Showing Posts For Ghostly.4162:

Invisible walls, Arah.

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

If you were to just put boulders and such to block paths, people will just find new paths and as long as the vertical wall jump is still not fixed, those boulders wouldn’t stop you anyway.

Invisible walls are a temp fix, the only true fix is to require the bosses be done in order.

How to Fix Dungeons/Exploits:

Step 1: Require all previous bosses to be killed to move on.
Step 2: Adjust leashing and reset ranges to prevent exploits.
Step 3: Adjust invuln mechanic on bosses to prevent z axis manipulation (every boss should just be given a “teleport” ability if the they are unable to damage someone with an autoattack for x amount of time..
Step 4: Lastly… the final thing that could be implemented in a matter of minutes…. increase out of combat regen for bosses to 100x it’s current rate. This prevents people from just being able to outdps the OOC regen.
Step 5: Hire me to test a boss before it ‘s released lol… I’ve found atleast 1 gamebreaking exploit for every single boss in the game so far within 10-15 minutes of looking…

So you killed another good farm possibility

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

I wish people would just realize that this amount of gph/kph is completely broken and 100% unintended by Arena-Net. Anyone that ran this with a competent group knew that after about 10 runs of doing this. For the sake of math I broke it down on reddit for some people.

http://www.reddit.com/r/Guildwars2/comments/140ja3/so_they_hotfixed_arah_p3_boss_farm/c78t9ca

In short I’ll tell you the final numbers (This is what my 3 man group did)

7-8 gold per hour.
17,000 karma per hour. (can be turned into more gold (30-50s))
75 tokens per hour. (can be turned into more gold(50-90s))

Now… you guys think this got nerfed? You obviously havn’t thought about it for the more well geared and smarter players that are still able to do this as the best gph/kph farm there is.

Even post nerf, a group can easily be making half of those #’s above.

Don’t say I didn’t warn you, but this hotfix was just the first nerf to this easily bottable farming location. It is NOT intended to be able to produce more than 4g an hour in any easily farmed fashion that never diminishes. Something like this inflates an economy quickly and brutally, it cannot be allowed by any means. I for one am glad it was fixed and hope that it will be nerfed even further to prevent botting from running rampant quicker than it already will again.

/thread

Fancy Footwork (Swampland Fractal)

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

That’s just it, we’ve all made it through the Fractal without tripping any traps, but not all at the same time, and none of us have gotten it.

It’s a buggy achievement, I had to do it twice before it registered for me. I did it solo though, so I can confirm it is not a group achivement.

i can't equip 2 Ascended rings

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

FotM daily is per account not per char, so doing it with a twink makes no sense.

Daily is per tier (1-9/10-19/etc) per character. You can do your lvl 10 daily on 2 different characters.

Can't progress because RNG hates me

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

Let’s see….

Friday – no daily
Saturday – 10 daily
Sunday – 10 daily
Monday – 10/20 daily
Tuesday – 10/20 daily
Wed – 10/20 daily
Thur – 10/20/30 daily
Friday(so far) – 30 daily

That’s 12 dailies and I’ve seen 1 non-infused ring. And to think it’s not only about getting a ring, but then after you have 2 infused you gotta make sure they are the ones you actually want.

LVL 30 Fractal done

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

I wanna see this screenshot of you at lvl 57+ I’m not doubting that it’s not possible to be 57+ given time frames and such, I’m saying that it’s highly improbable for someone to be 57+ atm.

And as for “is it possible”… of course it’s possible… the only true agony resist check is on maw and that can be exploited in numerous ways. Every other boss is easy to avoid agony or would simply be skipped (shaman at 40+)

Agony past lvl 20 is horrible design

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

There are literally VERY few bosses that you can’t avoid agony on.

You cannot avoid agony on Jade Maw (without clever use of game mechanics)

It’s hard but you can avoid agony on every other fractal. Some are easier than others (most infact are really easy)

+0 – + 5 agony will reach you to 20, at 20 you need atleast 10 to survive during maw (with self heal + aoe heal)

My experience with RNG rings.

