User talk:Quizzical12571

Hi there, just letting you know, the general practice on GuildWiki when adding stuff to talk pages is to add to the bottom. Usually the higher soemthing is it means it's older so it doesn't really get noticed by the regulars (in reference to http://gw.gamewikis.org/index.php?title=Talk:Guide_to_defeating_Magni_the_Bison&curid=129708&diff=1072691&oldid=1072690&rcid=1122074 ) -User:PanSola (talk to the ) 00:34, 6 November 2007 (UTC)

Aurora Glade
You rewrote a portion of the bonus to say "...don't kill the runner. That mames another White Mantle become the runner, and shortens your distance advantage over them" (or something like that). Previously, there had been a strategy where you simply killed only the runners, and eventually that let you kill off all the White Mantle (or have someone sneak around and steal a crystal/assassinate Demagogue).

In your testing, did you find that this no longer works...or is it simply too inefficient? (T/C) 20:18, 11 January 2008 (UTC)


 * It has always worked for me. Although I just nuked the living hell out of them all, rather than 'just' the runners... Savannah Heat owns so hard in the Jungle --- [[Image:VipermagiSig.JPG]]-- (s)talkpage 20:23, 11 January 2008 (UTC)


 * If the party stays back and you never kill a runner, you should never have to fight more than three white mantle at a time, and the runner will also be able to help out with the fighting quite a bit. Henchmen (not even heroes) can handle that just fine on their own.  If you kill a runner, another party comes out sooner, and you could have to fight more mobs at once or (if the runner is killed after capturing placing his crystal) have less time to run crystals.  I'm not entirely sure how the AI works when runners are killed, but my experience is that unless there are only a few white mantle left, killing the runner tends to make bad things happen.  In easy mode, you can get away with it, but in hard mode with just henchmen and heroes, it could be trouble.


 * Some have advocated killing the runner to prevent it from capturing the thorn pedestal in the first place. If you're relying on killing the runner to prevent a thorn pedestal from being captured and then don't quite kill it in time, that could lead to outright mission failure.  If the thorn pedestal you're defending is not the only one you hold, then it's one closer to the white mantle base, giving you far less time to kill each group.  This also tends to draw the extra abbots out to come heal sooner, which can be a problem for just henchmen even in easy mode.  Furthermore, if you're attacking the runner, you're effectively fighting four mobs at once rather than only three.


 * The white mantle running AI certainly changed between when I originally did the mission back with my Prophecies characters around last February and when I did it with my Factions and Nightfall characters and in hard mode last month. Back then, the white mantle would pick their target when they picked up a crystal, so if they were heading to the northwest capture point, you could capture the northeast one immediately after they picked up their crystal and they would still run all the way to the northwest capture point.  Now they can change their decision on where to run when in the center of the region.  I don't know exactly when the change was made.


 * The mission was reputedly a very hard one. One person in my alliance said that he had done every other mission in the game with henchmen and heroes, and needed only that one to finish his legendary guardian title.  With the strategy I posted, I only had one failure in my last ten attempts in hard mode (about half of them with only henchmen and heroes), and that one came because someone else was the runner and got confused about where to go.  Furthermore, I was able to do the mission in hard mode with just henchmen and heroes (so I had to be the crystal runner) with no running skills whatsoever.


 * I don't doubt that there could be some other strategy that works just as well. If someone else finds such a strategy and wants to post an additional strategy, that's fine with me.  But anything that involves killing the runner before nearly all of the white mantle are dead would have to be a very different strategy from mine, and would require additional precautions to guarantee that you can kill the runner and deal with more mobs coming out and attacking sooner.  In hard mode, even without killing the runner, the 1:30 that henchmen and heroes get to kill the rest of the group isn't always enough if some extra abbots come early.  Quizzical 22:08, 11 January 2008 (UTC)
 * That's... a... lot... of... text RT | Talk  22:09, 11 January 2008 (UTC)


 * Thanks for your comprehensive response. It confirms what I always suspected...killing a runner is what draws out those additional "Guard" groups. That is the only way I've ever done the mission, and yep, it was always a tough fight...you'd get massive backlogs and the runner would almost slip through. When I read your strategy I was confused because you said you only fight 3 or so Mantle at once, whereas I usually fought more like 5 or 6.


