Commander Guardian of Rall :: Norn Guardian
Commander Getting Hammered :: Charr Warrior
(edited by Avenge.1478)
World vs. World
•Added the following rare weapon skin sets to the Weapon Master:
•Aureate
•Flame
•Verdant
•Norn
Added new abilities
•Arrow Cart Mastery
•Increase range on all arrow-cart skills.
•Increase damage on all arrow-cart skills.
•Increase effectiveness of applied conditions.
•Increase radius on all arrow-cart skills
•New skill (slot 4): Toxic Unveiling Shot. Removes stealth and applies poison to targets.
•Guard Killer
•All Guard Killer bonuses now also apply to enemy lords and supervisors.
•7% damage to guards, lords, and supervisors.
•Gain endurance after killing guards, lords, and supervisors.
•10% damage to guards, lords, and supervisors.
•Add 1 stack of Guard Leech on killing a guard, lord, or supervisor.
•Guard Leech: Gain health when attacking guards, lords, or supervisors.
•Added the following guild siege weapons as rewards for completing guild missions:
•Trebuchet
•Ballista
•Arrow cart
•Catapult
•Added WvW Rank progress to the WvW Dashboard UI (see top center of the screen while in WvW).
•Siege weapons provide World XP when destroyed.
•Siege weapons placed by Commander Siegerazer and Commander Siegecrusher now provide XP and World XP when destroyed.
•Players now receive World XP for repairing gates and walls in WvW.
•Players now receive World XP for defending supply dolyaks from ambushes in WvW.
Additional
World vs. World
•Updated confusion and retaliation effects to do the same damage as they do in sPvP.
•Added a buff to display time remaining before siege weapons are destroyed from inactivity.
•Siege sites are now destroyed 2 minutes after being placed if they receive no supply.
•Increased arrow-cart damage:
•Increased Fire damage by 80%.
•Increased Fire Crippling Arrows damage by 17%.
•Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.
•The “under attack” notice at objectives now displays 30 seconds after it is first attacked. Does not affect waypoint usage.
•Siege weapon blueprints are now account-bound instead of soulbound.
•Killing a supply dolyak now awards 3 points to the team that lands the deathblow.
•Righteous Indignation now ignores damage from all sources.
•Players can now deploy siege sites on enemy walls.
•Siege weapons can no longer be built in no-siege areas.
•Increased radius of cannon basic shot from 240 to 360.
•Lotus Poison (thief minor trait, 15 in Deadly Arts) no longer applies to a trebuchet’s poison shot.
•Frost Spirit (ranger utility skill) no longer applies 10% damage buff to siege weapons.
•Increased boon resistance of siege golems so players can’t apply swiftness to them with increased boon duration.
•Picking up supply while holding more than current capacity (due to a capacity buff going away) no longer reduces the supply down to current capacity.
•WvW dialogue will now reopen to the last-viewed page.
(edited by Avenge.1478)
Good luck going up against a few nicely placed superior AC’s when taking a tower.
Also hopefully we dont have rebels wasting tower/keep/SMC supply on walls that are continuously being trebbed just so that they can get WXP…
(edited by Avenge.1478)
And some more stuff further down:
World vs. World
Updated confusion and retaliation effects to do the same damage as they do in sPvP.
Added a buff to display time remaining before siege weapons are destroyed from inactivity.
Siege sites are now destroyed 2 minutes after being placed if they receive no supply.
Increased arrow-cart damage:
Increased Fire damage by 80%.
Increased Fire Crippling Arrows damage by 17%.
Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.
The “under attack” notice at objectives now displays 30 seconds after it is first attacked. Does not affect waypoint usage.
Siege weapon blueprints are now account-bound instead of soulbound.
Killing a supply dolyak now awards 3 points to the team that lands the deathblow.
Righteous Indignation now ignores damage from all sources.
Players can now deploy siege sites on enemy walls.
Siege weapons can no longer be built in no-siege areas.
Increased radius of cannon basic shot from 240 to 360.
Lotus Poison (thief minor trait, 15 in Deadly Arts) no longer applies to a trebuchet’s poison shot.
Frost Spirit (ranger utility skill) no longer applies 10% damage buff to siege weapons.
Increased boon resistance of siege golems so players can’t apply swiftness to them with increased boon duration.
Picking up supply while holding more than current capacity (due to a capacity buff going away) no longer reduces the supply down to current capacity.
WvW dialogue will now reopen to the last-viewed page.
