User:Tennessee Ernie Ford/Shortcuts

Official
= Rants =
 * What is a fair price? Traveler's Gifts and Victory Tokens
 * Scamming? Why bother?
 * People who invite themselves to your group. Huh?

= Core =

General

 * Five things that make your life easier/harder at various stages in your evolution as a Guild Wars player.
 * Tonic details... in detail
 * Traveler Gift Analysis, prelim
 * TEF's Guide to Caster Weapons

Builds &amp; Skills

 * |+%22this+to+be+an+excellent+build%22)+-%22This+build+has+been+archived+as%22&btnG=Search&as_qdr=all&lr=&as_filetype= search pvx for builds using, Cry of Pain; substitute the bit in quotes to search for other builds. (PvX doesn't have its own mechanism for finding builds based on skill.)
 * Audrey Chandler's Skill Bins &mdash; no builder should build without reviewing this.
 * PvX on farming Nick's Item of the Week
 * Skills that have impact when removed/ended...
 * TEF on PermaForms
 * Guru on Monk soloing
 * guru on Rt/Mo farming

Energy Management

 * TEF's Energy Management (PvE) (in progress)
 * Which is better? Wand + Focus or Staff? (in progress)
 * When does dagger generate more energy per hit than by pip? (already in Main Space)

Inventory

 * Artisans and the materials they craft
 * Special Collections: some Trophies are worth more on holidays.
 * Price Checks:
 * Runes &amp; Insignias Worth Storing
 * GW Guru unique item price checks is a good starting place (although it's woeful short on prices for most of its listings)
 * Guild Wars Auctions has a searchable DB of all previous auctions; very useful for price checks (this feature requires userID)

= PRE =
 * Collection Made Easy (for PRE)
 * Farming Made Easy (for PRE)

= POST =

Prophecies

 * Defeating the Doppelganger, short version
 * Dragon's Lair: Summary of Advice → defeating Dragon's Lair Facets → defeating Glint

Factions

 * Faction skills available before choosing a secondary profession.
 * Kurzick &amp; Luxon faction
 * Farming Luxon points
 * Factions henchmen, by location (in progress)

Nightfall

 * /Henchman/Nightfall Nightfall Henchies, by Location

EotN

 * Not ready for prime time EotN mission notes

= Other Ideas =

Articles

 * all article ideas are just that: ideas. With drastic edits like those proposed, I'll post in my user space before considering to foist them on the unsuspecting wiki world.

New
 * "local max" &mdash; the maximum available to a char who has not progressed to a main trading area (e.g. what's max armor for PRE, for Shing Jea); point to collectors for same
 * q0 &mdash; what are the max stats for q0 weapons, helpful for new chars & for alternate weapon sets (e.g. pulling, emergency shields)
 * ✅ dagger breakpoint &mdash; at what skill rank does E +1/hit, -1 degen become better energy management than status quo? (more or less available at zealous)
 * (started) Available hench comparison (why: current guides are good, but don't compare choices available, e.g. when there are two fighters)
 * Hero AI Project: do different with identical profs/builds/commands behave identically? (Why? No one seems to have done controlled experiments. Both pro/con use anecdotal evidence to support case.)
 * I'm just an in-between guide: there's a lot of useful info for noobs and for veterans, but for us in-betweens, not so much. We don't have access to most skills (let alone elite ones), most/any heroes, lots of outposts/zones, etc. If GW follows typical attrition rates, than perhaps half the players online have spent more than 90% of their game life in-between, 30% are new, and 20% are veterans w/access to everything. A poor start to this has already begun.
 * Break-even points &mdash; when is armor better than health? when is armor penetration better than damage? when does regen beat pure health/regen, when does DOT beat pure damage

Improved
 * update gm cartography guide (Why? current version combines techniques (move to existing section), history (delete or move), and description of how to get hard to reach areas (rephrase))
 * Simplified guide to Keys, Lockpicks, and the Lucky & Unlucky titles (why: current guides emphasize math over guiding)
 * Simplified guide to Damage, Armor Ratings (why: current articles emphasize calculations and explanations over guiding)
 * Sunspear promotion points (why? currently wordy, repetitive, requires careful scrutiny to find details)
 * Missions overviews: these should take up less than a screen at a reasonable resolution (no?)
 * profession guides: secondary professions esp, but maybe the primary page, too

Combined or Synchronize
 * Profession changer and profession changer differences (why? hard to parse, repetition, matrices could provide more data and be more compact);
 * SoC vs Capping skills, also Elite Skills (personally, I think all details amount to only 3/4 screen of info; however, others disagree and think these should be two articles)
 * For elite skills, make the instructions more concise and point ppl to SoC or capping for details

Comparison Tables

 * damage type comparison: type, weapons, other sources, defense, resistant classes, susceptible classes, for physical, elemental, & all else

Supposed to be done already!

 * ✅ bonus items as own article transcluding the items, so that they can be treated as indepedent articles (low priority)
 * ✅ full set of editions of the game, transcluding (maybe) the bonus items (low priority)
 * the other wiki's landmark project
 * ✅ this wiki's Landmark Consistency Project is less well organized

TEF Drop Rate Project
An attempt to get more ppls to collect drop rate data. How:
 * count data per run instead of per creature;
 * amt of time, location, pct of area covered
 * use named-parameter template to collect data, making it easier for to add
 * limit # things counted
 * results will be % per run
 * drop rates for non-merch prices? sure, people see WTB/WTS or actually buy/sell; also same idea from authorized auction sites (gw auctions or guru)

Template Ideas

 * ✅ TEF table (in beta via user css)
 * make better use of userbox params or build TEF box for sillinesses
 * quotations that really set the quote apart neatly
 * inlines: hot tip, bug, historical, anomaly -> so that they function as bullets and set themselves apart only slightly
 * setasides: "they way it looks now" and "the suggested way" &mdash; since I seem to be often using that technique
 * navbars for missions (at campaign level; already exists for within campaign)
 * on 2nd thought, perhaps a guide to guides navbar
 * quick ref bar for kits (to reduce superior/expert/perfect confusion)
 * Cartographer & Vanquisher - standardize usage on all pages
 * ✅ tinier skillbar (ideally w/resource costs on mouseover) already exists!
 * ✅ Consistent display of eotn dungeon chest contents