# Math of the Moldy Bags

Edit as of July 2014: I’m still getting regular views on this post despite it being nearly a year and a half old, and the numbers on it being significantly outdated. I have run some quick math with the information we have (and we did keep collecting data after this post – we have over 12k bags worth of drops recorded as of now). My conclusion is that bags are still profitable to open, even with prices having risen quite a lot in the meantime; the spike in Silk Scraps alone makes quite a difference. As of this edit, each bag will give an average return of just over 9s (and that’s a lowball average, as some mats have significant differences between buy and sell orders so I went a silver or two below the current sell values). All other values I calculated (how many items per bag on average as well as chances of getting t5 and t6 mats) still hold to be accurate with our expanded data. With all of this together, if you buy bags for 8s or less, you’ll still come out ahead, so this is still a viable method for getting t6 mats.

As I mentioned not long ago in a blog post, I am working on a legendary weapon. In fact, several of us in my guild are currently working on them in tandem – AJ is making her Dreamer and just needs her precursor, I need about 135 Badges of Honor and the precursor for my Kudzu, Optimus and Greibach are both working on Kraitkin and have their precursors and several gifts, Elixabeth’s closing in on her Flameseeker Prophecies…and those are just the people with blogs I can link to. We’ve also got a Bolt, Rodgort, Predator, and Frostfang in the works, that I can recall off the top of my head.

There are components that are universal to each legendary weapon, and among those are the tier 6 fine materials. You need a full stack of each t6 fine mat. I can tell you right now, that that is a very daunting and expensive task. There are specific places you can farm each, but they are rather rare drops, so building those stacks by simply farming the mats is going to be a long and boring task. Thus, several of us turned to a different source, one that was made far more common in the January patch: Heavy Moldy Bags.

There are a variety of the heavy bags available, each dropping from different types of mobs and containing a different set of materials. Heavy Moldy Bags are generally the cheapest of the heavy bags – most of the other types of bags have a chance of dropping cores and lodestones, whereas the moldy ones just drop fine crafting mats; their ‘rare drop’ is Giant Eyes, which, while nice, are neither as pricey nor as in demand as lodestones are. Between the facts that moldy bags are easily farmed and have a decently high drop rate, are cheap, and contain only fine mats, makes them very desirable.

And this was the route that several of us decided to use to make up the bulk of our t6 material stacks.

There are advantages of going about it this way. They are not terribly expensive. When their price peaked recently and I was putting in buy orders of 3s10c, I was still paying under 8g total for a full stack. Anything that you get back out of the bag that you do not need can be resold to recoup a decent amount of money – when I started buying the bags, selling back the T5 mats, gossamer, and leather was making me back about half of what I paid for each stack; by the time I was finishing my mats, I was actually making a small profit on each stack I bought. And you do, indeed, get a good number of T6 mats out of the bags.

How good is that number? Well, after AJ and I had each gone through a few stacks, I had the idea that we should start tracking the drops that we were getting out of the bags that we purchased. I had noticed some trends, and wanted to see if that was just my luck, or if more data would correlate with these trends. And so began our little project!

Our data currently consists of the bags that four of us have purchased; as of right now we’ve opened just shy of 7700 Heavy Moldy Bags. So, as you can see, this is no small number that we’ve gone through here. At the end of each stack (or two or however we bought), we’d record in a spreadsheet how many bags we bought, as well as how many of each mat we got out of the bag. From the bags we’ve opened so far, we’ve gotten a total of 9880 materials, giving us an average of 1.29 items per bag; the chances of getting more than one item per bag are, thus, pretty damn good. Out of those 9880 mats we’ve gotten, 7831 have been tier 5, while 2049 have been tier 6.

A ~21% chance of getting a tier 6 material is, indeed, very good, considering the money you’re putting into buying the bags, as opposed to just buying the materials straight-out. And those chances get better when you take a look at the individual mats that you get:

There’s no denying that most of what you get will be silk, both leathers, and gossamer. The silk and thick leather are basically the garbage drops of these bags – they’re so common that you can’t even sell them on the trading post. Still, if you’re leveling crafting, it’s worth keeping some around; I wound up merching most of it after I wound up with three stacks of silk scraps. Gossamer and Hardened Leather are nice because while they’re not worth as much as the other T6s, they’re still a nice bit of money back, as both are needed for crafting exotic armors, as well as some legendaries. The T5 mats are going to be, on average, worth between 1.5 and 2s apiece, so you will make back a good percentage of money from reselling those. The T5 essences themselves are worth a nice amount – around 5s on average – and are worth far more than the T6 essence.

