Showing Posts For Breathaan.2710:
not really knowing what it looked like, racial abilities like shrapnel mine or power suit are possibilies
I found this site helpful when collecting all the juvenile pets:
toggle the various icons (ranger pets in this case) on or off
Wayfarer has arctodus to charm on both the east and west side
as to axe vs. sword, if survivability is your goal, maybe mace instead, gives you a block and some hard CC, but sword would currently win in a strictly 2 way race imo
personally, I’d lean toward WH trait rather than the shout CD, but i’m a sucker for the blast finisher
food: again if pure survival to direct your zerg is the goal, probably lemongrass for the -cond duration or mango pie for extra sustain and vit
norn guardian because I miss my firbolg warden
While the value of upgrading supply camps may not be worth the cost or time involved and may not be “enough” of an upgrade, you seem to be missing some things.
One purpose in upgrading is increasing the max supply. Surely you’ve encountered a supply camp that was depleted and had people waiting for the next ten to pop, especially a claimed one allowing 15 per player. Resupplying and/or dropping defensive siege in/near the camp is far more viable when said camp has 250 supply in it than 100.
Another is making the dolyaks supplying that nearby tower deliver more supply per run, increasing the viability of that second worker.
And they already DO create more guards than an un-upgraded camp, those zealots and protectors come in the second tier.
As to the dolyak escort, I would agree that they should not despawn immediately if the dolyak dies, but they can protect vs the environmental threats (skritt, arctodus, leopards up north in the borderlands or cave bats in EB). I would say that they should persist until they leave “combat mode”. Abit like escort events that fight then walk back to the point of their path where they aggro’d before resuming their trek.
tl;dr The spirit of your complaint may be justified, but the details are somewhat uninformed or short-sighted.
Thank you all for the great suggestions. I’ve started swapping out food and runes for beryl orbs, which is getting me better stats and is a LOT cheaper. I’m also reworking my build based off of your suggestions, you were all very helpful!
And that’s a very interesting setup breathaan, it looks awesome for PvE but does it work ok for WvW? I’ve considered swapping out the GS for mace but I worry about losing AoE or getting kited.
Honestly, I haven’t wvw’d with my guardian since I switched to this build. The lack of speed means i play my warrior, necro, and ranger in wvw. But it does do fairly well in cursed shore farming and frostgorge, which is what I intended. I would expect wvw to make it feel abit squishy and not deal well with being focused, but could be doable given the blinds and active healing and swapping the dmg mitigation signet for WoR, etc.
altho I run a bloodlust focus for the first 25 kills and grab w/e food i feel like at a given time/situation
Here’s some ideas on how this could be solved in a (hopefully) balanced way that would remain fun for all sides.
- The solutions should primarily be defensive and counterbalance the difference in numbers on the map so the teams with significantly less population at the time have a decent fighting chance at holding and keeping their objectives.
- The solutions should ideally be map-wide and dynamic, changing based on the number of players each side has on the map.
- It should not impact open field fights of even numbers. (Should not be global stat boost to players directly).
Here are some factors that could be changed dynamically based on map populations:
- Stats and numbers of NPCs.
- Outnumbered stat boosts to players near (or inside) their towers.
- Outnumbered stat boosts to anti-personal siege weapons or all siege weapon damage vs players.
- Outnumbered siege damage reduced vs walls and doors.
Also possible to dynamically change- point ticks.
i.e. Given an equal number of players amongst the 4 wvwvw maps, you get the full point value. However, at various thresholds of superior numbers, the points assigned are decreased by a commensurate amount for the next tick.
It would not even have to be a strict ratio. For example, at 120% of 1/3 the total wvwvw population, you recieve 90% of the “normal” point tick. Sort of an outmanned buff for the score.
In theory, it would reward skill, coordination, etc and combat the zerg mentality, yet still allow numerically superior servers to control more point generating locations. Sun Tzu-esque application of overwhelming force would still be valuable as a means of controlling territory and strongpoints like keeps, but the landslide of points days into a match could be mitigated.
(edited by Breathaan.2710)