Yeah, I just have a strong aversion to pugs and I have yet to find a guild (I'm pretty picky about guilds) after the mmoc guild sort of vanished about a month after release.
Sing like no one is listening - Love like you've never been hurt
Dance like no one is watching - Masturbate like no one else is on the bus
Apparently about 20 minutes each, depending on the fractal.
decent groups should be able to clear most fractals in about 10-15 minutes (sometimes less when you get the swamp, which can be cleared in like 5minutes), with a full run (accounting daily) taking about 40-50 minutes.
I have done them, but with other toons and not progressed high enough to get bothered with rings. My thief with guild on maw.
Without any buffs I have now roughly:
- 16k HP
- 2800 attack dmg
- 1400 toughness
- 40% crit change
- 80% crit dmg
I am still testing how much is enough and what would be the best combination. My current build is this. Iam not sure should I swap to this and get a bit more toughness on gear.
I'll respond to you in the mes thread. I'll just quote what you said here and post there
Fractals is fun if your team isn't retarded. Fire shaman is easy as hell if everyone stays alive but the moment 1-2 are getting downed a lot its pointless
Sadly Aurora Glade is a European server (I'm from the US). Thanks for the offer though.
We have 3 maybe 4 on time to jump ship seeing as it's just a random guild anyway.
Shrug stuff off.
I love guesting. Not only does it allow me to bypass broken event chains on my home server, but whenever I'm up at crazy hours I can play with the oceanids (yes from Greek mythology :P) during their prime time. Yay!
Meh, I disagree about traditional quests but I do agree about the vacant areas.
ooh, tradepost previews, finally
Now maybe they can add some more functionality to the tradepost as well.
It's pretty clearly stated WP is talking about traditional RPG quests such as in Ultima, Baldur's Gate and Final Fantasy where local quests are used to add flavor, personality or backdrop to area/subject.
Guild Wars 1 had that all over the place. Little "side quests" that just were there for the sake of adventure and world building. It was both context and narrative to the game world.
Think it wouldn't have hurt GW2 to follow it's predecessor. I often did feel that a lot of the world while pretty, was "hallow". With the only areas that stirred personal curiosity mostly being tied to GW1-- Yak's Bend, the searing caldron, Master Ranger Nente, etc.
Kind of a cheat. Because the game relies on familiarity and nostalgia for those call backs. And there isn't really anything added on for the most part to those areas.
Right, I suppose my fear would be what happened in Rift.
But something along the lines of scavenger hunts and exploration quests would be pretty neat. Stuff that isn't in your face with ! or the globes they currently have in the game. Quests that involve investigation and exploration such as in TSW (but without the quest markers). Heck they already have had similar "quests" such as the Halloween scavenger hunt. That stuff? I'm all for it.
I agree with WP... I feel that the writing is far too less in this games, npcs aren't talking more than a few lines which could be improved easily. What are the lore-guys doing I wonder. They can produce high quality stuff as we've seen in pre-release blog-posts.
I like the hidden events in the game (e.g. the swamp in Queensdale has this 2 guys who summon some demon or the Necromancer in the hut there has also a litte event which can be triggered by just talking to him) but there could be much more of those with added lore. They had some nice events in the Halloween update too... loved that scavenger hunt.
so those little special things are basically in the game, only far too few and with too less lore imho