The raw data from our drops.

The real surprise, and something I had noticed on my initial bags before we started tracking this, was the spread of T6 mats and how common each type is. I had noticed I had been getting very few Ancient Bones, a larger number of Powerful Blood and Elaborate Totems, and middling amounts of the others. Which was perfectly fine by me! Ancient Bones are relatively common as drops if you spend any time in Orr, at one point selling for as low as 20c apiece back after launch, whereas Totems and Blood are the priciest of the T6 mats; Totems tend to stick in the 20s+ range (they’re actually significantly down right now!), and Blood spiked up to 30s recently, after having dropped to about 17s a few weeks ago.

Doing a little math, the bags that we purchased cost about 230g. The approximate value of the T6 mats gained from them is between 193 and 211g (calculated with the current and usual value of Totems); the T5 mats, minus the silk and leather, average to a bit more than 66g, and simply merching the silk and leather gains another 3.25g; the total value adds up to between 263 and 280g.

The prices listed here will, of course, fluctuate over time. I can’t guarantee that the approximate costs will always remain about what they are as of posting this. Still, when prices on an item fluctuate, they don’t tend to spike sharply in price and stay up for very long – when something spikes, it’ll come back down pretty quickly as well. Same for when an item dives in price; it’ll generally go back up after not too long. And if you’re working on gathering T6 mats, it may well be worth looking into purchasing and opening a few stacks of bags – because it does help, a lot!

# Guilds and the (de)merit system

So, I run a guild. A decently sizable one, though it’s not massive. We’re generally a pretty casual group.

And the more time goes on, the more frustrated I get with the guild system in Guild Wars 2.

[TWIT] was created as a cross-server, international social guild. However, the way the game handles guilds has caused us to not be able to fully meet what we intended ourselves to be. The guild was formed in BWE3, when we were still all under the assumption that guesting would be in at launch, and that it would be fully universal.

The lack of guesting at launch was the first big blow we were dealt. People on other servers could not play with us, outside of the very first weeks when there were overflows in explorable zones, or in dungeons. There is also the fact that influence and guild upgrades are server-tied; the combination of these two things made it so there was very little reason for our members not on Jade Quarry to represent the guild.

I do understand why influence is server-tied, to an extent. You can’t designate one server to be the guild’s home world. However, surely there were better ways of handling it. Make it so that all influence earned is a universal pool, collected by and usable from all servers. Same with the upgrades. If you are repping a guild, you should be able to access them, no matter what server you’re on. Not to mention the various boosts you can build and use!

Oh, and when you guest, influence you earn? Still goes back to your home server, as opposed to the one you’re guesting to.

For all that the game likes to say it’s about building communities, there are a lot of things it does that fly in the face of that claim. Guesting taking so long to be implemented and then being data center restricted is part of it. The restrictions on guilds, however, are another large part of it.

Last time I checked the [TWIT] roster, we were up around 160 members. That isn’t small. However, if even a quarter of those members have repped the guild, I’d say it’s a high estimate. The fact of the matter is, there’s absolutely no reason for members outside of JQ and certain other servers where we have a good number of active members to rep the guild, and there’s nothing that myself and my co-leaders can do about that.

I mean, I suppose we could. We could make being on JQ or repping a certain amount of time a requirement…but that’s not something we want to do. That goes directly against why this guild was created and what it’s meant to be. Guesting has helped some (I guest over to Sanctum of Rall or Anvil Rock for events at times), but it still doesn’t help a lot of the problems inherent in making everything tied to servers so tightly.

Guild missions are going to be here on Tuesday. Yay! We were looking forward to these – they’d make it easier to get guildies involved!

Except that merits, earned by completing guild missions and used to unlock more upgrades, are…wait for it…server-tied! Oh, and if you want to do Guild Bounties? Better have your Art of War at level 5.

Luckily, we have everything upgraded in full, but that’s still very frustrating. A lot of smaller guilds will not necessarily have Art of War to that level, or the influence to get it there any time soon. And don’t forget build times for those upgrades! This essentially makes guilds that do not normally have any interest in PvP or WvW burn influence to kick off PvE content, which I think is wrong.

