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Offline Last Active Apr 29 2014 04:23 AM

#2316604 Why Healing Power Sucks, By WoodenPotato's (also bad mob design)

Posted Miragee on 14 April 2014 - 09:21 PM

I like how you call WvW PvD but in the same breath talk people down who say that it's a joke... But let's adress your points. Let's start with WvW because that's where I personally have the most experience.

1. WvW: You can roughly split it in unorginised and orginised WvW. Unorginised is with a big random zerg. It doesn't matter what a single person will wear because the composition of the other 60 people is completly random. I could jump with Healing Power, Zerker or PVT in a Zerg and you couldn't feel a difference besides that Zerker might be more difficult to survive but shows cooler numbers on your screen. In orginised WvW Healing Power has it's place because it can make some builds a lot more sustainable than just PVT. And there might be 1-3 persons in a group of 20-30 that take more Healing Power to take a more supportive role in the team build (e.g. a Guardian with Mace/Shield/Staff and Healing Tome). But compared to other healing and support abilities in the group, healing power gets greatly outperformed. Water Fields, Cleansing and Protection for example are much much more important to surviving than a guy that takes some healing power. He is just a cherry on the cake. TL;DR: Healing Power has it's place here but it's importance is rather small.

PvP: I have next to no experience here. I played until rank 20 but found it to be complete shit and it was also lacking competition (as in the niveau was incredibly low) so I stopped after that. What I was reading from the forums and saw when I was jumping in from time to time rather suggests that Healing Power is next to non-existent in PvP. It's like WvW in terms of hybrid builds being more effecient often times but nobody seems to integrate healing power. It was more about Conditions and Boons and balancing related Stats (like Condition Dmg/Duration) with Power, Toughness and Vitality. The only thing that comes to my mind is bunker builds. Does it use Healing Power as a major stat on gear? I don't know but even if it does it's just a negative example for Healing Power because bunker builds are really bad and boring for the flow of a PvP mode. TL;DR: I don't know a damn thing.

PvE: Ok, we get the facts here. The most efficient thing to do is Zerker. End of story. I played my Guardian with full Clerics like you with people I knew. I really liked the way of the support build. I played with Heal on Dodge Roll + Sigil of Stamina for example. It was fun because we knew we could roll whatever we wanted and complete a lot of the content no problem, so I played what was most fun and also made it more enjoyable for the others. Especially in the beginning before the Zerkers raised their arms. But that doesn't mean my Healing Power safed a lot of death's. There were a few occasions where I saved someones life but most of the times everyone dodged and healed by himself just fine. I made some areas like Dredge Fractals more enjoyable but it wasn't needed at all and slowed down as well. There also were dungeons that just placed dps races somewhere. Like CoF 1 or Arah 4. And in this cases Healing Power was sooo bad and in case of Arah 4 it made the fight nearly impossible to get done. Even more often Healing Power worked antagonistic in drawing fights out and thus making them more difficult. TL;DR: Healing Power is there just for fun, makes a lot of content harder and reduces the cleaning speed greatly.

The reason why Healing Power sucks are mutiple ones imho. In PvE it's clear. The KI is so damn stupid so you can dodge it all day resulting in no dmg regardless of the static defenses resulting in full dmg builds being the best. But generally there are things that also make it very weak in PvP. First is Dodge Roll making you 100% invulnerable. Second is, as mentioned in the video, each person has it's own powerful healing skill that is really powerful without healing power as well as scaling bad with it. Thirdly, the nice idea of healing in this game was that it is more positional. You shouldn't have to click bars but move in the right position to heal/protect your allies. But in action everyone is just jumping around like ping/pong and you can't aim your healings at all. Fourth is that most Healing Skills don't heal much, are on a long cool down and don't scale well with healing power. You can use them to support in certain areas but Healing Power would be a wasted stat most of the times because you could use them without it nearly as well. Furthermore the use is very situational and you can't keep your party up at all because of low effeciency and long cool downs. There are even more effiecient ways to heal that don't scale with Healing Power like Water Fields mentioned in point 1.

