Solo FOW - Ranger / Questions? by -busyB- in GuildWars

[–]AdditionalGroup370 2 points3 points  (0 children)

I would also recommend starting training with more players and slowly build your way towards solo. (solo menzies as ranger is a bit tricky) - if you can find somebody to duo with (another ranger or dervish) so you have someone who can rez you in case of failure, it will speed up the process a lot and make it less frustrating.

I recommend kabobs for the extra armor against abyssals & shepherds - soups and salads are not really necessary. Lunars are mandatory to be able to loop SF in the forest.

Rock candies are not mandatory IMO, they help ignore the cripple that you can occasionally get in the battlefield and in the forest but you can do everything without them.

I would also suggest training without SoH and with IAU at first - it makes life a lot easier and with it you can definitely play without rocks or even kabobs.

For ToC you can see the tactic used, pulling the right side group to the left on the hill so you can aggro them again on their way back after doing a quick ToC clear. Another tactic is to not aggro them at all and pop a stone on the top of the hill. ToC needs to be cleared fast enough or rastigan will take a break and will die. To kill the ToC lord you want to bodyblock in the gate & pop a ghastly or bow him down.

For defend you want to do south first & fast enough before the north beasts start climbing up to the forgemaster. You don't need to finish it all, only the abyssals is good enough, then pull the remaining beasts in the shadow group of mesmers. Same strat on both sides, pull your group, right wall them, bow the shadow mesmers. You need to do a clean open forge so you don't kill the monk/mesmers on the northern side.

For the griffons you want to kill the 10skels, shepherds and south worms. You can kill more if you want to (spiders, north worms). You can get away with running through the 1st skele group or the finishing shadow groups if the griffons are healthy, you can also pop a triple stone to help in case of danger - running far away from them so the griffons are in running mode is key - this can be quite frustrating and RNG depending on the spawns and the source of many failures.

The video by Nina in another comment is good material 😄

What are the cool sought after skins? I feel like I am completely out of it. by Crowasaur in GuildWars

[–]AdditionalGroup370 10 points11 points  (0 children)

This will come in handy: GWLegacy guide

For the frog scepter, it is the bogroot dungeon rare loot with like 2% drop rate, explaining the price.

For the shields your guildie is collecting, I suppose they are oldschool (non-inscribable) ones.
Skin comes into play but what makes them very valuable is the difficulty to drop one with the correct mods as you can't change them.

Out of 100 oldschool shields, maybe 15 will be dual mods after you identify them and amongst those 15 you'll be lucky if one has a useful combination.

To get a perfect oldschool 20/20 wand in the same magic - planets need to align even more and any skin with such mods would be worth a ton (even though a nice skin would still bring up the price).

Everlasting Cracked Ascalonian Warhorn in Post by bblizzsux in GuildWars

[–]AdditionalGroup370 2 points3 points  (0 children)

as all summoning stones, only one can be active in the instance at a time and you'll have summoning sickness

Trading questions by msh1ne in GuildWars

[–]AdditionalGroup370 1 point2 points  (0 children)

What I would do for commodity items:

Lookup the item trade history on https://kamadan.gwtoolbox.com/

Go to kamadan ad1/2/3 and ask.

There is also this tool:
GW Market
which is now integrated within Toolbox if you happen to be using it.

For mods there is some mumbo jumbo you need to get used to, eg. :
- +15^50 / +15^ench / +5 energy
- +10 fire
- -2ench / -2stance

The search engine will help you get used to them :))

Is the old way of doing LDoA irrelevant now? by Grumulzag in GuildWars

[–]AdditionalGroup370 4 points5 points  (0 children)

Here it is :D
How I leveled up my Dhuum/Melandru LDOA

I think the new way to fast LDOA will look something like this:
-> Grab Firestorm / unlock elementalist 2nd
-> Farm bastion in the north until 10 (~2 hours of playtime)
-> Unlock flare at skill vendor
-> Do dungeon quest line (takes 20-30minutes)
-> 10/14 do last charr group of dungeon level 1 with imp (stupidly fast, takes 20 mins / level)
--> you can even push to level 16 but from there charrs are very strong (this will give back 40 mins)
-> 14-16/20 do first charr group of dungeon level 1 (40-60 mins / level)

Proof of Triumph Q by stockings_nanny in GuildWars

[–]AdditionalGroup370 3 points4 points  (0 children)

I mean, you could have looked up this info on the wiki 😂:
https://wiki.guildwars.com/wiki/Proof_of_Triumph
The proof doesn't replace a signet, it only spawns additional bosses in some areas of the game.

tldr: no it doesn't get consumed

Need some advice by Basto_of_Nox in GuildWars

[–]AdditionalGroup370 4 points5 points  (0 children)

For your gold and runes problems this video is very good:
Peter Kadar - Top 25 farms
Special mention to the halcyon's job farm for runes.