 * On the other hand, using a snare like, uh, Snare is still useful for slowing down the runner and giving you much additional time. White Mantle have no condition removal...If they also had no hex removal, then Crippling Anguish under Mantra of Persistence is also good since it's ranged. I suppose you could take Extend Conditions. Iron Mist / Binding Chains work too.


 * By the way, having two runners makes this very easy as well. One person takes a crystal and runs to the northwest; the other waits right next to your pedestal. Once the White Mantle capture the northwest one, the waiting person takes the new crystal and heads northeast, while the first runner comes back. After you take the northeast, the second runner captures the close pedestal, and you win. You may need speedbuffs for this, I'm not sure. But it is very safe. [[Image:Entropy Sig.jpg]] (T/C) 22:17, 11 January 2008 (UTC)

Dzagonur Bastion
Thanks for cleaning it up yourself. I've been too slow, I know...I did a bit more Wikifying of links and capitalizing (margonite -> Margonite for instance) and it looks very nice now. (T/C) 20:36, 11 January 2008 (UTC)

THK
Great work on the cleanup for this article. :D That must have taken you quite some time. -- Aggro  Sk8  22:20, 26 January 2008 (UTC)


 * Thanks, though it's much quicker to delete text than to add it. This was much quicker than coming up with working strategies for Aurora Glade, Sanctum Cay, Dunes of Despair, or Dzagonur Bastion.  Quizzical 22:23, 26 January 2008 (UTC)


 * You've done a very nice job indeed. --Organism X 22:25, 26 January 2008 (UTC)

And to think...
I thought I typed a lot. I see people with their one or two line responses, so I get a bit confused when I try to reply with a five line paragraph...but you. You give a friggin' essay (good thing not bad :D)! Devil's in the details m8, and so few people pay attention to either of them. Nice to know someone does.

And ty for the help on Sanctum Cay, after looking I saw ur userpage and looked at ur articles, and both them and ur response help a lot. -- Marin  Bloodbane  20:09, 17 March 2008 (UTC)

Magni the Bison builds
I'm sorry to have added my build in your page. Indeed, I did not realize that this page was somewhat like a personal page, and that you maintained most of the builds personaly. I'm sorry for that.

As far as the build failing against some oppopents, yes, there's little doubt about this ; blinding is one such case ; some hexes another. And indeed, I've not been doing such a testing as to draw out most opponents.

As for the 55 monk build, yes, he fails the exotic gear requirement by far (4 major rune and a rare cestus... well...) ; however, it is likely a popular build among monks, and I beleive that most monks out there have a 55 build hidden in their sleeves ; so yes, the requirements are steep, but yet I think common enough that you might mention that kind of pecular build.

I do not recall adding anything about runes ; still, other rune should not be out of scope : it should mostly depend on price. Some major runes are quite cheeper than some minor ones... But yes, this is tricky.

I know that this build would fail against Gwen ; Argo, I did not meet (with that character), so I don't know why that build fails against him. Bison is another matter : I would believe than that time, you had a fluke, but maybe you're right and I got the fluke...

I may test that build some more to provide you with better feedback ; seeing that you have no solid assassin build makes this worthwhile...Yves 10:02, 24 March 2008 (UTC)

You should blog
Some of your stuff (User:Quizzical/Mesmer Hero) is crying out to be a blog. GJ RT | Talk  10:08, 2 April 2008 (UTC)
 * If I were to blog, it would probably end up mostly being about politics, and Guild Wars players wouldn't care to read it. Anyone looking for comments on politics and finding an occasional Guild Wars post would probably be like, what is this here for?  But I'm glad you like the essays.  Quizzical 20:24, 2 April 2008 (UTC)
 * Politics dont belong here :) And I never leave port without Gwen as a general tick-off-mobs-mesmer :)--[[Image:AlariSig.jpg]] 20:43, 2 April 2008 (UTC)
 * See, that's why I don't blog here. Quizzical 20:50, 2 April 2008 (UTC)
 * Woops, meant to say "without gwen" :/--[[Image:AlariSig.jpg]] 20:51, 2 April 2008 (UTC)