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

So I’m not complaining, because I understand that RNG is sometimes good for a game, and prolongs the experience. I just wanted to show what I’ve done and see how it’s kinda upsetting if you were put in my place.

I’ve done 147 fractals (147/150 on my achievement)
Saturday (T2 daily)
Sunday (T2 daily)
Monday (T2 daily)
Tuesday (T2/T3 daily)

With 5 dailies I’ve now yet to see a single ascended ring. I have an infused backpiece which is 10 resist, but as anyone above 20 knows. 10 is not enough for maw at 20 without some group heals etc etc to keep you up (even with your own self heal).

Now I can powerthrough this and it’s not much of a problem in the staying alive department because I feel as though I’m a competent player, but the problem lies with the “slower hardcore” players that are slowly creeping up to level 20.

In my first run of lvl 20, we had 2 people that had not gotten a single ring drop and did not have a backpiece. The group was 2 at 10 resist 1 at +5 rest and 2 at 0 resist. I fear that within the next day or two theres going to be a lot more people trying to do 20 with 0 resist because they either can’t afford a backpiece, or havn’t gotten ring drops.

Sidenote: Someone in party got a ring drop from their 20+ daily… but it wasn’t infused…

Manually choose level in Fractal?

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

I understand how the dungeon will automatically choose your difficulty by polling the group and choosing the lowest level as the difficulty.

Could we get a response on if it will be possible to manually change the difficulty as well somehow.

Lets imagine that lvl 10 is the highest beatable difficulty (before 1 gear limitation or another kicks in)

What happens if you ONLY run with the same 5-10 people “for whatever reason”.

You all reach lvl 10… you are now unable to complete lvl 11 because the gear isn’t released yet. Are we able to farm lvl 10 or even a lower difficulty that we choose or would we be expected to find a lower level member randomly to be able to complete the dungeon while waiting for more gear to be released.

What happens when all the gear is out and everyone reaches the highest difficulty… is the dungeon ruined at that point?

Mad King Clock Tower Needs to be tweaked!

in Halloween Event

Posted by: Ghostly.4162

Ghostly.4162

The puzzle was designed to have 5% of the population complete it. Not everything that’s in a game HAS to be accessible freely to anyone that wants it.

[INCORRECT LINK] Main Page

in Forum and Website Bugs

Posted by: Ghostly.4162

Ghostly.4162

Confirmed Fixed!

[INCORRECT LINK] Main Page

in Forum and Website Bugs

Posted by: Ghostly.4162

Ghostly.4162

If you goto www.guildwars2.com

The upper link that is suppose to lead to the forums directs to

forum.guildwars2.com

It should direct to

forum-en.guildwars2.com or other applicable localization.

Elementalist changes - October 7

in Elementalist

Posted by: Ghostly.4162

Ghostly.4162

All I can say is absolutely ridiculousness.

Whirlpool nerf was ONLY for a single map in Spvp, no where else did it do anything worthwhile other than allowing us to farm on equal par with everyone else underwater.

We now have so many completely useless abilities it’s not even funny.

We are best at nothing. That is all.

Dungeon too easy? solo-able!

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

I’m the guy that soloed SE Path 3, there have been other solo dungeons ran as well.

You cannot solo any path of COF, no matter how you wanna “fake it” it’s not gonna happen. Not only would you need 5 people for certain events, but you also cannot do the magg “kite” event solo without doing 1 exploit or another. Every other section would be soloable however in the magg path.

So yeah, if I bring in extra people for bombs and kiting, I could solo magg run as well.

The only other FULL SOLO clear that I’ve heard of was another ele that did butler path in CM, I didn’t watch the whole screenshot video, but it looked legit.

People mention a necro doing arah and yet the only proof I’ve seen was him with a champion mob and him doing a single boss.