I really love to play supporters in games but in gw2, while there are some cool moments where a support builds feels really good, there is always the bitter thought that you would be a better "supporter" if you would play something else. I very much prefer games with a wide variety of viable and important supporters like gw1. GW2 feels more like Healing Paladin in Diablo 2.

//On a side note: LoL/DotA 2 are not good balanced. It just works because of the way picks/bans work.

#2213938 Axe/Mace DPS Build for Dungeons and Fractals - 04/15/14

Posted Nikephoros on 25 June 2013 - 05:40 PM

Hey all. I’m Nike from [DnT] and this is my guide for the updated warrior build for dungeon speed runs with organized groups.

Video Guide:

Build Calc:





Since the feature patch in April, our theorycraft sophistication has improved significantly.  The most important change was our understanding of the importance of Vulnerability stacking to overall team DPS: while we always understood that maxing out Vulnerability at 25 stacks was the important, our previous analysis always determined the optimal DPS build assuming 25 Vulnerability as a given, however; there are almost no non-Engineer team comps that can permanently maintain 25 Vulnerability against boss mobs.  This means that almost every team comp will be chronically short of Vulnerability, and the longer the fight the more short of Vulnerability they will be.  As a result, the optimal build in most cases is not the build that has the best DPS at 25 Vulnerability, it is the build that has the best DPS while maximizing Vulnerability.  For example, if Build A gets 12,000 DPS and makes 3 stacks of Vulnerability, it is less optimal than a build that makes only 11,750 DPS but provides 6 Vulnerability stacks, assuming your party would make use of the 3 additional stacks.  And as I said, almost every party would make use of those extra stacks.

For us, we have found it most useful to calculate DPS without any vulnerability considered, except the Vulnerability that the build itself can provide.  This Vulnerability Adjusted DPS paints a significantly more accurate picture of what the builds are doing in game.  This revised analysis has led us to abandon some previously held beliefs and to arrive at very different conclusions.  Unlike Might, Banners and Fury, Vulnerability is difficult to cap, and even more difficult to maintain at the cap.  The other team buffs are trivial and can be taken for granted in any semi-organized team.  Vulnerability cannot be.  All DPS numbers referenced in the remainder of this guide assume banners, Might and Fury for givens.  It only assumes Empowered Allies for Empowered Allies builds for reasons we will discuss further in.

Our second conclusion is that Empower Allies itself is only marginally useful.  In very rough terms, an EA build makes roughly 1500 DPS less than a true DPS warrior.  But EA buffs his team, under optimal conditions, by about 2000 DPS.  This net gain for the party is very small, and suboptimal parties won't net any gain at all.  As a result of this analysis, we can only recommend Empower Allies builds for groups that are trying to min/max perfectly; which would be for speed run records or boss kill time records.  We do not feel an EA build is appropriate for casual runs or pick up groups.

Based on our conclusions, there are two optimal Warrior builds, and 3 other close to optimal build that have imperfections.  I will briefly discuss all 5 before going into detail individually.
  • The Main Warrior build is a DPS build focusing on providing maximal personal DPS while also contributing excellent amounts of Vulnerability stacks.  This is a versatile build that operates well in organized groups and pugs.  The theoretical max DPS is below the Pure Greatsword build, but it provides significantly more Vulnerability so for almost any group it will provide the overall highest team DPS.
  • The second build is a Pure Axe Empower Allies build.  Previous Empower Allies builds using Greatsword possessed slightly higher personal DPS, but lacked a significant amount of Vulnerability stacking potential.  You were often in a situation where EA boosted your party DPS by 4%, but you lost 4 stacks of Vulnerability which results in breaking even.  The Pure Axe Empowered Allies build provides the same team boosting capabilities of Empower Allies while also maximizing the amount of Vulnerability stacks possible.  
  • The next two builds, Pure Axe DPS and Pure Greatsword DPS are flawed in two different, but equally important ways.  The Pure Axe build makes the highest Vulnerability stacks of any Warrior build, but it's personal DPS is so low that even the Vulnerability Adjusted DPS makes it suboptimal.  The Pure Greatsword build, on the other hand, has the greatest potential DPS of any warrior build under optimal conditions, however it has extremely weak Vulnerability stacking capability and when other builds' DPS is adjusted for Vulnerability, the Pure GS comes up short.  It does bear to mention, that in a party that can hit the Vulnerability cap easily (Engineer in party or some other means) a Pure GS build is capable of being optimal.
  • The last build. Phalanx Strength, is an outlier.  It sacrifices significant personal DPS for the ability to stack significant Might for the entire party.  Previous iterations of this build use the Pure Greatsword DPS rotation, but the extremely weak Vulnerability stacking resulted in even worse DPS.  The only reasonable way to play a non-detrimental PS build is to use Fast Hands with an Axe/Mace swap.  This will sacrifice a small amount of Might stacking in order to provide reasonable Vulnerability production.  This build is only truly acceptable for pick up groups with little coordination, and within that genre it is only acceptable for team comps that have severe Might deficiencies.  Such a team comp would include no Elementalists, no Engineers, no other Warriors.  The presence of any other Might generator makes the marginal value of a Phalanx Strength Warrior reduced significantly.

