You know whats really making me laugh? Its that when PoF comes out it will get worse lol.
The counter to guardian blocks is the trait “soul mark”. It allows your staff skills to be unblock able. And if you are a shout build you could use the shout “nothing can save you”. This shout gives you a 4 second buff that allows any other skills in that time frame to be unblock able.
I’ll give you a secret that isn’t really a secret but only a secret because people don’t know how to make builds in this game and tend to copy past from metabattle. That secret is…………………………..wait for it………………………………….Revenant centaur stance being the best long range healing in the game. THE END.
Its laughable how ignorant people are about this fact
Thanks so much. I’ve been playing this game for so long and was so sick of seeing people hack and never being able to do anything about it.
The title says it all. How do I report a cheater? I went to make a ticket but found no section to report my findings. May it be a video or a screen shoot. I know I can right click the dudes name and report but even there doesn’t give a section for 3rd party software hacking gw2.
RENEGADE
Let me tell you a little bit about my background. I am a WvW small group roamer who has doubles of all but one class who I have setup with a unique WvW build each that I have created on my own. In short I am competitive who over thinks a build for months at a time. That said here is my critiquing of the new renegade specialization.
TRAITS:
- “Ambush Commander”, “Endless Enmity”, and “Brutal Momentum” are great minor proficiency’s! That give a way for power builds even tho the specialization as a whole lean towards conditions.
- “Ashen Demeanor” shouldn’t have a CD on it
- “Blood Fury” Perfect
- “Wrought-Iron Will” Boon duration’s should be doubled because you have to evade successfully. and has a small radius of effect.
- “Sudden Reversal’ Perfect
- “Heartpiercer” Perfect
- “All for One” Is worthless. Because protection doesn’t protect the summoning’s from condition dmg. And if you wanted to give protection to ally’s all the time then they would just use the runes of the herald with centaur Ventari’s tablet.
- “Vindication” Almost perfect. I would add a energy decrease in cost by 1\2 for Citadel Bombardment.
- “Lasting Legacy” Almost perfect. I would add a energy decrease in cost by 1\4 for Heroic Command.
- “Righteous Rebel” Almost perfect. I would add a energy decrease in cost by 1\3 for Orders from Above
SHORT BOW:
- “Shattershot” Perfect
- “Bloodbane Path” Perfect
- “Sevenshot” Half energy cost and make 1 second cast time.
- “Spiritcrush” Make it so you can fire it behind you
- “Scorchrazor” Perfect
HEAL, UTILITY’S, ELITE:
- “Breakrazor’s Bastion” Perfect. A great idea for groups to take less condition damage. I can see this being used and being reset with Orders from Above and Serene Rejuvenation on a support build going Centaur stance and Renegade stance.
- “Razorclaw’s Rage” Perfect. More support that makes ally’s do more condition dmg.
- “Icerazor’s Ire” Perfect. AOE CC support.
- “Darkrazor’s Daring” Perfect AOE CC support again. You can even use sigil of draining and steal a bunch of heal from the enemy’s. CRAZY!
- “Soulcleave’s Summit” Perfect. Have your group kill a pesky warrior that has endure pain up? Look no further!
The last thing to sum things up is making all the summoning’s from the mists to take no damage. This may seem a bit powerful but just think about it in these terms. Most people find playing full support boring. OK OK there is some…… condition dmg but you cant compare it to Firebrand and if you are you got’s to give us a 25% movement trait . No rapid flow doesn’t count…. Its just annoying, kinda like the whole centaur tablet moving/heal wich is another point to make going full support lackluster.
(edited by Lionwait.4815)
Let me tell you a little bit about my background. I am a WvW small group roamer who has doubles of each class who I have setup with a unique build each that I have created on my own. In short I am competitive who over thinks a build for months at a time. That said here is my critiquing of the new specialization for playing it ALL day.
TRAITS:
“Ambush Commander”, “Endless Enmity”, and “Brutal Momentum” are great minor proficiency’s! That give a way for power builds even tho the specialization as a whole lean towards conditions.
