Posts by Marty Silverblade

    The dat contains all sorts of data used by the game - text, sounds, images, 3d models, etc. You're not going to be able to open it with wordpad or other simple single purpose tools. I know people have built software that will allow you to view the contents but I don't know from who or where it's found. Searching for "gw dat browser" or similar should bring it up.

    What are you trying to do?

    I can confirm that this also works on Windows 11. I had some troubles at first where the in-game option was still greyed out after following the instruction, but setting gw.exe to run in compatibility mode with Windows XP fixed that. I'm not sure if that is the best way to do it. I noticed that compatibility mode breaks the skill template manager in the game.

    Don't know what you're referring to by "breaks", but iirc windows xp put the templates in the install directory whereas newer versions put them in documents. If your issue is that your templates seem to be missing then it's probably just a matter of moving/copying them.

    Don't bump five year old threads to post completely unrelated content.

    Click on the conversation bubble icon on the semi-transparent bar and then click on the plus button. Alternatively, go to your intended recipient's profile, click the user button (to the right of their username) and then Create Conversation.

    The difference isn't going to be noticeable. Unless you're doing something legitimately difficult in today's context a couple of points of DPS less won't impact your success. What will be far more important is modding it properly, customising it, and maxing out the weapon attribute (which you should always be doing, not just to compensate for a bad weapon).

    Most builds you find should work fine. The main build repository is GWPvX wiki, which is not perfect but a good resource. Maybe you might have to substitute one skill for another but all the core stuff that forms the foundation of a build will be available.

    Where are you up to? If you're just starting out you're better off learning what makes a good build and putting something together with what you have rather than trying to match a build that might have skills you won't see for a long time or will take a lot of effort to get. Some builds may also not be effective unless you've got all your attribute points or certain bits of gear, which might make them poor choices if you're still levelling. Also, learning how to actually be good at your role, like with pulling, is pivotal to your performance - you're not going to automatically win just because you've got a good set of skills on your bar.

    Assuming you're still in the early stages keep it simple: something like 3-4 attack skills, something to boost your attack speed, some kind of party support (eg Watch Yourself), and a couple of offensive utility skills (eg For Great Justice). It'll be easier to give more solid advice if you give us more info

    Also, for the record, solo means literally solo, even without ai companions.

    Off the top of my head, Illusion of Pain will result in a net gain of health if removed early enough. You can do this yourself with Drain Delusions.

    Edit: some more thoughts: Grenth's Balance can be used even if not in your favour. If you find enemies who can copy your skills (eg with Inspired Hex) you could send them some healing skills like Soul Leech. Tengu's Mimicry can copy any shout or chant you use. Some nature rituals (other than Predatory Season which you've mentioned) could be helpful. I have no idea whether these are viable without knowing what you're trying to achieve.

    Just to be sure, are you filling your team with henchmen? The game is designed to be played with full teams. Also, have you redeemed any bonus items you might have access to by typing /bonus into the chat panel?

    Level 7, while probably a level or two behind, should not be problematic. Your build (and your competence with it) is always the number one factor in determining success. It'll probably be helpful to get Distracting Shot from the Charr Reinforcements quest. I'd also point out that boss spawns in Prophecies are generally random, so if there's one particular boss that's troublesome you might find a different one next time. Also worth knowing that Healing Signet has been buffed significantly since release, so if it's the warrior boss you're talking about I wouldn't use it as an indicator that you're doing anything significantly wrong.

    There are some places where enemies will sit close enough to a shrine that they'll reaggro immediately after respawning. The Necro boss on level 2 of Vloxen Excavations is notorious for this given it's a tough group. It'll obviously take longer to get there than the options you've mentioned, but if you're looking to get lucky points out of clovers prioritising wipe speed over startup time will be ideal.