In all the builds I will cover, the gear I recommend is Berserker with Scholar runes.  The exception to the Scholars runes will be for the Phalanx build, which benefits greatly from Strength Runes.  The recent nerf to Strength Runes makes them suboptimal for organized teams.  Additionally, for many (if not all) builds there is some amount of Assassins gear that results in an absolutely optimal DPS production.  However, what is optimal depends on which Food you use and whether or not you have a Ranger in your party.  Since it is easier to change Food, and since Rangers come and go, I find it best to recommend full Berserker stats on all gear.   The difference from most optimal Assassins mix to full Berserker is rarely ever greater than 1% and in many cases is less than one one-hundreth of a percent.  This makes recommending Full Berserker easier, and it allows me to suggest optimal Foods for each build with confidence.

As far as Fine Infusions go, in almost every case Precision infusions are superior.  However, this can change depending on which food you use and whether or not a Ranger is in your party.  My recommendation is to use Precise infusions; however, the difference between Precise and Mighty is relatively small and I would not recommend overwriting any existing Mighty infusions.

At a minimum you will need the following gear to be considered a well-equipped Warrior:
  • Greatsword with 10% sigil and 5% sigil
  • Axe with a 10% sigil
  • Mace with a Sigil of Battle
  • Sword with a Sigil of Battle
  • Longbow with a 10% sigil and a 5% sigil
  • Spear with a 10% sigil and a 5% sigil
True min/maxers may want the following gear as well:
  • Sword with an Energy sigil
  • Warhorn with irrelevant sigil, though Energy makes the most sense
  • Backup Greatsword and Axe with Sigil of Frailty for daytime dungeons where the Night sigil does not function.
  • Backup Greatsword and Axe with Undead slaying sigil for Arah

Main Warrior: 6/5/0/0/3 Greatsword and Axe+Mace

In Strength, we select Dual Wielding, Slashing Power and Berserker's Power.  In Arms we select Rending Strikes and Forceful Greatsword.  In Discipline we take Signet Mastery.  In areas where you prefer Battle Standard, replace Signet Mastery with Warrior's Sprint.

The goal of this build is to maximize personal DPS by utilizing the Greatsword burst skills on cool down, while using Fast Hands to swap to Axe/Mace and gain access to the superior Vulnerability stacking capabilities of that set.  While this build has slightly lower maximum potential than Pure Greatsword and slightly lower Vulnerability stacking abilities to Pure Axe, it is good enough at each to be more optimal in the most situations to make it optimal.

Optimal Food: Curry Butternut Squash Soup.  With Ranger: Orrian Truffle Steaks

Empower Allies Warrior: 4/6/0/4/0 Axe+Mace and Axe+Sword

In Strength we take Dual Wielding and Axe Mastery.  In Arms we select Deep Strikes, Rending Strikes, and Dual Wield Agility.  In Tactics we take Empowered and Empower Allies.