[BUGS] Exploits in Path 3 SE

in Bugs: Game, Forum, Website

Posted by: Ghostly.4162

Ghostly.4162

I had to use some creative exploits in my attempt to solo a dungeon.

http://www.reddit.com/r/Guildwars2/comments/10ypy1/world_first_explorable_soloed/

The main ones are the place I stood for the carrier event.
The way the 2 pack champion mobs don’t chase you.
The place I stood for the very last boss phase 2.

PM me if you need better locations/descriptions etc etc.

World First Solo Explorable?

in Guild Wars 2 Discussion

Posted by: Ghostly.4162

Ghostly.4162

Not sure if it’s really world first, and I made the FULL post on reddit, A-net feel free to PM me on reddit or here with any questions on how to fix any of the bugs I used.

Do I expect to get banned? I hope not… yes I used creative mechanics and glitchy locations in some of the things I had to do, but I’m also reporting it here as well, and theres no way in hell I would ever do this again (takes too long).

http://www.reddit.com/r/Guildwars2/comments/10ypy1/world_first_explorable_soloed/

Results from satisfaction survey from start of September; >2000 characters

in Community Creations

Posted by: Ghostly.4162

Ghostly.4162

Love it when the class I play is one of the least favorite classes (Ele) that means I’ll be getting some buffs/changes sooner rather than later!

Necro’s are more upset about bugs then us ele’s are. They can be easily remedied.

Ele’s complain because we have to work 2x-3x as hard as anyone else to achieve the same thing (dps/staying alive/support) Yet we arn’t rewarded for doing so.

Ele’s complain because we are in the lowest base health / armor tier, yet we don’t have the highest of any tier (dps/staying alive/support)

Dps: We are pretty good in pve dps because in zergs we can drop our aoes / combos, that is all.

Stayling Alive: We stay alive the same as everyone else cause everyone gets get out of jail free cards / utilities. If we spec 100% pure damage just like any other class we die instantly just like any other class.

Support: Our control abilities are long cd’s and even if we rotate between all of them, it’s not that effective anyway. Our healing abilities are lackluster as the ratio that +healing affects them is abysmal. I’m not saying we should be healers, but we should be able to do SOME healing if we are in full + healing gear. Healing someone for 1k-2k every 10-20 seconds is abysmal.

[BUG] All Achievements are not viewable.

in Bugs: Game, Forum, Website

Posted by: Ghostly.4162

Ghostly.4162

I would like to know if it’s intended that we cannot see every achievement we are able to well achieve.

So far I’ve found 2 achievements that have awarded me points but dont show up anywhere.

“Well Read” – Ebonhawke books
“Hobbiest Tinkerer” – got this after 100? transmutations

Ele's need to have 15k base health

in Elementalist

Posted by: Ghostly.4162

Ghostly.4162

Title is all, yeah it’s frustrating as all kitten.

Idea: lets offer up changes to the class (one per person)

in Elementalist

Posted by: Ghostly.4162

Ghostly.4162

Give us more base health, there is absolutely no reason why we should have the low tier of base health and not a medium tier of 15k.

[BUG] Crash upon switching to town clothes while transformed (How To Included)

in Bugs: Game, Forum, Website

Posted by: Ghostly.4162

Ghostly.4162

BUG: GW2.exe will crash when you attempt to switch into town clothes while transformed (tested with 1 transformation that works 100% of the time)

ERROR LOG: The error log changes slightly everytime, but I’ll post up a few if you would like.

HOWTO:

1. [Potion of Ascalonian Mages]
2. Switch to Town Clothes
3. Crash

Line of Warding Bug

in Bugs: Game, Forum, Website

Posted by: Ghostly.4162

Ghostly.4162

Yes there are plenty of waves to move NPC’s, however no this doesn’t cause the bugged skillpoints, infact we’ve actually used this same technique to FIX broken skillpoints.

Dungeon Find System

in Guild Wars 2 Discussion

Posted by: Ghostly.4162

Ghostly.4162

They’ve stated numerous times that there will not be a dungeon finder system. You are able to set your LFG tag or ask in chat those are you options.

I personally wish we had global channels, that would solve a lot of problems, and would be amazing for end boss events.

