Showing Posts For JohnnyRockets.7593:
Hmm, interesting
10 air for Zeypher boon is worthless. You can get perma swiftness in air without that trait and since it doesn’t stack with swiftness and only works in air, what good is it doing you?
With such a squishy build you’re better off spending those 10 in water for the extra vitality and the condition removal upon water attunement. That’d increase your survivability by more than you think. You will not miss the 4% critical chance you’ll lose.
I also don’t think full beserker is worth it. Your damage is still below a thief’s and you don’t have damage mitigation mechanics like stealth and evasion to make it realistically viable in skirmish fights where you will certainly be focus fired. I suggest beserker amulet, accessory and rings, and either valkryie (sp) or power toughness vitality gear.
How do you get permanent swiftness without 10 in Air??
[Edit]: Ahh, I just checked. I think you’re thinking of the 5 in Air automatic trait, Zephyr’s Speed (Move 10% faster while attuned to air.).
I’m talking about One with Air (You move 5% faster every 10 seconds you are attuned to air. Maximum of 25% bonus movement speed.). Permanent 25% speed bonus.
Does that change what you were trying to say?
And again, is there another way to get permanent swiftness without 10 in air? (With a staff.)
(edited by JohnnyRockets.7593)
I’m level 80 and already purchased an Exotic weapon and some other Exotics. My personal story is at the upper-40s. I found it somewhat boring. Is there any reason to go back and complete it?
I make about 1.25-1.5 gold per 20 mins or so just farming nodes in Frostgorge. I don’t go out of my way to farm the far off nodes, I stick mainly to the east side. I also time-share this 20 mins between 2 80s I have so I double up the farming on that side of the map.
You probably can make that much or more doing the event suggestion above, I just find mat farming less stressing and much easier, can afk at any point, etc.
After the 20 mins I jump on an alt and work on levelling another character. Do that for about an hour, switch back to farming.
I hit 80 before I even discovered Frostgorge but perhaps I’ll be visiting there soon!
I tend to play later at night and it seems that events occur a LOT less than during the day (I compare to weekends during the day). I usually do the daily achievements every day and sometimes it’s excruciating trying to find 5 events. Everything else is easy, but events — it’s like they disappear at night!
Any nodes in particular? Or just all types of gathering in Frostgorge?
(edited by JohnnyRockets.7593)
I’m playing in WvW as a 30 fire, 30 arcane, 10 air (25% run speed), 100% Berserker gear, full-on glass cannon build. And it is FUN. I have four level 80 Exotics so far.
My favorite thing to do is immobilize someone with the signet, place a Lava Font, Flame Burst, and Arcane Blast all at once on someone and watch them die in seconds. Lava Font and Meteor Shower (with Blasting Staff and Persisting Flames) when defending/attacking keeps/towers is also fun and extremely helpful to manage enemies (or even kill a few) and gives my teammates some breathing room.
Now, I’m also reading a lot about how people are stacking condition instead, or vitality/toughness, and I’m just wondering, am I doing it wrong? Aside from dying fast, is there anything else I’m not aware of that I’ll kick myself for spending dozens of more gold on more Berserker Exotics? As I said, I do enjoy it (even when taking into account dying fast in 1v1), but thought I’d ask before investing so much more gold. Any other glass cannons out there enjoying it too?
I’ve been following the zerg in WvW and the event rewards seem to give an easy and steady flow of silver. Is there any faster/better way to make easy money? I just hit 80 and had enough gold to buy 3 Exotics, woo!
If I know there’s supplies in the tower, I set up a catapult inside the door. When you do that, don’t just hit the door with it. You gotta toss a couple balls over the door at varying ranges! That’ll keep em from getting comfortable out there, and it’s fun to see a bunch of numbers pop up indicating that you just hit a zerg.
Ahh, I see now. I didn’t think about shooting the catapult blindly and letting the damage numbers tell you if you hit. Great idea.
this thread is asked ONLY to try to pull attention to the people which is happy about the ele, and even so almost every single one is complaining about or mentioning it being weaker then other classes -_-
can’t believe that anet havent fixed it yet, even in a super denial thread like this people are saying its broken… sigh
See just 2 posts above yours.
There are those of us out there who are perfectly happy!
Also, all the other happy people don’t come to the forums.
I am.
Coming from other MMOs, I REALLY did not like swapping weapons so after trying a handful of classes, I finally settled on a staff-wielding Elementalist and loved it the entire way from 1-80.
