Showing Posts For Discordian.5384:
Ok so i Stopped playing around the times fractals were released because I didnt feel like doing Dungeons for gear to go WvW in But now im running out of games and I’m hoping the situation has changed but i rather Ask then patch
1st of Can i get Fractal level gear without doing fractals yet?
2nd Hows Class balance looking specifically Rangers and Mesmers in WvW and PVE
3rd Hows fort aspenwood doing WvW wise
Thanks for the info hopefully i can see you all soon
(edited by Discordian.5384)
I named my Hyena Twix, after barely beating some guy in pvp and the only thing that saved me was That i had 2 pets one hyena to attack him and one to rez me while we were both downed.
Its a team game if you cant kill something a teamate should be able too if not .. re access your team composition
they come in Medium, light and heavy Im not sure why your only seeing one
So currently every class except Mesmer has reliable swiftness or 25% runespeed signet.
I was thinking a simple fix that would help mesmers keep up would be to change the way signet of inspiration works out of combat to have an increased chance to cast swiftness .. maybe 4 times greater chance for swiftness while not in combat.
It still wouldn’t always proc but i think it would be a great improvment on current situations
Didn’t see a post about this here figured id help spread it around
Im currenty Working on a 50/50 gear wise. All Carrion accessories with, Precision=Toughness<Condition armor/weapons. My hp will Drop to about 20k But ill gain like Nearly 1400 toughness. which will boost my cond damage via Master Tuning Crystals. and should also Increase my survivability against burst.
Currently Still tweaking my Confusion/Condition Spec.. its proved to be strong enough for 3v1’s in WvW
Currently Running 20/0/0/20/30
Staff, Scepter Focus, Power Vit Cond gear with runes of the Nightmare(Switching out 2 Nightmare for Lyssa soon)
I’ve made People destroy themselves popping 3k+ per action in rapid succession
The reason I use Focus is because the Swiftness buff is also a pull/interrupt and iWarden Works wonders with all my ethereal fields sending out more confusion.
Iv tried all other off-hands and Focus has saved my life countless times.
My suggestion is a step up from the Current WvW titles, Provides A system for Improving your char thru continuous WvW in Hopefully non Game breaking Ways, Seperate WvW titles from PVE,PVP,PVX titles by placing them where your name is for enemies, which allows newbies to avoid you and the Risk your title represents, extends past.
However the current titles Could just be modified
I posting this in the WvW Forums instead of the Suggestions forums o get a feel of the Community as well as to refine the Idea if it is well received.
I was thinking WvW should have specific titles that reset every match, but go towards a more powerful permanent title. To me this is Kind of like Nicknames Great Warriors Obtain in Battle such as the Red Baron.
Each title would be linked to certain Accomplishments in WvW. For example If a Player is Constantly Killing supply Dolyaks and gets to a certain amount he/she gains a title, we we call it Dolyak bandit.
now lets say after 10 weeks this player is still killing Dolyaks he has gained the Dolyak Bandit title 9 times so far. he earns his 10th one and instead of Dolyak bandit, He gets a Major Title, Supply Stopper.
Supply Stopper is a Major title that the Enemy can and Will see , Maybe even Instead of Enemy invader/Defender. The title Also allows the Player to hold an Extra 5 Supply However you Can only have 1 Major title. and it starts to reset the more you neglect the activity that got it for you
There would be Numerous Titles for Different Activities Such as Most dmg dealt+Finishing, Placing,Completing and Using Siege Equipment, Taking Supply camps Consitsantly. Defending towers,keeps,castles From Multiple Sieges, Getting NPC help
Killing with Siege Equipment and tons more
There could also be Titles For commanders. although i’m not sure if their activities can be Tracked enough to give them something for there commander without allowing commanders some type of way to mark what they take. But this could be used to help weed out bad commanders as well as help players figure out which commander they want to run with.
And even Guilds could get similar titles if enough of its members had a specific title then the guild as a whole gets it.
What do you guys think?
I have to support this FA’s Major weakness is a complete lack of Presence after NA goes to sleep. We can Hold our own During the day but at night we go down and struggle to recover unless we Dominate the other servers NA team.
So Eu and Oceanic Join us Fight with us. I don’t know if other Guilds feel like i do but you guys are welcome to my guild and access to WvW Bonuses until you get yours Fully Rebuilt anything we can do to help ease the transition.
So 1st off i want to say I enjoy this game more than any mmo i have played.
I was thinking however what if Weapon Stats determined the skills on the weapons, Like if i wear A (condition damage Power Precision) rampager’s Then your skills get tailored to those stats.
Obviously this is a Huge undertaking and i wouldn’t expect to see it, If implemented until an expansion. IF anyone else has opinions on this idea please post here, Hopefully a dev will see it and maybe implement it somewhere down the line.
I’m Liking the positive Feedback on this .. any Criticisms are welcome.
What Can small guilds do/ any Servers with good Small scale Activity
in WvW
Posted by: Discordian.5384
Currently my guild is having issues, We go out to WvW but Only having between 8-15 people online on average we don’t really accomplish much on our own, We don’t want to run with the zerg because that;s not our play style However it seems when we deviate from the zerg We end up in a situation where we are heavily outnumbered.