    It depends on what you want to do with it. There are thousands of skills in this game. A profession combination alone tells you nothing about whether a character will be effective or not. As a general rule though, remember that you're not picking two professions, you're picking a primary and a secondary. Your primary defines what your character is and then you use your secondary to grab a particular skill or two to round out your build. As an example, a Warrior might go /Elementalist for Conjure Flame to boost their weapon damage, while a Monk might go /Elementalist for Glyph of Lesser Energy to reduce the cost of their expensive protection spells. If you were thinking R/Mo so that you can have strong ranged damage and be a competent party healer, you'll just end up being bad at both roles.

    That said, there are builds where the secondary profession plays a starring role, but that's specifically by design rather than trying to be two things at once or forcing a square peg into a round hole.

    Also, note that you'll eventually unlock the ability to change your secondary whenever you're in an outpost, though that'll be most of the way through the campaign in Prophecies.

    If it's been that long you're probably better off starting again than trying to pick up where you left off (though don't go deleting your old characters). A lot has been added or changed so anything you might remember might not be accurate anymore anyway.

    That said, the wiki has a summary for returning players, but even that doesn't go back as far as 2008. There's also a beginner hero guide, though if you've got a lot more unlocked (idk what/how much you did before you quit) you can look towards the proper meta builds also on that site.

    Regardless of how you decide to go about things, you can finance your build+equipment needs easily via nick gifts, which can be sold for up to 5 ectos each. Some weeks are easier than others.

    The minion limit is checked only when you create a minion.

    For the first question, yes, you would then have 11 minions. However, when you create another minion you're probably not going to trigger the mod again and you'll be back to 10. The mod is still a good option though because the minion it does create will be stronger.

    For the second question, nothing will happen immediately upon becoming weakened. However, when you do create a minion, your limit will be nine so two will die off and the horror will be created.

    -Gifts are ~3e each. Selling them for plat directly isn't really feasible - it's always either ecto or arms if the quantity is big enough. (You can of course just sell the ectos for plat afterwards if you need.)

    -I haven't calculated the exchange rate, but if zkeys sold for more than gold zcoins people would just trade them in and then sell them. Keeping the coins as silver is likely ideal. You can trade from bronze to silver to gold but not the other way. So if you have silver and someone wants gold that's fine, but if you have gold and someone wants silver that won't work. Looking at trade chat it seems most people want golds now anyway, but unless you're dealing with a huge quantity of coins and storage space becomes an issue there's no reason to lose the flexibility.

    -If all you want money for is for getting your characters set up you really don't need to invest any meaningful amount of time into farming. You get enough to get what you need just by playing through the game. If you want to obsessively min-max yourself and your heroes (which is not even remotely necessary) then you'll want to be grabbing the nick gifts, but that's about it. You don't need to think about getting involved in speed clears for this purpose.

    -You can advertise vanquishing services and the like in the services forum below. Maybe people search for such things on Discord too, but I don't use it so maybe not.

    -Kamadan is the go-to trade town.

    The store (store.guildwars.com) is temperamental. It's not uncommon to have issues with it. I typically have the opposite problem, with it being in German or some other language and then setting itself to English after navigating through a few pages. That's not happening to me now, though it is only displaying in basic html. Using different browsers tends to give different results so perhaps try that.

    A maximum of five per account per week.

    It varies significantly depending on the item. Sometimes he wants crafting materials that you can just grab from storage and be done in 5 mins, while other times he wants things with a low drop rate or that are difficult to farm without specific builds.

    Also, they typically sell for around ~3e each nowadays rather than 5e but it's still a good earner.

    Not going to nitpick everything (for the most part they either resemble meta bars or fulfil whatever niche you want them to), but the RaO bar is pretty bad. RaO and NRA are redundant. IAS and IMS don't stack past 33%. Considering that pets get free IMS and you have little need for it as a ranged attacker you're burning 25e (!) and your elite slot for not a whole lot. If you want to use something that benefits both you and the pet you should try something with Heal as One. That frees up a few slots and a lot of energy, so you can get more spear attacks in so you benefit more from the adrenaline from spear of fury.