I also like ranged damage, so playing melee classes was an awful experience.
Will Kaineng finish 1st for the first time in their servers history?
in WvW
Posted by: JohnnyRockets.7593
Why don’t they make transfers available ONLY at the end of a week?
You can queue for the transfer whenever but it will execute the day of or the day before WvW resets.
That way WvW isn’t a rollercoaster all week as people keep transferring all over the place.
and one on top of the supply shed, strategically placed to hit the areas just outside the front walls.
How does that work? Is the catapult aimed at the inner wall and because it’s AoE it hits the outside, or are you placing it up on the wall and the shells actually hit outside?
2) Make it as PAINFUL for them as possible. Flamethrower or AoE on the gate, catapult if you can, etc.
Interesting. I had totally not thought of AoE ON the gate at all. This is just in case there are melee and/or rams attacking the gate, correct? Or is there something else in addition I’m missing?
Arrow cart down the siege if it’s up on the door; portalbomb the siege if it’s far away. If it’s a keep and we have a waypoint, run to grab supply at around 1:30 on the defense timer and port back in when the event resets to repair walls. Have a dedicated person keeping catapult fire on the front door as well.
What is portalbombing? And why repair only after the event resets?
You sneak into a keep or tower while it’s being zerged by 30 players. It’s you and 5 other teammates. What do you do to stop them?
I agree the current Dolyaks aren’t the best implementation. I was once guarding one, when one enemy came, I think he was a guardian (insane survivability and heals). He focused 100% on the Dolyak, ignoring me completely, he did not hit me once, while I kept trying to kill him off with all I had as a engineer, knockbacks, snares etc. He kept healing and coming back until the Dolyak died, and then he finally died too. So yeah, kinda pointless to defend.
However it wouldn’t work wit the supply carried by players. Class balance. Some classes would be designated as carriers instantly such as thieves (near 100% time of invisibility with the culling bug + blink with bow) and elementalist’s (ride the lightning – uncatchable). Many other classes would feel useless. Will also be abused by player logging their Mesmer alts and forming a chain of portals to instantly transport huge amounts of supply to any keep.
Yeah, that is bothersome too. Even if you’re defending as hard as you possibly can, the Dolyaks are still too easy to kill.
Regarding class balance, like GreyWraith said, no speedbuffs, portals etc:
I can only see this working if picking up supplies rendered the carrying player immune to speedbuffs, portals, etc. so that they are forced to literally hand carry them at normal jogging speed to the destination.
I’d like the idea of player-ran supply, so long as supply disappears off the player when they log out. See, the issue right now is that I can run up to a supply camp, grab supply, and log out: on all 6 of my characters.
That would mean that I myself can take 60 supply to a tower in the matter of the time it takes to log-in/log-out and load the map. So, the mechanic of allowing players to supply upgrades instead of just Dolyaks would be defeated by players carrying supply outside the WvW zone when logged. This is only fixed by making supply disappear when a player logs out.
But yes, it would be nice if players were able to supply the keep and tower upgrades. Because then we’d see players traveling to and from much more, defense would have more progression, and people would be training instead of clustering.
Or log out/disconnect = drop supply to the ground so other teammates can pick up.
I can only see this working if picking up supplies rendered the carrying player immune to speedbuffs, portals, etc. so that they are forced to literally hand carry them at normal jogging speed to the destination.
Sounds like a great and fair idea!
you don’t see much value in starving an objective in supplies do you..
I do. I just wish it was attacking a player rather than a fragile npc beast.
Bad idea.
Like its really bad.
Supply camps and routes are designed to supply specific towers and keeps. Dolyaks are supposed to be raidable caravans so a server can choke an objective from getting resupplied while slowly whittling down the defenses of the fortification.
Supply crates would destroy this very important mechanic.
I want to upgrade a keep? So I grab a supply crate from godsword and run it down to dreaming bay and deposit, while i have guild mates go to far to reach supply camps and bring in supply. We use a mesmer to portal them in so we can bring them in on any point along the wall of a keep.
Keep gets +500 supply really quickly this way.
Ugh, its horrible. It removes a layer of strategy to wvw.
Check out HenryAu’s post; he answered this well.
(I think you were assuming infinite crates that you can pick up any time? Keep it like Dolyaks; only a certain number of crates, maybe even just 1 at a time; and on a timed spawn just like Dolyaks, not pickup whenever you want.)
I actually like this idea. It forces people to pay attention to the supply lines where the current implementation is largely ignored by the majority of players until someone has tried to upgrade something.