There’s also the communication side of things, which is difficult People not repping your guild cannot read your guild chat, which makes it easy to miss out on things. There’s the message of the day, but unless someone is 1) repping and 2) checks the guild pane, they won’t see it.

Remember in Guild Wars 1 when you’d see your guild’s current message in your chat window when you logged in? I miss that. A lot. I also wish that guild leaders had a way to send a message to all members, even those not repping, similar to how maintenance messages are displayed in the chat window in-game. Things like that would be a great help to all guild leaders.

I love this game. I love my guild. But I really feel like the guild sytem leaves a lot to be desired, and splits the community more than it brings it together.

# Girls Night In

As two of the three leaders of [TWIT], AJ and I have been kicking around an idea for a while of something we’d like to do as an in-game event, and we’re finally kicking it off this week.

This event is a girls night, where we group up with any women that are interested in coming along, and do stuff in-game together with no men involved.

We have quite a few reasons for wanting to do something like this, and I’m simply going to quote what I wrote elsewhere on this subject.

Girls Night events are for women only. This is not to be exclusive – rather this is to try and build a space for women to play. Gaming is an industry that is very hostile to women, despite the fact that we make up half of all gamers. Games are rarely marketed for us, and the ones that are aimed towards women tend to just fall on tired-out stereotypes.

The vast majority of gaming communities are extremely male-oriented, and most tend to not be kind to women “invading”…when really all we want to do is play a damn game. And thus, we have to turn to creating our own spaces to play in, until the rest of the gaming community wakes up and realizes that yes, we’re going to be playing these games, we have just as much right to be here as anyone else, and we aren’t leaving, so get used to it.

And we also know that not all women are comfortable enough in the face of such constant sexism to stand up like that. And that’s okay. Everyone handles things differently.

There are also times where we just want to escape and be on our own. To be able to talk about things we wouldn’t feel comfortable with when guys are around. To have fun on our own. This is not a bad thing.

AJ and I have high hopes for these events. We’re starting small, but we’re hoping to build this into something big. But it all revolves around creating a space where women feel safe and welcome while gaming, and it would fall apart immediately if we did not hold to that core.

Guys, 99% of gaming is yours. Let us have our spaces as well. It won’t hurt you, we promise.

So far, the response has been almost entirely positive. Lots of women have expressed an interest in coming, with a few that I didn’t even know played GW2! That, I think, makes this something of a success before the first event has even stated. These events are things we hope to do monthly – just once a month, pick an evening where we all meet up together in-game and hang out and play and create our own part of the community.

Our first event will be this Thursday evening; we’ll be meeting in Caledon Forest, at Astorea Waypoint, on Jade Quarry at 6pm CST (4pm PST/7pm EST). That’s right when the daily reset hits, so we can work on doing our dailies before deciding if we want to branch out and do other things as well. This event isn’t just for members of our guild; it is open to any women that want to attend. AJ and I both have characters with commander icons so we shall be easy to find. More info can be found in this thread on our guild’s forums.

Ladies, hope to see you this Thursday!

# Art Contest Winners!

Guys, I really love art contests. I love seeing all of the creativity that people create, all of the different styles that they use…

Basically, I love art.

And so here I have my winner for the signed CE contest! I didn’t get many entries, but the ones I did get were all very varied and I really enjoyed seeing all of them. First, before posting the winner, though, I want to show off the two entries I selected as runners-up! I do not have prizes for you guys (sorry!), but I still want to share your entries!

The first is a simple pencil sketch of a sylvari by Jo X. I am a sucker for pencil sketches, I won’t even deny it. The majority of my drawing is just scribbles and sketches. Also, it’s a sylvari…enough said.

The second one is The 35 Slot Shopping Cart, by Jeff. This one made me laugh. I think most engineers would like something like this.

The winner, though, is Christopher’s entry, the Crafting Conundrum. The explanation behind the piece that he included made me laugh. As he put it:

The hours I’ve spent crafting in GW2 has always led my mind to wander to certain silly thoughts – particularly, what’s going through a character’s mind when they need to use several venom sacs or totems in creating an item. While we as the players simply see a progress bar, how do our characters react when faced with an Asura instruction manual that calls for a pile of totems in order to build a rifle or sword? And how does that even work?

I have definitely wondered such things myself, and I’m sure many people have as well. That, combined with the quality of the piece, made it an easy choice for me.

Congratulations, Christopher!