This trait spread produces similar DPS results to the Pure Greatsword variant of Empowered Allies, but produces an average of 4 more stacks of Vulnerability.  When the extra 4 stacks are taken into consideration, it is significantly more powerful than the Greatsword version.

Optimal Food: Sweet and Spicey Curry Butternut Squash Soup for both scenarios

Phalanx Strength Warrior: 0/5/0/6/3 Greatsword and Axe+Mace

In Arms, we take Rending Strikes and Forceful Greatsword.  In Tactics, we select Empowered, Empower Allies, and Phalanx Strength.  In Discipline we use Signet Mastery.

This trait selection produces slightly less DPS than the 0/6/0/6/2 variation, but it produces approximately 4 additional stacks of Vulnerability which make it the superior build in almost every conceivable context.  As a full support build, sacrificing many Vulnerability stacks to slightly buff Might makes less sense than slightly reducing Might to significantly buffing Vulnerability.

Optimal Food: Orrian Truffle Steaks.  With Ranger: Orrian Truffle Steaks

Gear and Consumables:

For times where there is no dungeon potion worth bringing, you can use Skale Venom.  Weakness is useful in Fractals for minimizing some of the difficult to avoid damage from the trash mobs in various fractal shards.

As always, have the full compliment of Slayer Potions in order to always have the maximum damage boosts and damage reduction.


Please refer to the video for example DPS rotations.

Thanks for reading.

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#2215107 Axe/Mace DPS Build for Dungeons and Fractals - 04/15/14

Posted Nikephoros on 28 June 2013 - 05:36 PM

I live streamed, recorded, and published the dps tests and the results were conclusive that the dps was basically equal in long fights or when bosses aren't against the wall.  The math says they are more or less equal and the real world testing backs it up.  I don't see what more I can do prove it than I already have.  What's even more funny is I am currently running GS+axe so we are arguing a pretty weird thing as it seems we agree in practice lol.

Thats said,  I updated the original post to include GS+axe and updated the video and added a build calculator link.  Super serving you guys!

#2129086 Screenshot Your Elementalist

Posted HurricaneMP on 27 December 2012 - 11:25 AM

View PostRickter, on 27 December 2012 - 06:14 AM, said:

what boots are those?
They are Vigil Order boots, available from an npc inside Vigil Keep.

#2200071 What is each classes "Job" in a dungeon?

Posted Strife025 on 08 May 2013 - 10:36 PM

View PostKichwas, on 08 May 2013 - 10:06 PM, said:

The zerker-DPS as the perfect efficient method mantra starts to break down when you look at the larger game.

You will notice these people tend to stick to a very narrow scope of the game: a single path of CoF, and that's about it.
- One dungeon is "broken" in such a way that you can glitch, fly past, or speed skill its content and not have to worry about surviving.

This does not mean that this is the best way to run the game, it means this crowd has found the best way to do one repetative task. Like the person on an assembly line conveyor belt who turns a wrench on a car part 700 times per day exactly 3 cranks clockwise...
- That person cannot reasonably speak for how the whole factory runs.

These streamlined DPS only zerker builds start to break down when out of their comfort zone. Its one thing to have one zerker in a group, but when you get more, it gets pretty painful for the group. And when you get a whole pack of them, that is when you start seeing things like silly forum posts complaining Cursed Shore is too hard or lowbie event veterans and champions are impossible...
- Because these folks fail to realize their one-trick-pony is not ideal when faced with challenging a second trick.

That mantra breaks down if you're a bad player.

Since personally run dungeons/fractals every day in organized groups, and have been since November, with 4/5 and sometimes 5/5 berserker dps specced classes, I can say that everything you said is false.

See I don't throw out baseless assumptions, I prove and educate people on how to do things. Since I have proved and continue to prove/improve on strategies, tactics, and general speed run times I 100% know that you are incorrect.

#1932518 The Endgame Reimagined

Posted TheHanzou on 14 September 2012 - 09:55 PM

Yeah its actually worrying me that they call these dungeon modes, but most importantly the world bosses endgame content for PvE Players.