“Ashen Demeanor” shouldn’t have a CD on it
“Blood Fury” Perfect
“Wrought-Iron Will” Boon duration’s should be doubled because you have to evade successfully. and has a small radius of effect.
“Sudden Reversal’ Perfect
“Heartpiercer” Perfect
“All for One” Is worthless. Because protection doesn’t protect the summoning’s from condition dmg. And if you wanted to give protection to ally’s all the time then they would just use the runes of the herald with centaur Ventari’s tablet.
“Vindication” Almost perfect. I would add a energy decrease in cost by 1\2 for Citadel Bombardment.
“Lasting Legacy” Almost perfect. I would add a energy decrease in cost by 1\4 for Heroic Command.
“Righteous Rebel” Almost perfect. I would add a energy decrease in cost by 1\3 for Orders from Above
SHORT BOW:
“Shattershot” Perfect
“Bloodbane Path” Perfect
“Sevenshot” Half energy cost and make 1 second cast time.
“Spiritcrush” Make it so you can fire it behind you
“Scorchrazor” Perfect
HEAL, UTILITY’S, ELITE:
“Breakrazor’s Bastion” Perfect. A great idea for groups to take less condition damage. I can see this being used and being reset with Orders from Above and Serene Rejuvenation on a support build going Centaur stance and Renegade stance.
“Razorclaw’s Rage” Perfect. More support that makes ally’s do more condition dmg.
“Icerazor’s Ire” Perfect. AOE CC support.
“Darkrazor’s Daring” Perfect AOE CC support again. You can even use sigil of draining and steal a bunch of heal from the enemy’s. CRAZY!
“Soulcleave’s Summit” Perfect. Have your group kill a pesky warrior that has endure pain up? Look no further!
The last thing to sum things up is making all the summoning’s from the mists to take no damage. This may seem a bit powerful but just think about it in these terms. Most people find playing full support boring. OK OK there is some…… condition dmg but you cant compare it to Firebrand and if you are you got’s to give us a 25% movement trait. No rapid flow doesn’t count…. Its just annoying, kinda like the whole centaur tablet moving/heal wich is another point to make going full support lackluster.
Most of the time I don’t read the forums and or post. Because it is a sea of sorrows full of ignorance. Most of all the GM’s I call the speech police. Give the most ignorant of answers like the one you guys are complaining about. But today you are in luck. I have the answers. The NERF happened because of the new trait “Righteous Instincts”. Having such a trait inducing a build capable of 100% crit chance has its ramifications. Live with it and move on to another weapon.
Yes disable gliding in combat!
The dessert borderlands was unintentionally made for gliding and the community saw that and asked for it. Low and behold we got it. But none of the maps are made for mounting. The idea adding mounts to WvW would be a poor choose for adding in content. There are better things that the community has suggested to work on. For example:
1) Making it so we CAN’T open our glider if we are in combat.
2) Camps are to easy to take. Move the champion tower Lord to each camp.
3) Camp tier upgrades should be time gated and not based by how many caravan/yaks gets to its destination.
4) To promote roaming in communication with commanders. Give Sentry’s the ability to take out/kill caravan/yak unless the caravan/yak has guards protecting it and giving more· purpose for small group communication to take camps.
5) Escorting a caravan/yak is to hard for one person to do and is typically done by just one person. So allow the buff the caravan/yak has, to be shared with one other person.
6) Siege should have an auto attack option and at what distance chosen.
7) Cannon siege should have less distance of range then ballista siege.
8) All siege should be able to take out other siege with ease.
9) Keep/Tower/Castle gates should be easier to take down then walls
10) Limit the amount of hits a wall and gate can take in a 10 seconds span. To incentives multiple plans of attack and to deter mindless zerging.
11) Watchtower improvements should only apply to Keeps/Castles.
12) Ruin cannons should stay till destroyed by apposing enemy’s and not by the lose of the ruins.
13) Add multiple supply depots in Desert Borderland Towers.
14) Limit the amount of gate/wall repairs done in a suitable time frame. Not to fast and not to slow.
15) Sentry’s that apply a mark on enemy’s should last 30 seconds longer.