And congratulations and thank you to everyone who entered this contest, and again a big thank you to ArenaNet for giving me the chance to do this!

(Also, a special shout-out to Vivian, the winner of Syp’s photo contest – she had entered mine as well, and I absolutely love the cosplay. Great job and congrats!)

# Ranger, party of five!

In Guild Wars 2, there are some pretty common opinions on which professions are stronger than others. Some are simply better at certain roles, or are more versatile. This leads to an amount of build/profession discrimination – if you are trying to get in a group for a dungeon and are not the requisite profession, forget it!

My experiences, however, say that requirements like this are a load of bunk. There are certain combinations that may be extremely efficient…but that doesn’t make them the most fun. And sometimes the extreme efficiency makes them less than ideal!

I currently have five characters at level 80. In order of dinging 80, they are a Mesmer, Guardian, Thief, Elementalist, and Ranger. My Ranger is my newest level 80, having only reached that this past weekend – leveling her was part of my quest for a legendary weapon. Each one is traited for different roles. My Mesmer is the classic glass cannon, wielding a greatsword and a sword and focus, able to land a critical hit for up to 10,000 damage. My Guardian is pure support – she’s capable of doing damage, but her bigger role is the fact that she’s a very strong healer (I use staff and mace/focus), and even more than a healer, she’s a boon machine. Everything gives a boon, they last forever, and they’re very strong. My Thief is very squishy at melee range…which is why she’s a ranged crit, condition, and stealth machine, only going in close to fire off Dagger Storm. My Ele is something of a jack-of-all-trades, a staff-wielder that mostly plays with (and is specced into) fire and water, though air and earth certainly have their uses. And my Ranger mostly stays at range, throwing down traps and hitting hard with her longbow, but gets in close with her sword and dagger as well.

They all have very different playstyles, and I really enjoy all of them. Ranger is probably the weakest profession of the lot, but that’s mainly due to the limitations of pets, and I’m getting used to dealing with that. Using ranged pets, keeping them on passive, and manually calling them on targets and bringing them back soon as they start taking heavy damage is good for keeping them alive, and they do do very good damage.

There are times, though, where I don’t want to play a specific character somewhere. When we do Twilight Arbor, for example, a Thief is basically considered a necessity. We do not have many fully-leveled Thieves in our group. Recently I did not want to play my Thief in there, though – I wanted to use my Ranger as I was leveling her. So we did the dungeon without a Thief. It was very doable. It wasn’t even really anymore difficult than doing it without one – you just had to be a bit more careful.

Citadel of Flames is a dungeon where it is possible to speedrun the first path, getting times as low as 6-7 minutes. The ideal team setup for this generally consists of warriors, guardians, and at least one mesmer. However, I’d make the argument that such hard efficiency is actually detrimental. In speedruns, you don’t kill stuff – you run past everything. Almost everything you do kill (the acolytes, the guards in the brazier room) are infinite spawns and do not give loot or experience. The real loot from a CoF speedrun is the money for defeating the bosses, the chests…and the tokens – 60 the first time you complete a path in a day, 20 after that. The tokens can be redeemed for rare armor that has the potential to give globs of ectoplasm when salvaged, and pretty much everyone needs ecto for something!

However, complete it too quickly and you’ll hit diminishing returns, which will bring down the amount of money and tokens you’ll receive. Those 6 minute speedruns can be nice…but you’ll hit DR almost immediately. And here’s where mixing up the team makeup winds up working better than a hardcore speedrun team. Take a bit longer on it, and you’ll wind up with more loot and money overall.

We recently decided to take a party of five Rangers, then, through CoF path one. It went quite well – about the same as our normal runs with a varied group. Speed was about the same, minus a hiccup in the middle where none of us could get the boulder pattern right, since we had no Mesmer…but we still got beyond it quickly. Taking down the end boss was cake. It was a great run, all told, and it took long enough where an immediate second run would not have triggered DR for us.

This is what this game is about, and should be. It really is possible for any profession to try it’s hand at something, and succeed. Some may do it better, but all can do it, and sometimes it’s very surprising what the results can be.

# The Economics of Legendaries

Lately a lot of things have got me thinking about economics. The first of which is that in real world USA, it’s tax season, and I can’t leave my house or watch 20 minutes of TV without being reminded that I have some paperwork to do. But this recent Guild Wars 2 patch brought it around to my gaming life in a new way.