Achievement Hunters Forum + Leaderboard!

in Guild Wars 2 Discussion

Posted by: Ghostly.4162

Ghostly.4162

I would love to see an achievement forum for us nerd point hunters out there. That way I could create a nice leaderboard of the who’s who’s in achievement hunting.

Anyone higher than 2k with me?
http://i.imgur.com/9rNKD.jpg

We also would love to be able to post on where and how to do some achievements the easiest. IE Slayer achieves…. some of the jumping maps… ect ect.

(edited by Ghostly.4162)

The CoF Buff: My opinions

in Fractals, Dungeons & Raids

Posted by: Ghostly.4162

Ghostly.4162

No one enjoyed running COF over and over and over. Plain and simple, anyone saying so is lieing out therekitten

You only chain ran COF for a few reasons:
Gold Per Hour
Tokens for Gear
Massive Exp

Mainly we chain ran it because it did all 3 of those things extremely well.

I’m so tired of hearing people complain about “the grind”. Every single MMO out there has a grind, the difference is… are you required to do X before you do Z?

100% world completion bug?

in Bugs: Game, Forum, Website

Posted by: Ghostly.4162

Ghostly.4162

They lowered the last 2 but didn’t fix the first 3…. I’m 59/60 orr and I’ve explored every single possible inch of all 3 maps… how cute.

The Great Dream Patch: Add Your Own!

in Suggestions

Posted by: Ghostly.4162

Ghostly.4162

Haha, I was reading this and got to WvW and suddenly I started seeing like all kinds of stuff from my 150+ Hours thread…. I was like… how dare he!

Then I reach the end and I’m like… My maaaan

https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/150-Hours-Review-Strategys-Problems-Solutions-Exploits-Bugs

For anyone thats interested.

(edited by Ghostly.4162)

This is what happens when surprise, FREE TRANSFERS

in WvW

Posted by: Ghostly.4162

Ghostly.4162

They offer free transfers, but the only people who don’t have a disincentive to transfer are the independent/solo players. If guilds transfer, they not only have to worry about splitting their base up but they will lose all their upgrades.

Upgrades take absolutely 0 time to acquire for large guilds. You can buy influence for your guild as well.

150+ Hours Review/Strategys/Problems/Solutions/Exploits/Bugs

in WvW

Posted by: Ghostly.4162

Ghostly.4162

I can definitly see now the “abuse” abilities if friendly fire was enabled against your own structures, so yeah, that idea isn’t the best solution, but we definitly need to fix the catapults behind gates.

Nokaru: Its not that the ram can’t be used, its that with 2 catapults alternating fire on a gate door, it’s basically impossible to build the ram in the first place, and if it does get built, its a matter of 10 seconds before the person controlling the ram is killed from the passive aoe. Another 30 seconds and the catapults have killed the ram entirely.

MrPicklez: I completely agree that it can be beneficial to hold the jumping puzzle and it’s extremely fun too, the problem lies in the fact that it takes a slot in EB (arguably the most competitive map of W3) to be inside the puzzle.

150+ Hours Review/Strategys/Problems/Solutions/Exploits/Bugs

in WvW

Posted by: Ghostly.4162

Ghostly.4162

As for the server jumping, this will be fixed when server transfers arnt free. And even if someone was willing to pay to transfer like this, it would be a banned/reportable offense.

150+ Hours Review/Strategys/Problems/Solutions/Exploits/Bugs

in WvW

Posted by: Ghostly.4162

Ghostly.4162

Solution to the catapult trick, introduce siege weapons friendly fire now causes damage.

I’ve seen this technique in action and can verify it’s effectiveness. It is however a border line cheese strat that will likely be fixed in the future.

I absolutely love this idea and I can’t believe I didn’t think of it myself. Going to toss it into my main post with credit. The friendly fire damage should only be limited to structures though.

150+ Hours Review/Strategys/Problems/Solutions/Exploits/Bugs

in WvW

Posted by: Ghostly.4162

Ghostly.4162

Cant prevent night shifters from recapping 100% of the map.