Words cannot contain the amount of glee I have for this.
Also dang you for beating me to the punch.
siege blueprints are account bound.
Finally…
•Players now receive World XP for repairing gates and walls in WvW.
This change alone should make it much easier to siege structures, since people will dump all of the supply into the gates and walls before taking out the siege weapons or placing siege weapons of their own to counter.
Sweet!: “Siege weapon blueprints are now account-bound instead of soulbound.”
2 superior AC per gate with AC mastery full traited = Vizunah’s dream
World vs. World
•The “under attack” notice at objectives now displays 30 seconds after it is first attacked. Does not affect waypoint usage.
This is huge.
I like a lot of these changes for sure but I have a major problem with one of them.
“The “under attack” notice at objectives now displays 30 seconds after it is first attacked.”
I realize that good scouting is necessary to be successful in WvW but it is easy enough as it is to take a tower or keep without adding a 30 second head-start for the invading team. It seems to me that this will just reward the “large zerg wins” mentality because, the more people you have, the more that 30 seconds becomes a nail in the coffin in terms of the defending team having a chance to respond.
Quite a few fixes there:
No more spawn cliff siege defending sunnyhill, no more lifesteal food killing supervisors, no more blocking trebs, and 80% more arrow cart dmg defending gates.
Sounds like defenders will now get 30 seconds to waypoint their entire zerg to a keep after the gate is already attacked, provided a scout is there to call it.
(edited by Lifewaster.5912)
World vs. World
•The “under attack” notice at objectives now displays 30 seconds after it is first attacked. Does not affect waypoint usage.
This is huge.
If I am reading that right, waypoints are now available 100% of the time? No more contested keeps? Or it just doesn’t affect waypoint usage for the first 30 seconds while it is not displaying?
Either way, it just got a hell of a lot easier to defend.
If Waypoints are not available after that 30 seconds, it also makes players contesting keeps actually stick around to contest them, not just run past and fire an arrow… I very much like that.
Good:
•Arrow Cart Mastery (everything)
•Siege weapon blueprints are now account-bound instead of soulbound.
OMG
•Increased boon resistance of siege golems so players can’t apply swiftness to them with increased boon duration.
I mean really? The ultra slow golems needed that nerf (there must be another boon this was made for, surely couldn’t be swiftness on golems causing any issue)?
LOL
•Siege sites are now destroyed 2 minutes after being placed if they receive no supply.
and the commanders new line of choice
“…get your but over to build this thing, RUN SPEED BOOST SPPED BOOST IT WILL DESPAWN”
(edited by Hexin.5603)
More than I could’ve hoped for. Especially this:
Added a buff to display time remaining before siege weapons are destroyed from inactivity.
And this:
Increased arrow-cart damage:
Increased Fire damage by 80%.
Increased Fire Crippling Arrows damage by 17%.
Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.
But yeah, giving WXP for repairing is a bad idea.
(edited by Johje Holan.4607)
Nice. I’ll start reparing everything even if it is trebbed. This will give me easy WXP without griefing since it is allowed and intended to repair in order to buy time.
My poor mesmer! Respec incoming then. Am I being really ignorant, or should not every ability be the same in wvw as in spvp, not just certain abilities for certain classes?
The era of AC is upon us. goes and checks mithril price going up
Quite a few fixes there:
No more spawn cliff siege defending sunnyhill, no more lifesteal food killing supervisors, no more blocking trebs, and 80% more arrow cart dmg defending gates.
Sounds like defenders will now get 30 seconds to waypoint their entire zerg to a keep after the gate is already attacked, provided a scout is there to call it.
Actually no, defenders won’t even know they’re under attack for 30 seconds unless they have people camping each and every possible point of entry. By the time you know, they could already be on inner.
I got to admit, I’m actually pretty impressed. Don’t know how a few changes will work out, but I guess we’ll see. And thanks for finally rewarding people who actually repair things (Do supplies from keeps count to, ‘cause I remember a statement about it that they don’t?!) and walk yaks.
(edited by I Deschain I.4623)
And just to let you guys know, killing the entirety of TC’s Dolyak Parade will not net you a load of points. Just horrible, painful revenge.
So for everyone that has been saving wxp ability points (most of us), is it time to dump them in AC…or are the enhancements not as cool as they sound on paper, I wonder?
WvW finally got some LOVE!
Thank you Anet! There will be the usual QQ’s in the coming hours/days as players adjust but this is definitely a step in the right direction
AC range/radius will be great for killing those pesky garrison trebs hitting bay.