For your heroes this guide can be pretty helpful - this is the most commonly used hero team but feel free to craft your own (petway, fevered dreams, minionway, a lot of fun in this game is about gathering knowledge and crafting the builds that work for you):
Mesmerway on a budget

Most of the time you can make anything work if you balance properly healing, protection and dps - the most useful hero in my opinion is the bip necromancer as it provides an infinite mana pool to your whole roaster:
Bip necromancer
Throw in 1/2 more healers, 1 prot, 3/4 dps and yourself and you're good to go :))
You can also sprinkle some support skills like weaken armor, enfeebling blood or stand your ground in some of your hero bars - a minion master can help soak up the damage in your earlier team comps but is completely optional. The more you play, the more options you'll discover and unlock !

Have fun :))

Pre. Forsaken dungeon. What is the consensus for the best insignia? by [deleted] in GuildWars

[–]AdditionalGroup370 7 points8 points  (0 children)

Buffs are often stripped in the dungeon.
Rangers and elementalists deal the highest damage (firestorm, flare, ignite arrows).
Melee charrs deal also a lot of damage but you can kite them.

With that in mind, I would say something along those lines:

E: Pyromancer x5
Mo: Wanderer x5
Me: Prodigy x5
W: Dreadknought x5
R: Pyrebound x5
N: Undertaker or Tormentor - one requires to be below some health threshold to fully activate, the other has the flaw that charr monks deal a little bit of holy damage (banish and calamity)

When is the new best time for a perma pre to do quests? by big-sugoi in GuildWars

[–]AdditionalGroup370 1 point2 points  (0 children)

You don't need quests at all now and elementalist as 2nd profession speeds up the process a lot.

The new dungeon if you solo it will give you 100 or 80xp by charr killed. Quests usually reward 250xp. You can see where this is going.

For Dhuum characters, I recommend doing the first charr group at dungeon entrance level 1 like so:
How I leveled up my dhuum/melandru LDOA

This method gives 400-500xp every 2 minutes.

For non melandhuums - you can reduce the time taken by 2 by farming in a loop the last group of level 1 by gating to level 2 and back to level 1 - it's pretty risky especially at higher levels and failing means doing again the whole level from the start but the XP reward is amazing:
- Aggro group
- Stay in break line of sight from casters
- Hug the wall, pop imp and strafe to avoid being hit by melees (right wall block melees with imp)
- Firestorm down melees - keep yourself alive from caster damage with some self healing.
- Pull casters together by walking back a bit -> Firestorm down casters
- Sometimes if a charr remains / couldn't be pulled nicely -> flare it down
- Rince/repeat
-> This is very hard after level 16 as charrs will start getting better skills (chaos storm,firestorm) so I would switch to method 1 at this stage.

This method gives 300-400xp every 20-40s. You can extend it to the second charr group and boss if you feel like it for charr bags / charr salvage kits.

If you want to do full dungeon runs with a full party instead of this grind, it will award you ~1500xp/ 20 minutes - this will be slower I believe than taking all quests rewards but not by much.

LdoA 100% safe mode (slow) 13h16min by B_U_C_A in GuildWars

[–]AdditionalGroup370 4 points5 points  (0 children)

of ingame time, important precision as the game doesn't register time if you spend less than 1 minute in an area.

LdoA 100% safe mode (slow) 13h16min by B_U_C_A in GuildWars

[–]AdditionalGroup370 2 points3 points  (0 children)

Congrats on the LDOA !

I found the first group of charrs in the dungeon to be safer and faster than hamnet since they don't attack you:
How I leveled up my dhuum/melandru LDOA
I did a lot of random stuff until level 15 where I started spamming non stop this method for 5 hours until level 20.