The dungeons are not really challenging or interesting, bosses are lame, the normal mobs are way harder. The problem is with this 'no trinity' philosophy you gotta wonder what do u do then?

Well as youd expect it comes down to kiting kiting kiting, and DYING a lot. Pair that with the rez mechanic and you got a bad PvE mechanic system right there, making it basically impossible to implement challenging raid or even group content.

Basically, without healer or tank, theres only kiting and running and pressing dodge, and rezzing. It completely removes the teamplay cooperation aspect in that sense, couple that with the non progression rewards and the non existing raid content and no PvE player could play this for more than a week.

In WoW, when u talk about Endgame and you started say Cata, you knew that even at the start there were 3 big Raid Dungeons that all are challenging and will take not days, but Months, to 'finish'. Guild Wars doesnt really have something like that. SWTOR didnt have that either, and guess what, Players left because there was no incencitive to keep playing/paying.

The Dragons and such are even worse, they dont even FACE the group, they are completely scripted events that you can go AFK at most of the time. If you script a Dragon to have 5 Front abilities that are aimed at killing the group why do you not force the group to stay in the front and 'work for their loot'. Not saying that they are hard even if you did expose yourself to actually fighting his abilities, i mean the only mechanic you can construct to kill a raid with this kind of rezzing mechanics is massive AOE damage and overwhelming Adds, nothing else is even possible. And that doesnt make for a lot of challenge. On top of that since you should be able to play with 'any class' according to Anet, they cant even introduce mechanics that require specific abilites, like AoE condition removal etc.

The game is simply not designed for challenging group PvE content in any way shape or form. As such id hope that they really focus on PvP, but with current state even that gets old fast since there is no ELO system, no matchmaking system, and pretty bad balance issues in the classes and maps, and very little varity.

Others have said if this game had a subscription fee it would have lost 90% of subscribers and its simply true. Not that im saying that the game is bad, its not. Its 'ok' for a release state game, just not 'pay monthly' ok, which for most players no game was after the free month of all MMOs in the last couple years (compared to WOW), thats why all these games lose so many subscribers so fast.

And lets be honest the 'dynamic event' system is not new, or special, or even cool. Its just like rift basically and after you have completed 1 or 2 zones you realize its always the same. 3 Stages defend kill small kill big, or escort. The hearth system is also just a quest system nothing more, but in that sense its actually worse than WoW PvE quests since those tell a better story.

Of course it has its good parts as well, like jumping puzzles and vistas etc, its not that bad. Of all the MMOs released in the last couple of years it probably has the best release state. But MMO Players, at least PvE, dont really care about the flashy stuff and when it gets down to the core of PvE most games failed so far, GW2 is no exeption.

PvP on the other hand, even if it gets constantly getting improved, for an MMO i expect lasting consequences, huge feuds, intrigues, basically consistent stuff that has a lasting impact. If i wanted to play 5vs5 in a controlled environment i could just play LoL, Dota, CS or whatever. For me MMOs PVP needs to be different to be interesting, like the WvW, but i would have expected more of an lasting impact of that. Especially with Guild vs Guilds, Guilds Castles and real incencitives for players to emerge into the game world, like EVE Online.

#1895514 What do GW1 players think of GW2?

Posted LIVESTRONGG on 07 September 2012 - 04:12 AM

I have an attachment to GW1 that no game will ever surpass. I really like GW2 though.

#1839559 Chef / Cooking 0 - 400 Guide

Posted Hatberg on 29 August 2012 - 08:11 AM

Chef / Cooking 0 - 400 Guide, Version 1.5
Hatberg, Dragons In Exile, Far Shiverpeaks @ 14-09-2012

Special thanks to: Simeon, bordot, Mattspire, ZeiMyName, Synvilla, Zygorian, Cassium Vanderbilt, Washi and others from this thread.

Important update: as of September 7th, 2012 a lot of the vendor ingredients are no longer sold by the named NPCs but can be found through harvesting, logging and monster loot bags instead. Possible locations have been added to the guide. Click here for the "Patch Notes".

