added to the caster, no questions.
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Old Mar 03, 2006, 11:00 PM // 23:00   #259
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Quote:
Originally Posted by LouAl
I forgot to mention also, great job on dropping the cast time on firestorm! It made that skill almost useable (lower energy cost would help, but a HUGE step in the right direction).
lol, were you being sarcastic there?

If not, how does a shorter casting time help the problems with firestorm?
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Old Mar 03, 2006, 11:02 PM // 23:02   #260
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Quote:
Originally Posted by dargon
Ok, I'm happy with the majority of the updates, however there is still one thing that currently needs to be dealt with, not so much a skill problem as an equipment one. PVE characters are superior to PVP characters with regards to equipment. Hear me out before you think I'm a loony because you can make a pvp character with much of the pve equipment now that they've added the lieutenants helm to pvp.

The difference is simple, a pve character can go in with 4 or more customized weapons, pvp only has a choice of 2 during creation and has to either use non-customized from storage or pre-order equipment.

Secondly, a pve character can have multiple sets of armor, multiple head pieces, etc (ie warriors with an axe helm and a lieutenants helm), a pvp character does not have this option.

I like the current set of changes and I think they go a long ways towards balancing things out, but until pvp characters are on par with pve with regards to what is available to them, then more needs to be planned for down the road.
lol holy shiznit.. Where is Manic Smile.. you had better be reading this lol.. Did we not predict this very thing in another thread previously as the next stage of PvP vs PvE? lol... self-fulfilling prophecy.
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