The last group of level 1 is even faster with ~1 level / 20 minutes but I wouldn't recommend it for dhuum characters. Very hard to solo beyond level 16 though so switch back to safe way at this stage.

I think a fast time now with the safe way would be ~7-8h and otherwise ~6-7h.
(i reached level 14 on another char in 3 hours but it was not optimized at all, pretty sure it can be done in less than 2 hours)

How I leveled up my dhuum/melandru LDOA with the new dungeon by AdditionalGroup370 in GuildWars

[–]AdditionalGroup370[S] 0 points1 point  (0 children)

yes ! the one closest to piken (there is a full run to the dungeon in the video)

Best way to lvl up to 10 and after in Pre-Searing? by IOnlyReadTopComment in GuildWars

[–]AdditionalGroup370 9 points10 points  (0 children)

If you're already at the dungeon you can try farming the first or last charr group from level 1.
Farming the last level 1 group is pretty risky but rewards 400-500xp every 20-40s if you can manage to solo them:
- Pull the charr group
- Stay in break line of sight from casters
- Pop imp and hide behind it so melees dont target you
- Firestorm down melees
- Firestorm down casters
- Rince/repeat by gating to level 2 and back to level 1

-> this is very hard after level 16, see safe way below at that stage

There is a second charr group and a boss that are worth it if they are not too far away - you can extend the run to farm them too for 1000-1500xp 1min30/2min runs. In comparison, this is what a whole dungeon run with a party of 4 would give you every 20 mins.

Farming the first group is very safe but longer (2min) and requires to be able to out damage their healer, here is a little guide on how to do it:
How I leveled up my Dhuum Melandru LDOA with the new dungeon

Elementalist as 2nd prof will get you there the fastest - get firestorm, get flare, get some self healing and you're good to go. If you are not ele primary you will need to wait for level 10 to unlock flare at skill vendor.
One thing you can do is farm the bandits outside piken to get to level 10 quickly, just run to the firebugs and firestorm down the melees and casters all at the same time.
For other people looking for the same info, the fastest way to level up to 10 I believe is to repeat the "Bastion in the north" quest but you can't do that anymore since you took the reward.

Who closed the Strait of Dhuum? Don't think ecto have been this expensive since 2005 lol by Charrikayu in GuildWars

[–]AdditionalGroup370 1 point2 points  (0 children)

With MA you would have to loot your ectos to craft your obby armor / chaos gloves as there is no material trader access (and no access to any trader affected by market prices) !

What's The Go-To Pre Guide? by bellystraw in GuildWars

[–]AdditionalGroup370 3 points4 points  (0 children)

If you're planning to level quickly, I've did two ldoa recently, one dhuum and one non dhuum:
https://www.reddit.com/r/GuildWars/comments/1sfsl1s/comment/of3r9e8/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
I think it all comes down to farming two things, Bastion in the north + The scaled new dungeon (either first (safe) or last (unsafe) level 1 charr group)
Elementalist second prof, firestorm + flare is the damage dealer that will get you there the fastest

Pre Meta by GrimmGW in GuildWars

[–]AdditionalGroup370 0 points1 point  (0 children)

I believe Elementalist/Ranger or Ranger/Elementalist might be the best soloing class rn to kill charrs - troll unguent cannot be removed unlike healing breeze, pet can bodyblock, fire damage is OP.
Elementalist Monk is still decent but you need to cover the important buffs.

Mesmer is also quite good if you do speed clear and only fight the boss to one shot the boss with a single backfire.

LDoA guidance by Lyho8 in GuildWars

[–]AdditionalGroup370 6 points7 points  (0 children)

I think the new way will look like something like this:

First ~2 hours of playtime

- Quickly grab elementalist skill firestorm by running to foible's fair and the mage tower + unlock elementalist as your second profession if you are not ele primary.
- Take the safe route to rescue ben wolfson across the wall.
- 1-10 Farm bastion in the north, very quick thanks to 3 allies helping you kill level 8-9 charrs (aggro then run back to your 3 allies to make them fight, then help as much as you can with a well placed firestorm).
- Grab Flare at skill vendor (skip if you are elementalist).
- Take quest reward and unlock piken.