:]
I just wanted to compliment, and thank, you for your cleanup work on Eternal Grove and Gyala. It's been needed for a while. :] 22:03, 7 April 2008 (UTC)


 * The Gyala Hatchery page was all right before my changes, though I'm still planning on trying it the direct approach and possibly making some changes to that part. (I took the back way because I tend to find careful pulling missions easier than point defense ones.)  Eternal Grove seemed to be the start of the "it's late in the campaign, so the mission needs a really cluttered page" portion of Factions.  Quizzical 22:31, 7 April 2008 (UTC)

Ursans
Ah... the section you never wanted on your discussion page. But genius comment under Ursan Blessing Talk! Very well worded points. --Mooseyfate 16:37, 14 April 2008 (UTC)

random opinion question
I don't think I've ever heard you talk before on certain subject: farming. What is your take on it? It ruins the economy, but it's the only way to get ahead, everyone does it, but there's gold farmers and bots and...etc. Not a topic that you often get a voice of reason on. I'd be interested in what you think. (T/C) 04:21, 20 May 2008 (UTC)


 * It depends on what you're farming for. Farming for title tracks with linked skills is a problem, but the problem is that there are skills linked to title tracks, not that people farm for them.  That sort of painful grinding in lieu of content is terrible game design, and it is a shame that ArenaNet apparently ran out of good gameplay ideas and had to resort to that.
 * I'm guessing that you're talking more about farming for gold. My view on that is that if it matters, the rational thing to do is to quit the game and go play some other game where you don't have to spend time farming for gold.
 * Fortunately, here, it doesn't matter. I've never spent any time at all farming for gold (or for materials to sell for gold, or selling runs to outposts or through missions, etc.)  Well, that's not quite true; on two occasions, I let people pay to tag along for a mission I was going to do anyway (and for one of them, I'd let him come for free, but if he offered to pay, why refuse?).  I don't know which weapon are the "rare" ones, so I usually just vendor drops I get rather than trying to sell them to other players, with the exception of some event items.  More to the point, the cash I have doesn't come from powertrading (let alone Ebay).  Neither have I ever set foot in Fissure of Woe, Underworld, Domain of Anguish (excluding the town area for the Razah quest), Sorrow's Furnace, Tombs of the Primeval Kings, or any GWEN dungeons other than to pass through them to continue the storyline.
 * And still I have well over 1 million gold on hand, with all skills unlocked, ten sets of prestige armor (one for each character, except that I don't buy head pieces), all 250 heroes fully outfitted with runes and insignias (albeit with minor vigor rather than superior), 30 armor sets fully outfitted with exactly the runes and insignias I'd choose if they were free (including superior vigor), and all the perfect weapons I think I might plausibly have use for. The only things I could might still buy even if I had infinite money are better weapon mods for hero weapons (and better base weapons for some of my assassins, though I'll buy those very soon; I just need another 40 or so pulsating growths), better vigor runes than minor for heroes, and replacing some sets of non-prestige armor with prestige armor (which incidentally, I will do as soon as I get around to finishing GWEN to have the needed title track ranks).
 * Just the normal course of playing through the game gets you all the gold you need and a lot you don't. Clearing Factions in easy mode with one character gets you about 50k, not counting any gold or items that mobs drop.  For Nightfall, it's more like 100k.  Both of those count quest rewards, selling the monastery credits, etc. from them to vendors, mission rewards, and in the case of Nightfall, treasure chests, though not the end of game greens.  Add in that mobs actually drop stuff for you and in practice, you'll get a lot more than that.
 * What puzzles me is why so many people do spend time farming for gold. Some people, it seems, like to spend money for the sake of spending money.  They'll buy fancy weapon skins and equip them with worse mods than I put on my collector weapons, they'll go for the money sink title tracks (treasure hunter, sweet tooth, etc.), and so forth.  Whatever money they get, they spend as if the goal is to be broke.
 * If you always spend all the money you get as soon as you get it, you'll always be broke. This would happen whether your income is 1k per day or 1000k per day.  It works like that in real-life, too.  Such people win the lottery and get many millions of dollars, then years later manage to be penniless and deep in debt.
 * As to your assertions in asking the question, I'd disagree with most of them. Not everyone farms for gold, as I don't.  Farming doesn't ruin the economy, as there isn't a meaningful economy to ruin.  For a game to have a meaningful economy, the game really has to be built around it, which really restricts what else the company can do with the game.  Puzzle Pirates, EVE Online, and Pirates of the Burning Sea are the only MMORPGs I'm aware of to take that tack, and of those, I've only ever played Puzzle Pirates.
 * As far as gold farmers and bots, they're pretty harmless here. They get their own separate instances, so they can't steal the quest or mission mobs that you're trying to kill.  As I said above, they can't do much to the economy.  In fact, it was partially because of gold farmers (or rather, powerlevelers) that I decided to try this game in the first place.  If one wishes to know how much grinding a game entails, finding out how long it takes to get to the max level is a pretty good proxy.  Powerlevelers who have been paid to get many characters to the max level are great experts on this topic, so they're the ones to ask for a comparison between games.  They conveniently list prices of how much they'll charge to powerlevel you.  When I saw that they charged several hundred dollars to get a character to max level in some other games, or in some cases, even thousands of dollars, but only $40 or so for Guild Wars, I figured that the game must not have that much grinding for levels, so I should try it.  No, I didn't actually pay to get my characters powerleveled.  I just checked their price lists wanting the information on the relative amount of grinding between various games.  Quizzical 05:22, 20 May 2008 (UTC)


