Tactivators
So far we’ve used the supply drops and the sabotage depot. Supply drops are super OP, guaranteed 100 supply every 15 minutes, makes a big difference at important objectives that are under pressure.
Sabotage depot is a lot more situational, ideally defenders should be able to draw down the supply at a major objective before it’s flipped, and minor objectives don’t carry that much supply.
Northern Shiverpeaks – NSP Pride!
I think they’re too expensive to unlock (guild hall upgrades + leveling up scribe) and to build (requires materials). So generally not worth it.
Maybe for keeps, as the poster above suggests, but for camps it’s a waste of money for sure. Sabotage alone costs well over 5g in materials and can only be used once.
I think they’re too expensive to unlock (guild hall upgrades + leveling up scribe) and to build (requires materials). So generally not worth it.
Maybe for keeps, as the poster above suggests, but for camps it’s a waste of money for sure. Sabotage alone costs well over 5g in materials and can only be used once.
Yea, just not worth it. + too much game play outside of WVW, its ok to some degree, but I was hoping the WVW upgrades could have been completed in a far larger part while playing in WVW.
Too expense to unlock, too expensive to create, and you’ll only want to use them on something you can keep for a while, like your keeps and maybe the north structures on homebl.
Even if this was an excuse to make up for the old upgrade cost, that way was still a hella lot cheaper.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
This is a big deal and doesn’t deserve to float down the forum while people’s whines about the beautiful new borderland map infest the first page.
We’ve got Chilling Fog, Supply Drop, and Dune Rollers.
The supply drop is super useful.
The Chilling fog is a death sentence for golem rushes if there are cannons still active. Fortunately, we also have hardened siege, so the chances of them being still alive is actually pretty good.
The Dune Roller is amazing and awesome, try it!
Cries…
My Guild is not big enough to ride the WvW Upgrades.
Remember the video where they show us all the fancy things we will never be able to use?
Obviously, I’m expecting a rebalance.
(edited by Svarty.8019)
We’ve got Chilling Fog, Supply Drop, and Dune Rollers.
The supply drop is super useful.
The Chilling fog is a death sentence for golem rushes if there are cannons still active. Fortunately, we also have hardened siege, so the chances of them being still alive is actually pretty good.
The Dune Roller is amazing and awesome, try it!
We will see. I believe the highest level scribe we have is below fifty. Those who are interested in scribing have been generously been spending their time farming materials for guild upgrades.
Our guild has roughly raids about 10 to 13 members. Most of our guild members play every day. We are keeping up with building the guild hall at a reasonable pace.
I just looked more closely at the higher level guild upgrades and there are too many gold checks(items you can’t farm and have to buy from merchants) for us to invest in scribing and tactivators.
There is not a realistic chance we will use these upgrades. We also need to use what we earn to also pay for food and gear as we are constantly tuning our builds and comp.
It is something we need to be aware of but it looks like something we will not be able to utilize at all. We will probably build some of these upgrades eventually as we need levels to unlock +5 auras.
Of course, that means the war room is a lot of dead space as far as upgrades go. Honestly, I think we will get more use out of the guild miniature merchant at this point. I am looking forward to see what is available there as opposed to these tactivators.
Here’s one of the tricks:
Large guilds and small have to work together. If the smaller guilds can get just camp claiming, once the timers have ticked down, the larger guilds with more materials and resources can place their tactics and improvements into objectives claimed by smaller guilds.
So, a larger guild can claim the keep, but in doing so, can’t claim a camp to be able to use their armored dolyaks and dune rollers. So, they have a smaller guild claim it so that then they can drop their camp improvements while still maintaining their claim on the main keep.
In fact, to be able to the ‘pack’ of dune rollers, this is required. You can only get one dune roller from a camp at a time. To be able to get a pack of six (the maximum) you’d need six guilds all working together. Once the timer ticks down (30 minutes of holding a camp) you can then slot the dune rollers. Any guild can slot them, as long as the camp has been claimed for 30 minutes. Not just held, claimed (it matters). Once you’ve done that, you wait 3 minutes, hit the lever and get your dune roller. Then the six rollers can all coverge for a photo op.
But, this requires six guilds that can all claim camps working together and at least one to have dune rollers to pull it off.
Lack of Tactivators = Lacktivators™
My work here is done.