The Legendary weapon I am working for is The Dreamer, and until Monday, I thought I was only two months from completing it. Then the patch hit and Dreamer got an update, an update that made it way more desirable. This sent the price of the precursor skyrocketing until it was the most expensive precursor in the game. I proceeded to throw up my hands and spend all my gold that I had been saving for The Lover on my Icy Runestones. I figured by the time I had re-accumulated that 100g plus all the rest I needed, The Lover would be back into sane territory.

I kept hearing, “That price isn’t fair!” And that got me thinking, “Isn’t it though?”

You see, capitalism, which this game is firmly based around, claims that the price of an item is whatever people are willing to pay. Short supply and high demand allows sellers to set high prices, because the fever pitch of demand means that someone will pay that price. So really, the price is fair because someone is willing to pay it.

Which is, of course, total crap. This isn’t a fair system at all and leads to the rich getting richer and the poor getting poorer.  The game is supposed to reward hard work, but instead is pretty much saying if you were rich at the one month mark, you will forever be rich in this game. If not, well, sorry. Work hard and you can afford the things you want, but you’ll always be struggling for the cash to buy whatever you want/need.

We’ve heard that a scavenger hunt for Legendary Precursors is coming sometime, but most people assume it won’t be until summer at the earliest. Meanwhile they are sure to make more updates to more Legendaries, and prices are going to keep going higher on the Precursors.

^@!*#(\$!&^!#^\$%#!&%&!%#&%#

Why is it bad that precursors cost so much money? Let’s do some math shall we? I’m going to calculate for you, based on today’s market prices, of crafting both The Dreamer and Sunrise. I’m choosing these two for a specific reason, The Dreamer has relatively inexpensive required mats, and Sunrise has extremely expensive mats. This cost will not include the precursor price or the associated cost of all the items you need that cannot be bought or sold.

——————————————————————————————–

The Dreamer: 543g 32s

Sunrise: 901g 23s

——————————————————————————————–

Yeah…so why do I need to spend another 600g for the precursors of these weapons?

Most folks in the community agree that something needs to be done about this now, to allow for honest hardworking players to benefit economically, or at least keep the rich players (or gold buying cheaters) from always coming out ahead. Here are some ideas of quick fixes they could implement right now.

Another Lost Shores type mass drop: I don’t like this idea much, but it would bring prices down ASAP on all precursors. If they gave players a bit of notice, many people could work hard to make sure they had the gold they need to snag one of these weapons at a low price. However, the change to the economy would not last long, within a month prices would be right back where they were. Also, many of the rich would do exactly what they did last time and buy these weapons at the low price and then resell at the higher price in a few months.

Increase the Mystic Forge/Chest drop rate: This would be the easiest thing for them to do. By tweaking a number in their algorithms ever so slightly they could increase the supply just enough to bring prices down. It still rewards rich players, who are far more likely to have the gold to chuck rare and exotic weapons down the toilet, but the RNG would have a way of leveling the playing field a little bit.

Allow the Precursors to be crafted: This I can see working one of two ways. The first is a recipe that you’d have to get from Miyani that would allow you to craft your precursor just as you would any exotics via your crafting stations. The recipe ingredients could be pricey, but farm-able, using full stacks of T6 mats for example.

The other option would be to allow players to make Account bound “Gifts of The Precursor” i.e. “Gift of Dawn” “Gift of The Lover”. This would be similar to the above idea, but would use the Mystic Forge instead. This would allow for the sale and trade of Precursors to still be profitable because they would not be account bound and can be traded. Gifts would be locked to the account and would simply replace the precursor in the recipe. This would allow players to either farm and gather the items they need, or buy them off the trading post. It would have an effect on the precursors too, bringing their price down to approximately the same as the cost of making the gifts. This way lucky people can still sell their precursors at a good profit, and unlucky people can do the work to make their item.

:*(

This, in my opinion, is the best short term solution to the problem. I feel that the scavenger hunt is going to hurt the precursor economy, and end up hurting average players in the long run. I think this is part of the reason that hunt is so far away. Imagine getting Dusk and finding out it only sells for 50g. Yeah, money is money, but still, that would kind of suck. I go back to what happened to Verene, who sold the Leaf of Kudzu she got for only 70g, and now it’s 300g more than that. Who really benefited from the situation? Not her. I think the precursors from the scavenger hunt are going to have to be account bound if ArenaNet has any hope of keeping the market competitive  If they aren’t, it will only be a matter of time before precursors are as cheap and useless and Greens became in Guild Wars.