Nightcapping isn’t an issue if you forfity what you won correctly. The day crew needs to expect to have less people during the night so they need to make sure that their structures are supplies and defended correctly. With 10 people you can hold out against a 50 man zerg if you place catapults behind the gate doors and are ready to defend against the long range attack. You are destinied to lose some stuff throughout the night if you dont have a nightcrew, but that doesn’t mean you have to lose everything. Catapults behind gates change games.

Cant attack towers keeps when 50 people are busy in jumping puzzles or exploring./ farming ore’s / plants / wood

Thats why the eternal overlook jumping puzzle should be changed, the other jumping puzzles will only take 10 minutes to do. Without any sort of fighting whatsoever, eternal will take people 30 minutes to do.

5 hours queue at Far Shiverpeaks….and free transfers are still open…

I agree, free server transfers need extremely limited and soon.

150+ Hours Review/Strategys/Problems/Solutions/Exploits/Bugs

in WvW

Posted by: Ghostly.4162

Ghostly.4162

Balancing Ideas

Orbs of Power

This is the #1 best Idea I can think of and I personally believe it will greatly change the dynamics of W3 for the better.
After being placed in alter of power by a team, the orb of power should start a 6 hour timer. At the end of those 6 hours it will be teleported back to the northern most alter of power and be able to be fought over once again in open land.
This will add a whole new dynamic to the fray. Every 6 hours you will have to move to the north of the map to defend or reclaim the orb that you want. Not only will this benefit the owner of that borderlands the most, but it will also add another element that will prevent people from controlling an entire map.
Lets say Team A owns the entire borderlands somehow. Team B and Team C are at their spawn. When that 6 hour mark happens and the orb is teleported back to the top of the map, Team A now has to move defenders up to the north of the map to guard the orb thus making Team B and Team C able to push out of their spawn and work towards gaining some of the map back.

  1. - I don’t believe orbs should give the health increase. The stat increase is enough alone to warrent having the orbs, the health % should be removed completely.

Outmanned and Outnumbered

If your being destroyed in points/# of players, we need a way to even the odds.
Points:
For every 25% difference in points between 1 server and the leading server, you should recieve 5% more hp, 5% more damage. (Example: Team A has 50,000 points, Team B has 25,000 points) Team B should receive 10% more hp and 10% more damage to compensate.
Outmanned:
It really sucks when you know there are 100 members of the enemy and only 20 of you. We should really have some sort of benefit to being undermanned. Maybe not much of one, but if your outmanned 5 to 1, you could potentially give us 5% more of X to help us out.

Hacking
Hacking needs to be stopped asap, that’s the most I can say on the topic. Even a single hacker ruins the game for everyone.

If you made it here and actually read through everything, thank you. If not that’s fine too. Your free to bring up other opinions and even other problems for me to address in my opinion and I’ll check them out. Please keep this thread free of flame and other kitten activity.

150+ Hours Review/Strategys/Problems/Solutions/Exploits/Bugs

in WvW

Posted by: Ghostly.4162

Ghostly.4162

How to take a tower

  1. - Scouting
    The absolute first thing you should do before you take a tower is scout it out. If the tower has catapults behind the door you need to know this because you will not be able to use rams against the doors.
    #2 – Attacking a fortified/guarded tower
    If the tower is heavily guarded by the enemy you need to realize that your chance of actually taking the tower head-on are slim to 0. Your absolute best option is to find a safe location max distance from the tower and place 2 treb’s. Your goal now is to guard those trebs with your lives. (There is almost always a choke point hill or location where you can treb from forcing the enemy to funnel to attack them) The easiest way to defend your 2 trebs is simply placing them correctly and making sure your zerg stays near them and doesn’t go after the tower itself until the gate/walls are down.