16) Oil and cannons spawned by fortifications shouldn’t be damaged by player skills. Only by other siege.
17) Remove Mortar’s from all fortifications to balance idea 9)
Now that we got a new commander tag cat logo. Dont you think we should get guild tag logo’s for guild missions hint hint?
I love gliding in wvw BUT…… I wish you couldn’t bring out your glider when in combat.
Any plans for directx 11 to be added to the game?
I’m sick of directx 9 fps.
Making legendary armor easier to get then ascended crafting armor would play havoc on the economy, dont you think?
As for legendary armor for WvW I can understand but PvP it doesn’t make sense. In WvW you want to try out all kinds of builds as for PvP you are locked down in to the amulets system. I would think the reward system for each game mode would have a use for that game mode. I just dont see PvPers having a use for such a reward other then to brake ascended crafting that is a big part of the markets economy. WvW is just a bigger forum of PvP anyways. This PvP legendary set makes no sense to me.
On another note what about the people that have gotten these pieces of armor for the skins and salvaged them?
I am truly happy to see legendary armor for WvWers but it better take a 6 months to a year of HARD work to get the set or it will break the economy of this game. I would even go as far as to say making the armor at lest 1000 to 3000 rank requirement.
I mean really isn’t legendary supposed to be LEGENDARY not common?
ok, explain me this then: " Siege Damage Wall/Gate/Player – 1 minute"
If you are the only one defending a tower vs a blob and you built a arrow cart. The chances of you killing a enemy is slim to none. If you dont kill any one then you dont get object defense completed. So Anet made it so when you are on a arrow cart just doing dmg to a player, you wont lose participation as fast but you are slowing down the enemy’s so ally’s can come defend and help you kill a enemy there for giving you participation.
Currently when solo scouting your home border the following often takes place:
1) You see an orange dot at a sentry near a camp.
2) You move to defend the camp.
3) The enemy runs away.
4) You recap sentry to keep participation
5) 2-10 mins later back to step (1)Except under the new system step 4 no longer resets your participation to full
Finely…… Some one with a brain posted. I was thinking I would have to explain it. I love these changes because people can’t abuse this reward system in this way anymore. If it was me I would go a step further by saying capturing a sentry should give 3 minutes not 5.
Is I dont understand your statement about siege damage wall and it means that using siege against walls/doors isnt enough. Well, I think we can easily agree here it is NOT afking, that using siege is actually active play …
I will make you understand. It is quite simple. It does count for active play but only to a point. Making those who just afk trebing SMC all day long with a script rewardless. Anet has just fixed quite a lot of things that have been being abused in this game for year now. The changes they have made is nothing short then brilliant.
(edited by Lionwait.4815)
https://forum-en.gw2archive.eu/forum/game/gw2/Con-error-can-t-log-in-check-here/first#post6643813
I posted the fix here – good luck.
It didn’t work for me. I dont get the error anymore but it just hangs. I’ll just go to bed and see if it is fixed when I get up.
(edited by Lionwait.4815)
Didn’t work for me.
I already deleted GW2 game.
I find it strange that I have to read your post if you don’t even have the game. Do you stalk other forums as well?
Its been a hour now. It wont let me log in
I like the idea but I don’t like the idea applied to rank. Because rank doesn’t show ones skill. I want a meth head to give a the tags purpose.
I’ll give you a tissue if you want?
Ignore these narrow minded people and join me. I command in CD I wont kick you.
Well My server is very much alive past the 1st day of this update. It is more alive then its ever been.
I’m just pointing out that what you state is fails when comparing it with my server CD
Wow you’ve been sucking for 5 years it seems…….
When will the whining stop. <face palm>
Are you a wvw player?
Yes
This post is childish. It really doesn’t matter how you want to command but what I feel does matter is the team work between commanders. I do not join TS with other commanders because I’m sick of hearing the big egos and brown nosers with the brain dead drugged up people that cant say one sentence with out cursing.
If I don’t matter then so be it. I’ll lead the people that you think do not matter. And you can have all those people that think oh so highly of themselves.