 * Thanks! That was exactly the kind of intelligible and comprehensive response I was looking for. You give some unconventional ideas and also manage to impress me again (250 outfitted Heroes is...wow). Although I would argue that you'll only make 50k/100k etc if you "do everything completely", it is refreshing to meet another person who thinks that normal PvE gives all the funds you can use practically. The main issue I have isn't lack of money, it is boredom from repetition of the same stuff eleven times over...if nothing else, the skill-based titles and other such grinds can at least give an easy "sense of accomplishment", though of course since you "bought the title" it does not really mean anything. Still, let those people with such illusions live the fantasy, right? Makes money for ANet...
 * I think you hit the nail on the head when you say the only rational thing to do is move on if you feel the need to farm for gold. That's probably big part of why I have pretty much left Guild Wars...it seems that to get anything of value to me takes too much money investment, which equals time. To get money without playing through PvE completely, I'd need to sell "rare" stuff or other such measures, but that hardly feels rewarding either. Guild Wars no longer encourages "playing the game for the sake of playing", at least not for me anymore...which makes me sad since there is still so much good in it. Ah well. You've made me think and that cheers me up a bit at least. It is always enlightening and entertaining to read an informed response. Thank you again. [[Image:Entropy Sig.jpg]] (T/C) 05:41, 20 May 2008 (UTC)


 * But that's the wonderful thing about playing different classes. Play through a mission as an elementalist, then come back as an assassin for a very different experience from the same mission, at least if you only use skills linked to your primary profession.  That's a lot more variety than you'd get even by playing a different mission every time if you did them all ursanway.  ArenaNet may not encourage doing content for the sake of doing content anymore, but they do at least allow it, which is more than can be said of a lot of other MMORPGs.  Quizzical 05:49, 20 May 2008 (UTC)


 * That is true enough, I suppose...up to a point. When you end up doing a mission a very, very different way because of what class you are playing, that is certainly exciting and well worth the trouble. However, with the advent of heroes, I believe that it is only the very difficult missions (those where a one-player change actually makes a huge difference) where such an effect can be found. Anything below approximately the endgame becomes the same old repetition, with slight variations based on if you're helping kill foes or buffing the party. Ursanway is an extreme example of cookie-cutting it. But still, I don't see much thrill in completing Sanctum Cay as the team's LoD healer compared to mass AoE nuker, for example...it is easy either way, and in the end it boils down to if you do a better job than a similarly set up hero or not. Maybe it would be more interesting if I played with real people, or if I could appreciate minute differences like that...Hard mode is not the answer for me since that is really a toss-up between "barely affects gameplay" to "makes mission nearly impossible". [[Image:Entropy Sig.jpg]] (T/C) 05:58, 20 May 2008 (UTC)