How to take a keep

Once again the same thing applies to keeps as it does towers except for one major difference. Once you penetrate the outer walls of a structure you are forced to using low range seige against the inner doors. If you are serious about taking and holding a keep you need to do the following.
Find out which entrance is the least guarded by siege weapons.
Continue trebbing the outer walls until the keep itself has 0 supply. (Make sure to pillage their yaks/camps to make this happen quicker)

If all else fails and you REALLY want that keep, your going to have to spend some money to get it down. 3-4 Seige Golems (with the zerg) is enough to take out a reinforced door quickly enough to seige a keep without too many loss of casualties. You can build these golems at your main keep and move the zerg with them to protect as they head to your attacking location.

Cheese tactic on how to gain points

Whether your winning or losing, those points you get every 15 minutes matter A LOT. I’m not sure why we get buffs for HP and some other things for having the most points earned, but because of this we must resort to cheesy tactics because once 1 team has lets say 10% more hp and the other team has 3% hp, you can see where the power struggle becomes harder.

So how do we cheese ourselves some points? Thats easy and doesn’t require many people to effectively pull it off. Have groups of 4-5 people “hiding” near each supply camp as the timer hits 3 minutes. At the 3 minute mark those people will take over the supply camp and well, cheesy points.
The cool thing about this is that if this is done by all 3 servers it will essentially spread out the battle field opening up other means of tactics because there’s less of a zerg force.

Problem Section

Problem: AFK
Solution: If you have not moved for 5 minutes, you need to be kicked from the map.
Solution: Should be able to mark people as afk (I know I know same as WoW), where if marked they have to move to become unmarked (not fight, but they have to move) 1 minute timer or so on this?

Problem: Overlook Jumping Puzzle
Solution: This has the same effect as afkers do, and needs to be revised. If you have 15 people doing the jumping puzzle that means you have 15 less people actually competing in WvW. My solution for this is to simply create waypoints inside the Jumping Puzzle starting location and make it so when you enter the jumping puzzle you are removed from the EB map and have to queue again. Personally I would like to see another way to get into the jumping puzzle and not even have to queue for EB. I love the idea of a PvP jumping puzzle, but hate the idea of it unbalancing the actual WvW.

Biggest Problem in WvW right Now
Problem: Catapults behind gates cause rams + melee unable to be utilized
Solution: Only thing we can really do is live with it and long range OR fix aoe in general to not penetrate through walls.
Solution: (Thank you Estus.1726) – Make it so siege weapons will do friendly damage to your own structures.

Problem: It is not possible to cap a point if an enemy is inside the zone
SideNote: Stealth classes can chain stealth on each other and hide preventing a cap.
Solution: If you outnumber the enemies inside the zone the zone will slowly be capped instead of not capping at all.

Problem: It is possible to bug your keep lord, tower lord to prevent them from being killed
Solution: They need to have teleport back to their area if they are pulled/pushed x distance from spawn.

Problem: 1 Person has to pay for an entire upgrade
Solution: Make each upgrade a “pool” and allow anyone to donate to that pool. Doing this will allow you to charge more for each upgrade as well which will create a better gold sink to follow. It would be fine if a waypoint costed 10g as long as everyone could donate to that 10g.

(edited by Ghostly.4162)

150+ Hours Review/Strategys/Problems/Solutions/Exploits/Bugs

in WvW

Posted by: Ghostly.4162

Ghostly.4162

Ok, let me first start by saying this will be a long winded and extensive post about W3 and it will entail multiple different subjects throughout the post. I will do my absolute best to keep everything in a sort of structure, but a tad might get spread out. I cannot and will not TLDR this, so if you aren’t truly interested in W3 I don’t believe you should read this (unless your A-Net). This is all coming from a player that has played 150+ hours of WvW so far.

Strategy Section

How to defend a tower
What we have here is the #1 best option to defending a tower, but sadly it revolves around a gamebreaking bug (I call it a bug because its not really exploiting, but yet it should not be allowed to happen).