Increased arrow-cart damage:
Increased Fire damage by 80%.
Increased Fire Crippling Arrows damage by 17%.
Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.
What the kitten is this???? Are you kittening kidding us??? Oh I really hope this is some kind of a misspell cuz this is some serious billkitten right there….
ok ok ok… it was obvious that those guys at ANet have no idea wtf is goin on in this game, but simply imagine this: 5 superior ACs, maned by 5 guys with maxed Siege Might and AC Mastery rank traits behind a door. The question is: HTF do you get near the door without being instantly killed????
Does 30 sec delay affect camps? I assume so.
My poor mesmer! Respec incoming then. Am I being really ignorant, or should not every ability be the same in wvw as in spvp, not just certain abilities for certain classes?
Honestly, this s about a 25% damage nerf to every Mesmer spec, even power-based ones. Expect mesmers to no longer be useful in zerg fights whatsoever, except for portal bombing.
is this the vizunah patch ? death by arrowcart .
•The “under attack” notice at objectives now displays 30 seconds after it is first attacked. Does not affect waypoint usage.
= few golems and a Tower falls befor going in to " Under Attack " mode.
You’re expected to place people in the towers now apparently. No, you can’t go out and fight and have fun, you need to watch that tower so it doesn’t get ninja-flipped. Camps too it seems.
Increased arrow-cart damage:
Increased Fire damage by 80%.
Increased Fire Crippling Arrows damage by 17%.
Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.What the kitten is this???? Are you kittening kidding us??? Oh I really hope this is some kind of a misspell cuz this is some serious billkitten right there….
ok ok ok… it was obvious that those guys at ANet have no idea wtf is goin on in this game, but simply imagine this: 5 superior ACs, maned by 5 guys with maxed Siege Might and AC Mastery rank traits behind a door. The question is: HTF do you get near the door without being instantly killed????
Ballista? Catapults? I LOVE this change. it makes siege weapons actually dangerous. Looking forward to it.
In general, I like the updates. This is the lone issue: Righteous Indignation now ignores damage from all sources.
That just means people need to stand around and wait now. Boring.
Also, the AC change is nice for those who like to defend. On the flipside, it just encourages more zerging now to attack a tower.
I am speechless about these patchnotes… I’m happy blueprints are accountbound now and there is a despawn timer on the siege, but theres some other stuff in there that kinda blows my mind…
(edited by Centrix.4065)
Anyone mind sharing what the new skins look like? And are they 10-20badges each like the others?
I see people saying that stuff will be too easy to take because of the 30 second lag on notification and at the same time others saying the AC change will make things impossible to take.
Sounds slightly like balance to me.
Overall I’m very excited about the patch notes. Can’t wait to get in there and see how it all works out.
2 superior AC per gate with AC mastery full traited = Vizunah’s dream
:D
Big down vote on the 30 second timer for swords to show up. Just gives more of an advantage to zergs. If you want smaller parties to have an advantage ANET there is a simple adjustment…..
I see people saying that stuff will be too easy to take because of the 30 second lag on notification and at the same time others saying the AC change will make things impossible to take.
Sounds slightly like balance to me.
Overall I’m very excited about the patch notes. Can’t wait to get in there and see how it all works out.
It isn’t balance. It’s either keep someone in the tower (and not out having fun) to watch it or lose it before you know it’s being attacked. Do you want to give up your WvW time to baby-sitting a tower in the name of “balance”? I’m sure that your server would love you to volunteer so the rest can go kill things and earn wxp.
I like a lot of these changes for sure but I have a major problem with one of them.
“The “under attack” notice at objectives now displays 30 seconds after it is first attacked.”
I realize that good scouting is necessary to be successful in WvW but it is easy enough as it is to take a tower or keep without adding a 30 second head-start for the invading team. It seems to me that this will just reward the “large zerg wins” mentality because, the more people you have, the more that 30 seconds becomes a nail in the coffin in terms of the defending team having a chance to respond.
The WP not being effect is even bigger any one can see a zerg coming and you can work out where zergs are going most of the time so you can have a call to arms if the keep has a WP. Often a zerg that is taking a camp near a keep is going to attk the keep or the tower that near by it.
Simply put reward teams for playing as a team and punished teams not playing as a team. Sound like the right way to go with WvW and truly all games.
(edited by Jski.6180)
I see people saying that stuff will be too easy to take because of the 30 second lag on notification and at the same time others saying the AC change will make things impossible to take.