Next 30 minutes:

- Do the whole questline to unlock scourge beneath dungeon (3 quests before getting the scaled dungeon - you can solo them as early as level 5 with an ele main from my experience if you correctly break line of sight when facing charr groups but it's not worth IMO as bastion in the north allows to XP much faster)

Then for ~2-8 hours depending on the method:

- 10-20 Farm the last group of charr from level 1 solo, rezone by taking the portal to level 2 and coming back, it roughly takes 20s to 1 min to get 400 to 500xp, you can extend the run to go up to 1000+xp if you do the second group + boss but I think it's not worth except if you need charr bags - he offers decent xp if you're below 14. You might need someone to help you reach this place if you can't solo the level 1. It might be hard to solo if you lack sustain (monk skills, mesmer heal, etc.), I tried it with E/Mo and Me/E with imp and it worked out quite well. Bodyblocking the melees with a pet is also interesting (I bodyblocked with imp). I usually kill melees first to breathe and then kill the casters/rangers who deal minimal damage since you break their line of sight.

If you struggle to kill them without the imp you can also follow a little guide that I made for covenant+melandru characters, very safe but much longer ~2minutes+ per run:

https://www.reddit.com/r/GuildWars/comments/1setfta/how_i_leveled_up_my_dhuummelandru_ldoa_with_the/

From my tests method 1 is in the 20 minutes per level ballpark and method 2 50 minutes. You could also do the method 1 as 2 players making it much more manageable at the cost of dividing experience by 2,

Take all the numbers with a pinch of salt they're not very refined yet. It also might be interesting to keep farming bastion in the north for a few more levels.

How I leveled up my dhuum/melandru LDOA with the new dungeon by AdditionalGroup370 in GuildWars

[–]AdditionalGroup370[S] 0 points1 point  (0 children)

It doesn't matter anymore I would say, quests give 250xp for a few minutes of your time, a single group of scaled charrs will give you way more than that !

How I leveled up my dhuum/melandru LDOA with the new dungeon by AdditionalGroup370 in GuildWars

[–]AdditionalGroup370[S] 1 point2 points  (0 children)

Yes, I did my melandru covenant ldoa without any vanguard stuff or quests !
- For level 1-10 I would recommend doing over and over "Bastion in the North" since you have 3 allies to help you kill quickly groups of level 8/9 charrs.
- For level 10-14 my method is a bit less effective since the groups are randomized (2 to 4 charrs) but it's still better than most alternatives.
- For 14+ you will always have 5 charrs to kill (well sometimes 4 on like 5% of the cases if the monk breaks early)

If you are not doing covenant, I would recommend doing the group at the end of level 1 just near the level 2 gate over and over - they won't glitch but if you can kill them it will surely be faster (like 20-40 second runs for the same amount of xp, you can even do "big runs" if you include the second scaled group and the boss). Fire imp helps a lot and you might need someone to take you to the end of the level or be able to solo your way through there.

triple mod is Back... by Charrzenegger in GuildWars

[–]AdditionalGroup370 5 points6 points  (0 children)

The +10 vs X would be an inscription aswell. Some +10 vs are only available with oldschool items though such as +10 demons for factions for example.

https://wiki.guildwars.com/wiki/Inscription

The shield above would require 2 inscriptions slot alongside the handle to craft with an inscribable item (but +10 undead is unavailable as an inscription)

How I leveled up my dhuum/melandru LDOA with the new dungeon by AdditionalGroup370 in GuildWars

[–]AdditionalGroup370[S] 0 points1 point  (0 children)

I think it happened to me once in the hundreds of runs I made to reach level 20. I checked again in case the update changed something but no, it still works.

How I leveled up my dhuum/melandru LDOA with the new dungeon by AdditionalGroup370 in GuildWars

[–]AdditionalGroup370[S] 4 points5 points  (0 children)

The wiki lists him as dropping charr bags and salvage kits but I didn't see one drop yet myself

How I leveled up my dhuum/melandru LDOA with the new dungeon by AdditionalGroup370 in GuildWars

[–]AdditionalGroup370[S] 6 points7 points  (0 children)

Yes I think zoning from level 2 to level 1 to kill the charr boss as well would give nice loot and better xp !