(edited by Lionwait.4815)
When will the whining stop. <face palm>
I disagree. I find my self wanting to sleep but cant log off because of the +5 out numbered tick. What Anet has done is nothing but brilliants.
I would love to see Anet make a system that tracks our individual kills per deaths per week. And have that system show a picture by our names. Like the PvP’ers have that show what division they are in.
It would be based off of finisher kills. That way blobs/zergs that spam dmg wont count.
What do you guys think?
This post is full of poo.
I think balance is quite good in this game. It still has room for improvement But still its pretty good other then conditions.. You just have to work on you’re build. If you what to compete. It just sounds to me you miss the point that it is a competition game mode.
I can agree there needs to be ways to split away from blobbing. But I wouldn’t call that balance.
(edited by Lionwait.4815)
Anet just doesn’t understand. They are a closed minded when it comes to WvW development. Hell… It only took them 4 to 5 years to give us WvW rewards. <face palm>
Don’t Get me wrong. I love the game mode. It just saddens me to see a mode with so much potential being taken care of like mowing the lawn once a year.
I believe the problem lies with to many artist developers and only a few tactical developers. And those tactical developers work on class balance.
What is with all you cry babys?! By the time you even get the claim tickets to buy that set of armor you’ll already be rank 2k.
I wouldn’t blame all conditions for being unbalanced. Its just the reaper trait “deathly chill” that stacks 3 bleeds per chill applied. If they changed it to 2 bleeds I think it wouldn’t be so painful. As for new stuff to come with the 2nd expansion who knows what condition resistance they will think up.
Dont cave in Anet! I 3rd this!
I dont know why people are complaining about rank when by the time to get the claim tickets you’ll be 2k rank. hehe
I like the idea if the last chest was repeatable. but only gives the first chest amount of tickets. <two thumbs up>
No don’t lower the rank requirement for armor. I Believe it is fine just where it is. If you complainers get everything with out working for it then that makes the items common and lowers its value. If anything the rank requirement is to low.
1) Camps are to easy to take. Move the champion tower Lord to each camp.
2) Camp tier upgrades should be time gated and not based by how many caravan/yaks gets to its destination.
3) To promote roaming in communication with commanders. Give Sentry’s the ability to take out/kill caravan/yak unless the caravan/yak has guards protecting it and giving more· purpose for small group communication to take camps.
4) Escorting a caravan/yak is to hard for one person to do and is typically done by just one person. So allow the buff the caravan/yak has, to be shared with one other person.
5) Siege should have an auto attack option and at what distance chosen.
6) Cannon siege should have less distance of range then ballista siege.
7) All siege should be able to take out other siege with ease.
8) Keep/Tower/Castle gates should be easier to take down then walls
9) Limit the amount of hits a wall and gate can take in a 10 seconds span. To incentives multiple plans of attack and to deter mindless zerging.
10) Watchtower improvements should only apply to Keeps/Castles.
11) Ruin cannons should stay till destroyed by apposing enemy’s and not by the lose of the ruins.
12) Add multiple supply depots in Desert Borderland Towers.
13) Limit the amount of gate/wall repairs done in a suitable time frame. Not to fast and not to slow.
14) Sentry’s that apply a mark on enemy’s should last 30 seconds longer.
15) Oil and cannons spawned by fortifications shouldn’t be damaged by player skills. Only by other siege.
16) Remove Mortar’s from all fortifications to balance idea 9)
17) Now to give a small group and single roamers the initiative to take towers/camps and escort dolyaks. Those that escort dolyaks should gain one bag per escort. A small group taking a camp should gain 3 bags limited to 3 players and 5 bags from a tower limited to 5 players.
My perfect WvWvW would look a little like what I just explained. Mainly because WvWvW isn’t just one game mode. Its three game modes in one. Roaming, skirmishing and zerging. .Roaming consists of 1-2 players. Skirmishing consists of 3-8 players. Zerging/blobing consists of 9-100 players. The changes I suggest are based off of making all three game modes in WvWvW purposeful and rewarding.