"SPOILER" WARNING: A lot of the joys of Cooking (and Guild Wars 2 in general) come from discovering stuff for yourself. Cooking is a fun craft on its own, but this guide has tried to minimize the effort, cost and bag space required to quickly grind Cooking to 400.

I haven't included the exact number of materials required as it varies per person, depending on luck (bonus experience on "criticals"), or if you're using a Craft Booster. This guide assumes you know how Renown Hearts and karma work, and that you already know how crafting in general works. For a great video tutorial on crafting basics please visit Enigmius' Guide.

Please note that there are two different tabs in your crafting interface, a Hammer symbol for recipes you already know (inluding the ones that will unlock for free), and an Anvil symbol used to Discover new recipes. In the event you cannot discover a specific recipe mentioned below, chances are you already received it for free when reaching the numbered skill level. Please check your recipes under the Hammer tab.

(0) Ball of Dough - (R)
Bag of Flour (80 copper per 10) - Chef crafting vendor
Stick of Butter, can be obtained from loot bags from humanoid monsters such as bandits and centaurs.
Jug of Water (80 copper per 10) - Chef crafting vendor

(0) Pile of Salt and Pepper - (R)
Packet of Salt - Chef crafting vendor
Black Peppercorn, can be Gathered from Young Herbs in low and mid level zones (1-45).

(25) Bottle of Simple Dressing - (R)
Jar of Vinegar (80 copper per 10) - Chef crafting vendor
Jar of Vegetable Oil (80 copper per 10) - Chef crafting vendor
Pile of Salt and Pepper (80 copper per 10) - Premade

(50) Ball of Cookie Dough - (R)
Bag of Flour (80 copper per 10) - Chef crafting vendor
Stick of Butter, can be obtained from loot bags from humanoid monsters such as bandits and centaurs.
Egg, can be looted from birds, drakes and kraits.
Bag of Sugar (80 copper per 10) - Chef crafting vendor

(75) Bowl of White Frosting - (R)
Stick of Butter, can be obtained from loot bags from humanoid monsters such as bandits and centaurs.
Bag of Sugar (80 copper per 10) - Chef crafting vendor
Jug of Water (80 copper per 10) - Chef crafting vendor
Vanilla Beans, can be gathered from Herb Seedlings in low and mid level zones (1-45).

(100) Pile of Paprika - (R)
Bell Pepper (28 karma per 25) - Chef crafting vendor
Chilli Pepper, can be gathered from Young Herbs and Herb Seedlings in low and mid level zones (1-45).

(125) Bowl of Chocolate Frosting - (R)
Bowl of White Frosting - Premade
Chocolate Bar, can be obtained from loot bags from humanoid monsters such as bandits and centaurs.

(150) Chocolate Cherry - (R)
Chocolate Bar, can be obtained from loot bags from humanoid monsters such as bandits and centaurs.
Cherry (150 karma per 25) - (Renown) Lieutenant Summers, Nightguard Beach, Harathi Hinterlands (Level 35-45 zone)

NOTE: The following two recipes need to be combined. Create Bowl of Grape Pie Filling in moderation
(175) Bowl of Grape Pie Filling - (R)
Bag of Sugar (80 copper per 10) - Chef crafting vendor
Bag of Starch (80 copper per 10) - Chef crafting vendor
Lemon (21 karma per 25) - (Renown) Eona, Mabon Market, Caledon Forest (Level 1-15 zone)
Grape - Harvested from Gathering nodes at the following "farms":
  Lornar's Pass:  West of Greybeard's Landing
  Fields of Ruine: Southeast corner near Wildlin Narrows

(175) Grape Pie - (R)
Ball of Dough  - Premade
Bowl of Grape Pie Filling - Premade

(200) Bowl of Chocolate Cherry Frosting - (R)
Bowl of Chocolate Frosting - Premade
Cherry (150 karma per 25) - (Renown) Lieutenant Summers, Nightguard Beach, Harathi Hinterlands (Level 35-45 zone)