Are there any tactics other smaller guilds are employing out there or any servers where we could go that have small scale skirmishes we can transfer to.
I already Posted this in the Dungeons forums Figured it would probably go better here
Disclaimer: I am not, nor do i Claim to be a PVE’r I Honestly Don’t know what you guys are looking for as Far as PVE content.
However I was Thinking since you guys want big Guild PVE what about Dungeons that Consisted of Multiple Bosses/Events occurring simultaneously with Different pass/fail results leading up to the end bosses.
How it would work would be a Guild would Purchase access using to the Dungeon Via Influence from Politics 5 upgrades (currently non existent) as Long as your Guild had the Upgrade active X+5 number of Guild members could enter depending on the dungeon.
Upon entrance your groups would be split up by environmental factors, cut scene related choices, And such so that each group would only have 5 people.
The Encounters within the dungeon would effect other groups or the way the dungeon was tackled. For example 4 Groups A,B,C,D Group B Fails Boss/event 3 Resulting in a Collapsed Pillar which Group D can cross to Continue the Fight and save them But only If Group D already Completed their Previous event Successfully.
The Events would Not Start over if you failed and your guild would just have to deal with the consequences such as Mobs from Group A’s Events Becoming Spawns in Group C’s events upon A’s failure. The end Bosses would all Play out differently depending on how each Groups made it through their events.
What do you guys think?
(edited by Discordian.5384)
Well Dead its Not a Raid. The reason i suggest Guild Only is because it Gives PVE guilds that sense of End game content to be completed that uses Large groups, Trust of your guilds capabilities, Strategic Play including accepting Failures In order to switch Group positioning to better conquer the upcoming challenges.
I would rather the thread Discuss the Goods/Bad points of my idea and any improvments you guys can suggest and keep that discussion flowing
Disclaimer: I am not, nor do i Claim to be a PVE’r I Honestly Don’t know what you guys are looking for as Far as PVE content.
However I was Thinking since you guys want big Guild PVE what about Dungeons that Consisted of Multiple Bosses/Events occurring simultaneously with Different pass/fail results leading up to the end bosses.
How it would work would be a Guild would Purchase access using to the Dungeon Via Influence from Politics 5 upgrades (currently non existent) as Long as your Guild had the Upgrade active X+5 number of Guild members could enter depending on the dungeon.
Upon entrance your groups would be split up by environmental factors, cut scene related choices, And such so that each group would only have 5 people.
The Encounters within the dungeon would effect other groups or the way the dungeon was tackled. For example 4 Groups A,B,C,D Group B Fails Boss/event 3 Resulting in a Collapsed Pillar which Group D can cross to Continue the Fight and save them But only If Group D already Completed their Previous event Successfully.
the Events would Not Start over if you failed and your guild would just have to deal with the consequences such as Mobs from Group A’s Events Becoming Spawns in Group C’s events upon A’s failure. The end Bosses would all Play out differently depending on how each Groups made it through their events.
What do you guys think?
Yea i agree about the unguilded i just cant imagine Anet creating a system to allow donation to anyone on your server, so i figured it would just be easier for a player who is a good leader to join a highly active guild to get commander then leave the guild if guilds aren’t their thing
No replies on this.. Good ideas, Bad idea Horrible idea.. Gimme something ppl im lonely in here. All i have is my thoughts and most of those are not sane
Currently in order to Get Commander you have to PVE, Collaborate with a Group of people, Swipe a Credit card, Or play the crap outta the TP.
So off the top of my head i came up with a suggestion for Fixing this.
Everyone in a Guild that has claimed a Keep receives 1 Token after X amount of time of maintaining Keep control.
Have an NPC that when you click him Allows you to Use a Token for someone in your guild
Depending on their WvW Rating( describing that Soon) each token is Worth More token points so it takes Fewer tokens with a higher Rating. This is to prevent Nominating players with less experience in WvW to Commander
The WvW Rating would be a system. Would be Determined by a combination of, Kills(least important) Siege assaults, Active time in WvW( only increases while sieging, defending and getting npc assistance)
Once a char is Nominated to commander they have to then spend X Badges of honor to obtain it.
What do you guys think all criticism is accepted.
Does Rune of Rage apply to all Fury applied to me or just Fury I apply and is it currently Broken?
Posted by: Discordian.5384
Thought of changing one of my Builds on my ranger, however Rune of Fury doesn’t seem to be Buffing the duration of Fury from my Red Moa. So I tried using the Fury on Switch Minor trait but got the same results so. do i actually need to cast fury or is the rune Broken
Just wanted to see what you guys think about Giving Guilds the Option to Control Who can Take Supply/Build Siege gear in a Keep, Siege, castle or Fort.
Currently it Becomes Difficult to Upgrade the stuff we claim because people Continue to Take supply From claimed Forts instead of Running to the Supply camps. Because of this a lot of Keeps are Lost because we can not fortify them quickly enough.
Giving Guilds the Option to Control this would give us More control of the situation imo.
I Agree with this. Only allowing 5 Guild members in a group is crippling to Control and awareness imo. Commander is to me More Pug based control as the majority of PvP guilds use Voice chat of some sort.
a Simple solution imo would be changing the Color of Guild members in WvW on the Mini Maps
If alliances are implemented giving them a unique color also.