I would like Anet to think about how they question us in their polls. For example what game mode in WvW do we play the most. Roaming, skirmishing or zerging and based off of what we chose they ask another series of questions. So this way they can have more accurate information that isn’t conflicting. Oh and only question those with 3k+ WvW rank. This way Anet will get the best feedback from experienced players.
P.S. The best feedback from experienced players aren’t typically commanders and not the voice of every one that plays WvW. Just because everyone jumps off a bridge doesnt’ mean you should. I face palmed so hard when the first poll voted for scoring and not quality of life updates.
(edited by Lionwait.4815)
None dmg conditions applied to a enemy will keep them in combat where as the Thief can get out of range and reset his/her health coming out of combat. End of story. If you disagree I would say get off your lazy arss and go test it noobs.
Just gonna Chime in on this since you seem to fully understand the game mechanics of Resetting.
“3. Thieves have way too much mobility, when they have low health they are able to run all the way till they are out of combat and then run all the way back in the fight when many of us still have cooldowns, this just seems unfair.”
If a Thief Resets so do you, and if a Thief does run far enough away that you aren’t a threat they will have to Burn Initiative and CDs to re-engage, especially if you decide to it just stand in the one spot waiting for them to return.
Again if the Thief goes OOC so do you, simple game mechanics and design.
I wasn’t going to reply but I saw to many people that doesn’t understand things. It is common for a Thief to run out of combat and reset their health bar and still have the enemy they are attack still in combat with a condition on them. As for this so called burning initiative comment. I disagree again. It just takes the utility “shadow step” switch to short bow and cast “infiltrator’s arrow” then “shadow step” back and “steal”. Lets add up all that initiative. shadow step none, switching to short bow with the trait “quick pockets” lets make it a cost of two initiative because of the regain of the initiative from a second of time passing. Then we have shadow step again and that cost nothing. And as for the finishing touch steal. Oh wait kleptomaniac gives you two initiative back when stealing. Now lets add all the initiative cost…….. NONE. Oh yea I said nothing about dodging to so put that in the mix and you got a class that breaks the whole roaming system in wvw.
As for the person who said you cant balance a game just around pvp. People here pointing out a problem that is making roaming broken isn’t asking for what you claim we are asking. We are here for balance. One way to balance Thief’s and most stealth classes is making it so every time they come out of stealth they have to wait two seconds to go back in to stealth. This already is a thing IF they attack. But if they dont attack they can stealth right back up. So this is where I would say make it in and out of combat to set a reveal on them coming out of stealth.
Ghost thief is an underperforming build. Even with the patch I doubt that will change.
Adding in condi removal on the signet is certainly a buff. It also makes thieves more likely to forgo other condi clear in favor of maximum damage. I’d wait to see how the buff plays out in practice before making sweeping judgments about it.
There are two types of Ghost thief’s. the condition build that lets you stealth all the time that they buffed with this patch by making “Needle trap” poison increased from 1 stack to 3 stacks. “Tripwire” reduced from 30 seconds to 25 seconds. In short the REAL GHOST thief build just got even more powerful. As for the power zerker ghost thief that is fine as long as they make it so thief’s when in combat come out of stealth when in combat should wait 2 seconds to go back in to stealth. My problem isn’t these two builds its the other evade meta build that is making use of “Signet of agility”. That you see every where.
(edited by Lionwait.4815)
When you get nerfed and people still complain about it being op
That is fake news!
Def a buff for ghost teefs. Fought one last night…couldn’t quite kill me (HGH engi ftw). He tried me and a rev friend. After what seemed like forever we finally got him. He came back with another ghost teef friend so we fought 2. Killed em faster this time. They kept coming back and dying (after like 5 minutes).
I used to play a ghost teef when I was bored so not in any seriousness as its one of those builds you play seriously when you are no good as a teef.
They eventually roamed with a DPS zerker. THAT was a pain in the kitten .