I would like to make a few suggestions:
- Supply crates build up at the camp over time. You can only pick up crates in camp if you control it.
- Accumulated supply crates at camps do not disappear when a camp is taken over.
- You can deliver the crates to any tower/keep/castle you want.
- Successfully delivering a crate is like completing an event and the player gets rewarded accordingly.
What do you think?
I like it. Especially point #3. Because you can then choose to bring supplies to where you really need them.
What I proposed is just a simple idea (basically that it just seems weird to me that supply routes are totally NPC controlled and automatic). But what I wrote is by no means a complete plan. I’m sure others, like you have, can come up with tons of other great ideas and improvements too!
I believe OP is saying that Dolyaks should be replaced as supply crates that players have to deliver the crates themselves. So if you want to see your tower/keep/castle upgraded, you need players to form a supply line to deliver the supply. On the other hand, if you want to starve the tower/keep/castle from getting supplies, you will have to fight the players running supply.
Yes!
You actually can carry supply as a player, you know.
I don’t see that what you’re suggesting would enhance the gameplay in a positive way.
Sure but the obvious point is that Dolyaks carry much more supply at once.
Dolyaks are so incredibly fragile that even if you’re defending them, they can still get AoE’d and killed easily. Not only that, but it’s a weak point of WvW that the supply mechanic is almost entirely automated and NPC controlled.
Instead, supply depots should spawn a supply box every so often. A player (whose realm controls the supply point) then picks up the supply box and carries it to another location. If the player dies, the supply box gets dropped to the ground so another teammate can pick it up, not just disappear completely into thin air like dolyak supplies.
The supply would still be marked on the map while traveling, just like it is now. And to prevent stalemates or griefing (someone running off with the supply), supplies reset and respawn every so often if they have not yet been delivered (only 1 box spawned per depot at a time).
This would make the entire supply mechanic much more engaging since it would be much more player controlled. For added engagement, they could also drastically increase the amount of supply per box to say 100 or more (and the time between supply respawns, say 5-10 minutes), to give supply routes a lot more gravity and importance. They could even make supplies stealable (only after the initial pickup/carrier kill), adding another element to the supply game. (Or if too chaotic, leave it so that only the controlling realm can pick it up.)
Making supplies carried and controlled by actual players would result in making defending/attacking supply routes much more engaging, worthwhile, and most importantly, fun!
(edited by JohnnyRockets.7593)
event rewards need to be scaled based on how many attacks vs defenders there are. karma trains wouldn’t happen if the reward for taking a completely undefended camp with 50 people was like 15 karma and 7 copper.
I came to post this exact same thing!
It makes so much sense it’s a no brainer why ArenaNet doesn’t implement it?
- 100 people defend vs 3 attackers = 100 defenders get barely any reward.
5 people defend vs 50 attackers = 5 defenders get huge rewards.
- 50 players capture an empty tower = barely any reward.
10 players capture a tower with 50 players defending = huge rewards.
- Huge battle of 100 vs 100. The winning side gets huge rewards.
Event rewards should be based on how many people you overcame to take an objective and how many people you used to do it.
Why isn’t this the case????
I’m guessing they didn’t want anyone to realize just how much damage is getting ignored due to the condition stacking cap. When some folks see that most (and possibly all) of their condition-based contribution is getting dropped when playing in a large group, they probably wouldn’t be happy.
That would make it a “feature”, not a bug.
Wait what? Can you elaborate on this or link to more information?
In WvW etc, I did find it weird that Veteran Supervisors often had very few conditions, but I just assumed it was the UI just hiding them for simplicity…?
I also noticed while trying to aquire some real numbers vs. training dummies in the mists. Very irritating since VoJ makes it almost impossible for my Guardian not to burn things.
Right, makes it difficult to test damage and such. Sure it might seem “spammy” to put conditions in there, but an extra checkbox to enable/disable it would satisfy everyone.
Am I the only one who has ever noticed this?
But beyond that, it’s a pure numbers game.
Is there no WvW player-balancing??
ie only allowing players to enter WvW as equal number of players on the other realms have people queued to enter WvW.
Or is it just allow anyone to enter no matter how imbalanced?
I’ve seen a lot of small numbers turn away larger numbers by intelligence and occasionally bravery.
Not saying numbers mean nothing, but a good player can fend off a group, an organized well played group can fend off a smaller zerg, and most importantly an organized server can react quickly to commands to put the right amount of people in the right place, rather than strictly zergforce reaction to every call for support.