I think introducing a system of allowing more casual players to craft a replacement item would keep the economy stable and allow these players to obtain their legendaries in a more balanced, less cash intensive (if they chose) manner. But what do I know? Tell me your thoughts in the comments below. How would you fix the Precursor system? Oh, and Hi!

So this week, we got a pretty big update in Guild Wars 2. The biggest part of the update was guesting being added in, but there were a lot of other changes – dungeons being changed a bit (no more graveyard rushing!), fractals were updated to prevent disconnects ending a run and so you can do levels higher than you are, and daily achievements were reworked.

Guesting is awesome. I’ve been able to do PvE stuff, other than dungeons, with guild members that are not on Jade Quarry. I like the changes to fractals – being able to reconnect if you disconnect is nice, and the fact that I can do fractals at level 10 means that my group can still get their daily rewards and I can progress, and everyone wins! That allowed me to finally reach level 10 myself, which made me happy. The dungeon change was…interesting. I’m not sure it makes things more difficult…but it does certainly keep you more on your toes. I still have some quibbles with it – some of the encounters that were supposedly reworked feel no different (such as Detha’s chain in Ascalon Catacombs), and I think that if you die in a place you cannot be ressed you should be able to waypoint out…but it’s a change that happened.

And then of course there was the changes to daily (and monthly) achievements. Now, I do my dailies nearly every day. I use it as a way to help level up alts, and I definitely enjoy the bonus karma you get from them. And I actually liked how before it was always the same thing – it made it very easy for me to get them done if I was short on time, because I knew that simply running from Snowblind Waypoint to Icegate Waypoint in Gendarran Fields and then back again would complete them for me.

On the other hand, for how easy it was to complete, it could be very mindless at times. I do, however, very much like the new system, and I especially love the new reward system.

I get the feeling from some of the dailies we’ve had so far since the change, that ANet is subtly saying “Hey, you’re supposed to do these things to play the game well”. Things like ressing dead players and dodging attacks. The crafting one is super-easy for anyone that’s a crafter already…and a way to introduce crafting to people who haven’t tried it yet. And then there was the one that was to simply talk to the laurel vendor.

Laurels, by the way, are a new currency that you earn for doing dailies (and monthlies). Each day you finish your dailies, you earn one laurel; you get 10 for completing your monthlies. They are an account-bound currency that functions like karma; it’s not an actual physical item and is non-tradeable. And I have to say, I really like the addition of laurels.

Some of the items you can buy with laurels.

There’s a pretty big variety of things you can buy with laurels, and the prices are actually surprisingly reasonable! Five laurels, for example, gets you 10 Unidentified Dyes. Three will get you three Obsidian Shards. You can buy bags with three fine crafting mats for a single laurel (there’s a bag for each tier). You can buy WvW siege plans. There are two whole panes of ascended items – all of the ascended rings that can be obtained in fractals can be purchased here as well, for 35 laurels. And then there’s the ascended amulets, which thus far are only obtainable here, and are 30 laurels each.

Everyone who doesn’t like fractals but wants ascended gear: your wishes have been answered. Frankly, this is something that should have been in once ascended stuff was introduced. There always should have been another way of getting them. Not everyone likes fractals, but wants the extra stat boosts. You can also get a variety of infusions with laurels, ranging from the standard stat bonus ones, to magic find and gold find boosts. These infusions do not add agony resistance, but for those who don’t care about or don’t enjoy high level fractals…it’s a much, much easier way to get infused ascended items without being forced to grind out fractals.

I really, really like this. I’m not a huge fan of fractals. I do them fairly regularly, and I was very happy with the update as it meant I could do stuff with my primary play group again, but it’s not my favorite content. I still prefer regular dungeons to fractals any day. As I’ve only just reached level 10, I’m already at a disadvantage as I have no agony resistance, I have no ascended items. I’m not counting on anything to drop for me, and I’ll probably be saving pristine relics to buy a ring. However, this gives me another option for getting these items. All of us will be getting an ascended amulet at the same time. I won’t feel left out or underpowered there.

Oh, and that everlasting cat tonic? Yeah. Just saying. Soon as I have my Bud of the Pale Tree…I’m saving for that.

Also, don’t forget – you still have time to enter in our signed CE giveaway!