    It's working as intended. Perhaps the description isn't clear - the effect occurs adjacent to where you were when you cast it. It's a point blank AoE, like Lava Font, not a ranged one like Fire Storm. You don't cast it at an enemy, you cast it wherever you are at the time.

    Your default option should be vampiric. It produces more damage than sundering in more or less every situation. Ironically, sundering gets worse as the armor level of the enemy increases.

    A zealous weapon should also be considered mandatory. Some builds are dependant on it to function, while others will still find it useful to switch to when facing strong energy denial, when death penalty becomes problematic, etc.

    Elemental weapons are used to trigger certain skills, eg conjures, provided you aren't using some other means to convert your damage type. They can also be useful to switch to against warriors or other enemies with notable differences in armor levels, but nobody really bothers doing that.

    The condition extending ones are generally useless. Conditions last long enough that the enemy will be dead before they expire and/or are easily enough reapplied. Silencing is the only exception, but daze nowadays really just comes from casters running Technobabble or Fevered Dreams.

    Furious doesn't do enough to warrant running. In 10 hits vamp will produce 30 or 50 damage, so what can you do with one extra strike of adrenaline that is comparable? Using adrenaline boosters (eg, For Great Justice) does affect the gain from furious, but it's still not consistent enough to have any appreciable impact.

    The earliest in each campaign you can find crafters for it is Droknar's Forge (Prophecies), Kaineng Center (Factions), Consulate Docks (Nightfall), and Boreal Station (EotN). You'll reach them relatively early in each campaign except for Proph, though if that's the campaign you're in you can always jump over to one of the others (Kaineng is probably the quickest) if you'd prefer to get your armor earlier.

    Elite armor is actually just for prestige. It doesn't offer any functional improvement over the regular sets. All you need to look for is the armor to have the maximum armor level for your profession (80 for warriors and paragons, 70 for rangers, assassins, and dervishes, 60 for everything else). It's typically craftable at 1k per piece (plus materials, which may or may not be significant depending on what you have and what they cost), which should not be prohibitive once you reach the crafter unless you've been skipping a lot of content. Afterwards you can add runes and insignia to improve it further.

    Some thoughts:

    -Staves function as a skill on a stick rather than a martial weapon so the base damage won't scale according to your attribute - unfortunately having 16 spawning won't give you an extra ~15% damage.

    -The wiki claims the attribute only affects critical chance for martial weapons. The formula isn't clear to me so I ran six three minute trials against the master of damage with 9 and 16 fire magic, with the following total damage results:

    9: 1707, 1660, 1675, 1670, 1680, 1689 (average 1680.16)

    16: 1733, 1690, 1728, 1660, 1771, 1691 (average 1712.16)

    If the crit chance is supposedly the same, why is there a discrepancy in damage? I would think the sample size is big enough here. I suppose if you look at it from a dps point of view an extra 32 points over 180 seconds is next to nothing, but the 9 scores look too consistent to ever reach 1730+ without an absurd amount of luck. Idk. Fortunately, it doesn't really matter if we understand it or not because we'll be maxing spawning regardless.

    -Great Dwarf Weapon would be great, but cannot self target. It would also remove the need to invest into channeling (but add the need to consume alcohol), allowing you to either max out the conjure attribute (+3 damage) or spend elsewhere.

    -SS+Conjure+EBSoH+GDW+IATS = 109 damage. A customised 15^50 staff crit would deal 43 damage against a 60AL target. (A non crit with the same bonuses would deal 15-30 damage, with an average of 23.) So a 152 damage staff hit against the master of damage should be possible (albeit with another player providing GDW); is there anything else that could be added? If you only cared about the single highest damage rather than dps you could use Dodge This rather than Drunken Master. Judge's Insight won't work because it changes your damage type and I can't think of a way to get it back to elemental.