It only takes 1-2 to capture any unguarded camp, but 1-2 player can fend off 3-4 times their numbers, for example.
How so? Any specific tactics that you are thinking of that are effective in this way?
What I’d like to do is to do things that the zerg doesn’t do, or neglects to.
1) Defense
2) Upgrades
3) Build sieges
4) Harrass areas the zerg isn’t hitting
5) Hylek/Dredge/QuaggansThe first 3 is boring and expensive, but it needs to be done regardless. The fact that so many commanders neglect them is infuriating.
Thanks for that. How do you do #1-3 without a lot of running back and forth to get supplies? (Sometimes A LOT of running.) (Especially if the area you’re at has 0 supply left.) Or is that what you meant by boring? I wish there was a faster way of moving supplies than dolyaks.
From a high-level view of WvW, it seems that it’s little more than zerg A takes point B while Zerg C takes D, and then they reverse points ad nauseam for the entire week. The winner is just whoever has more players, thus they can take points faster. Where is the strategy? Am I missing something? How do you actually make a difference instead of just zerg X → Y → Z → X → etc?
Right. The buff says he’s invulnerable, which DOESN’T explain why you CAN do damage to him.
Why is it that these NPCs are immune to all damage sporadically? One second I do 0 damage, the next I do some damage. What is the deal?
Why not?
At the very least they could allow seeing dots for teammates at any range. The limitation to 50 feet is completely flabbergasting… ???
In a search, I’ve found a lot of old posts saying it’s broken, since it doesn’t raise Staff #2 (Lava Font) time. I just got it and it seems neither the animation nor the tooltip were affected. What’s the deal?
You can only see people who are ‘near’ you .. so just cause you don’t see anyone when you press M does not mean there is no one there
Right. That’s what I’m asking.
It seems so obvious to implement a simple “X # realm-mates playing on Y battleground”. Seriously ArenaNet, why not? Should take about 5 minutes to implement.
I’m trying out WvW for the first time but how do I tell which battleground has any teammates in it? They’re all like a ghost town.
Also, how do I tell where my teammtes are in the current battleground? I went to check out a “battle” on the map but it was just the other 2 realms fighting. I got steamrolled with not a single other teammate near me.
Is there any way to see where my realmmates are (aside from those within 5 feet of me)???
(Utility skill, Staff Fire #3)
What happens when both of these are cast? I know the duration stacks, but they are of different damages.
Is this correct: the first spell cast starts and ends, and only THEN the second one cast starts and ends?
Anyone know about this? Seems like a huge oversight.
So you should always let the cast bars run their full timer, even if it doesn’t LOOK like it’s necessary?
I noticed that certain skills like Eruption (Staff Earth #2) and Meteor Shower (Staff Fire #5) I can actually move away/dodge/etc before the casting bar finishes, and the spell still goes off. I think I can even cast them and immediately dodge away and they still go.
Yet other spells like Staff Earth #5 (forget the name), I have to wait the ENTIRE cast bar., otherwise it won’t activate. Similarly with the Signet that applies burning. If I cast it, and dodge right away, the spell won’t activate but it WILL have a cooldown of 3-5 seconds for some lame reason.
What is the deal? Why the inconsistencies? Why have cast bars if they are meaningless for certain abilities?
Also, is there a list of which abilities the cast bar matters for and which abilities it doesn’t?
Is there a way to enable this, at least temporarily?
The “Snaff Memorial Lab” would be considered Zojja’s home in-game.
When you say “would be”, do you mean that this IS her home, but she isn’t there?
If she is, where is this located?
She appears in the storyline for dungeons and Asura Personal Story.
Is there any way to see this character without being an Asura? (I’m Norn)
http://wiki.guildwars2.com/wiki/Zojja
Nice article but no location. Where is this character located?
I want to know more than just what the effect is. I want to see the duration, the source, etc
It makes it literally impossible to read conditions since they are constantly moving around when fighting group event raid bosses. Is there a way to stop this from happening? It might be because the game is trying to center them, rather than left-align. Extremely annoying.
Hmm, maybe I’ll start a spreadsheet too. Though this seems like something obvious that Arenanet could easily implement. Putting it into the Achievements window would be an obvious move.
Is there any way to see zone objectives for a zone you’re not in?
Seems it would be extremely expensive, and take a ridiculously long time visiting every single zone to see map completion for each zone.