  1. - Placing catapults behind the gate so that they are able to shoot not only the back of the gate itself, but also through the crevice at the top of the gate.
    What this does is prevent siege equipment and melee from easily locating themselves infront of the gate. If you place 2-3 catapults behind a gate in this fashion it is 100% impossible to place a seige ram at the gate door. That means that if you have 2-3 people defending a tower (with pref upgraded doors for the auto attacks) you essentially will FORCE the other team to create ranged seige weapons to continue their attack. The easy part about this is that when they do create those ranged seige weapons it is extremely easy to call out for your “roaming” party to do a suicide dive into their seige equipment and destroy it.
  1. - Your being trebbed and your gates are going down.
    This is what will eventually happen when the other team realized that you have catapults behind the gate doors and your willing to suicide 10 people to destroy catapults/ballistas. Currently the easiest way to destroy a treb is to simply have everyone gain retaliation and get hit by the treb. This is the easiest, but sometimes not always the most effective when you have a small party defending a tower.
    Make sure to always verify that the treb that is firing upon you is not in range of aoes from ele’s and other classes. As an ele I’ve hit trebs in places where people would think they are 100% safe because of how aoe works in this game. (Example: The enemy places a treb on top of the high tower to the top left of the garrison. (Sunny, Longview) An ele can meteor the treb by running to the back of the tower and aiming underneath the treb essentially aiming their aoe at the ceiling. (This needs fixed)
  1. - What and how and why do we upgrade and when.
    Upgrading is key now, if your not upgrading towers then do not even try defending them. Your upgrade list should be Walls->Door first and foremost everytime.
    Make sure that if you plan to upgrade and hold a tower that you also plan on being there for a while, as you must secure your supply lines until at bare minimum the door is upgraded to reinforced.
    Do not and I repeat, DO NOT take supply from towers themselves, the workers at the tower need that supply to upgrade the tower itself.
    And last but not least, your #1 priority should be getting 2-3 catapults behind every gate within 5 minutes of taking a tower.
  1. - Abuse the rendering Issue
    It’s sad that it has to exist and it really needs fixed, but if you wanna hold towers easily, make sure to use it to your advantage. If you have 20+ people defending a structure, a valid tactic (although cheesy) is to countdown from 10. At 0 your entire team will use the portal gate and rush their enemy team. The trick to this is that as you are rushing their team, you need to be casting as many aoes and graphical abilities as possible. If done correctly with 20+ people you are able to be completely invisible to the enemy until you are directly on top of them, essentially aoeing them down instantly.

[Xpost] WvW Upgrade Suggestion

in WvW

Posted by: Ghostly.4162

Ghostly.4162

I’m crossposting this to give it some attention as I believe and many others that I’ve spoken to would love this idea to be implemented.

https://forum-en.gw2archive.eu/forum/game/suggestions/WVW-Collective-Upgrades-Better-Gold-Sink-More-Community-Effort/first#post105880

[WVW] Collective Upgrades (Better Gold Sink + More Community Effort)

in Suggestions

Posted by: Ghostly.4162

Ghostly.4162

My guild and I have discussed this for a while, and I feel like not only will it benefit ANet’s need for gold sinks, but will also benefit a more consolidated community effort in WVW to upgrade structures.

Instead of buying an upgrade as a single person (IE Bob spends 1g to add a waypoint to stonemist)

There should be a collective pool of money for upgrading that component of the structure.

Bob queue’s up “Waypoint Addition”
There now becomes a “Donate” button to toss however much money you would like into the pool of gold. You are free to donate as much or as little as you want, and anything extra donated (past the amount needed) will just be refunded. (Incase 2 people donate 5g or something at the same time)

Now this is where the community effort comes into play, you can have 100’s of people donate small amounts to upgrade your structure. Because of this we are able to increase the cost of the defenses by atleast a tenfold degree.

Instead of a waypoint costing ~1g, a waypoint could now cost 10g because 50 people could donate instead of 1 person buying the upgrade straight out.

Upgrades need to be extremely beneficial to holding a structure, a fully upgraded castle should require a very organized group of people to take it over, not just a 75 person zerg with 2 rams.

TLDR —-—
Increase amount of upgrade costs.
Allow people to donate instead of purchasing an upgrade outright.
Better Gold Sink + Better Community Effort.