Sounds slightly like balance to me.
Overall I’m very excited about the patch notes. Can’t wait to get in there and see how it all works out.
It’ll be easier to take stuff off servers that like to fight in the open field. It’ll be easier to defend stuff for servers that like to camp towers and keep with 20 ac’s on every door who refuse to leave until they have an overwhelming number advantage (vizunah and riverside basically – servers people absolutely hate fighting).
Its a terrible change imo.
The “under attack” notice at objectives now displays 30 seconds after it is first attacked. Does not affect waypoint usage.
Does not affect waypoint usage.
edited because i misunderstood the notes.
but why do not affect waypoint usage?
it means it will be NOT usable from the first attack? then, a casually teleporting player will notice that the waypoint is contested.
(edited by Moloch.8013)
I can’t figure out why they wanna www be even more boring. They probably think that we go play sPvP if www is boring enough.
People are talking like no one ever scouted in W3 before this.
I play in T1 EU, and effective guild raids have almost always placed scouts in towers/keeps, and the players are circulating their watch turns. Sometimes active pugs want to scout and defend towers too, that’s not unheard of. Not everyone can be collecting that shweet WXP in a train, if u want to defend objectives.
World v World is now officially dead. Great upgrade to arrowcarts Anet.
I see people saying that stuff will be too easy to take because of the 30 second lag on notification and at the same time others saying the AC change will make things impossible to take.
Sounds slightly like balance to me.
Overall I’m very excited about the patch notes. Can’t wait to get in there and see how it all works out.
It’ll be easier to take stuff off servers that like to fight in the open field. It’ll be easier to defend stuff for servers that like to camp towers and keep with 20 ac’s on every door who refuse to leave until they have an overwhelming number advantage (vizunah and riverside basically – servers people absolutely hate fighting).
Its a terrible change imo.
As for the oranges swords? See the thing is 20 ppl is NOT a zerg if any thing this update makes smaller group of less then 25 very viable to take keep and more then one tower at once. We can now see some ture “ninjaing” if the other team being “ninjaed” fails to def there towers and keeps to some point. So now bad teams can just simply flip and move on they must leave at least one person to watch it.
World v World is now officially dead. Great upgrade to arrowcarts Anet.
Just 2 of them are build if your going to make a straw man argument with a pic at least used a good one with what 5+ made. Any way all of the arrow carts there cant defind the wall just a bit way down so why go for a gate that well guarded when a wall you can hit with a treb or cata (mind you can hit it with cata and the door to the inner on hill).
(edited by Jski.6180)
Some really major changes. I love the way Anet is trying to reward defensive preparation and scouting. It came just in the nick of time for me since I was fully fed up with the “let’s just zerg!” mentality.
My only concern now is that we’ll see people so giddy to place ACs there will be a lot of poor placement and wasted supply by the uneducated, but they’ll learn.
Now i know for a fact that no one from Arena-net actively plays WvW.
Still hoping for the AC buff to be a major joke or something
Arrow Cart boosts are insane. Servers fielding massive night crews and just bunkering during daytime ( i.e. the French ) will be completely unbeatable now.
Another month of solid WvW updates. How many hours till people start complaining we aren’t getting any WvW updates again?
Less then 1 it seems sadly. I am not even sure if these players are playing WvW or just looking for something else to complain about.
Now i know for a fact that no one from Arena-net actively plays WvW.
Still hoping for the AC buff to be a major joke or something
Anet probably think that keep usually have less defenders than attackers, but they haven’t meet french mmorpg players.
World v World is now officially dead. Great upgrade to arrowcarts Anet.
Looks like good defense. So a zerg can’t run up to a gate and throw down 3 sup rams and be inside in no time. Sounds good to me.
I love this change to ACs. Did you play Beta? They were strong in Beta and it was great! Sure everyone cried about it – but everyone was like level 10 in Beta!
Agree with Caid, Aneu, and many others.. manly, with everyone ever faced VS.
AC update with +80% dmg is just insane. (even before the other upgrades)
Usual VS Tower when other 2 servers in EU T1 start playing (aka: after the night/early morning train got 90% of map and upgrade everything to T3) have 3 ot 5 superior ACs placed around gate only.
Add in a balli to take out any catas (because using rams now is just impossible) and gg.
Hope 80% it’s a typo… or you’ve just managed to make most stale Tier in Eu MORE stale and boring.
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