(225) Bowl of Chickpea Salad - (R)
Chickpea - (Renown) Naknar, Grostogg's Waypoint, Iron Marches (Level 50-60 zone)
Green Onion - Harvested from Gathering nodes in Iron Marches (Level 50-60 zone), Bloodtide Coast (Level 45-55 zone) and Timberline Falls (Level 50-60 zone)
Bottle of Simple Dressing - Premade
Cumin  - (Renown) Sagum Relicseeker, Agnos Gorge, Plains of Ashford (Level 1-15 zone)

(250) Ginger Pear Tart - (R)
Ginger Root (9 karma per 1) - Chef crafting vendor
Pear - (Renown) Braxa Scalehunter, South of Scalecath, Iron Marches (Level 50-60 zone)
Bag of Sugar (80 copper per 10) - Chef crafting vendor
Ball of Dough - Premade

NOTE: The following two recipes need to be combined. Create Bowl of Blackberry Pie Filling in moderation
(275) Bowl of Blackberry Pie Filling - (R)
Blackberry - Harvested from Gathering nodes in Iron Marches (Level 50-60 zone) and Timberline Falls (Level 50-60 zone)
Bag of Sugar - Chef crafting vendor
Bag of Flour - Chef crafting vendor
Lemon (21 karma per 25) - (Renown) Eona, Mabon Market, Caledon Forest (Level 1-15 zone)

(275) Blackberry Pie - (R)
Bowl of Blackberry Pie Filling - Premade
Stick of Butter - Stick of Butter, can be obtained from loot bags from humanoid monsters such as bandits and centaurs.
Ball of Dough - Premade

(300) Peach Cookie - (R)
Note: When going to Fireheart Rise to unlock this Renown heart bring a Mithril Sickle. Harvesting Asparagus will really help out at skill 325.
Ball of Cookie Dough - Premade
Peach (150 karma per 25) - (Renown) Nocroc Chief, Fireheart Rise, Apostate Waypoint (Level 60-70 zone)

(325) Roasted Artichoke - (R)
Note: This cheap recipe requires venturing into dangerous high level areas
Stick of Butter, can be obtained from loot bags from humanoid monsters such as bandits and centaurs.
Garlic - Harvested from low level herb Gathering nodes
Lemon (21 karma per 25) - (Renown) Eona, Mabon Market, Caledon Forest
Artichoke - Harvested from Gathering nodes at the following "farms":
1. Mount Maelstrom (Level 60-70 zone) - Island south of Oxbow Isle Waypoint, guarded by a level 67 Veteran
2. Straight of Devastation (Level 70-75 zone) - NE corner of the zone, under a waterfall

(325) Plate of Steak and Asparagus - (R)
Note: Same cooking level, but safer alternative.
Slab of Red Meat - Loot from beasts and wildlife like Drakes, Deer and Cows
Stick of Butter, can be obtained from loot bags from humanoid monsters such as bandits and centaurs.
Pile of Salt and Pepper - Premade
Asparagus Spear - Harvested from Gathering nodes in Fireheart Rise (Level 60-70 zone), Mount Maelstrom (Level 60-70 zone) and Straight of Devestation (Level 70-75 zone).

(350) Peach Tart - (R)
Stick of Butter, can be obtained from loot bags from humanoid monsters such as bandits and centaurs.
Bag of Sugar (80 copper per 10) - Chef crafting vendor
Ball of Dough - Premade
Peach (150 karma per 25) - (Renown) Nocroc Chief, Fireheart Rise, Apostate Waypoint (Level 60-70 zone)

NOTE: The following two recipes are the same level and need to be combined.
(375) Bowl of Peach Pie Filling - (R)
Bag of Flour (80 copper per 10) - Chef crafting vendor
Stick of Butter, can be obtained from loot bags from humanoid monsters such as bandits and centaurs.
Bag of Sugar (80 copper per 10) - Chef crafting vendor
Peach (150 karma per 25) - (Renown) Nocroc Chief, Fireheart Rise, Apostate Waypoint (Level 60-70 zone)

(375) Peach Pie - (R)
Ball of Dough - Premade
Bowl of Peach Pie Filling - Premade