So you killed a few thief’s that aren’t that skilled. So what is your point? Are you trying to justify something here? I mean hell I’ve killed thousands of thief’s. But that doesn’t justify anything relating to this post. My guess is your saying thief’s aren’t that effective unless they have an effective build like DPS zerker. But that doesn’t make sense and contradict it’s self.
there is no point when the thief is still squishy in raids and pve in general. Buffs to all roles except the thief. Good for people which uses it to wvw or pvp.. for clean… conditions, a skill which have almost all other roles… but less evades makes the thief more squishy for pve, and more time in the ground… more quality of life… sure…
More and more they are doing the thief unpickeable for people which likes to do pve with the thief.
Raids and PvE in GENERAL is EASY. Sure raids need more coordination but I highly doubt that people are going to want thief’s in raids now that they can clear more conditions. This discrimination of the class is because in general the class/skills/ability’s are selfish. Henceforth calling it a quality-of-life improvement is a JOKE. Yes the change does effect PvE and PvP game modes but not as much as WvW. The issues of WvW tend to build up where there are classes that DOMINATE in the specific game modes called roaming or small group competitive play. Now there are variations of play depending on personal skill. But the fact of the matter is thief’s can out last all class rotations and be-able to out maneuver, out run, out hide and in even most of the time out damage. And now Anet gives them a instant clearing of a big amount of conditions. I’m flabbergasted of the ignorants I am seeing.
No, I meant they took a few dodges off thief overall. Then compensated in a ability many were already taking.
If your talking about pvp your right even tho that logic has many flaws when you got 20 dodges and you just take away 2 making it 18. My point was about WVW roaming. You’re statement only apply’s to pvp NOT WVW. So thief’s just got buffed not nerfed when appliedt to WVW.
You really think Thief’s need more condition removal? “Escapist’s Absolution” is already unbalanced! And now you give them more with a the “Signet of Agility” that most roaming Thief’s use so they can dodge ALL…..DAY……LONG……
Anet you seem to be balancing everything off of pvp. Where in doing so you are killing WVW roaming. And you wonder why most people just blob in WVW. You give us a excuse saying WVW is the smaller community there for you don’t focus in it. But I say to you its only getting smaller because of you’re actions. You’re producing a community of Thief’s. Because if you cant bet them join them. And in doing so. The feedback you guys tend to rely on are pro’thief. Even calling it a quality-of-life improvements is a JOKE!
A real quality-of-life improvements would be making all unblockable skills unevadable and when coming out of stealth in combat with out attacking will still give the 2 seconds of reveal. So there isn’t constant stealth. Do those two things and it will fix and allow changes that you do like giving more condition removal feel less of a problem/joke.
I’m going to explain more how this snow ball effect effects WVW. I would like to think I speak for the WVW community in saying that WE not only want to blob all day long.. It gets boring..Because its a numbers game. We would like the choose to play in small group vs group battles. There needs to be incentives for that game mode. For instance if there was a new trap like the supply traps. But instead of taking supply’s from the enemy it will trigger the mini map showing the enemy red dots where the enemy blob is. Giving small groups incentive to break away from a blob. Its a cool idea but doesn’t work! And this is where I explain the snow ball effect. The first problem is Anet allows muilty boxing. That means one person can have 2 or more accounts running at the same time. Why this is a problem is because about 95% of the time the 2nd account is being scripted to do some kinda action. And scripting isn’t allowed in this game. Take that problem and apply it to a person that uses his main account in WVW to have fun but his 2nd account is logged in to the enemy’s server so that he can spy on the enemy tag locations. Keep in mind if an account is not moving in WVW it will get kicked in about 2 minutes. There for the 2nd account needs to be scripted to move a little each time so it wont get kicked. So the hole trap idea I gave is irrelevant. This player abuse is ramp·ant in our WVW community and limits anything to get added to WVW because when Anet does give us something to WVW we cry and scream because there are issues that need to be fixed first. Give commanders the option to hide their tag from those who aren’t in the squad. Now if that problem is fixed then my idea can be added to the game but there in-lies ANOTHER PROBLEM! And this is what this main post was about. It was about the balance of thief’s effecting roaming/small group play. I think I’ve said enough, Just remember with every action there is a reaction and a consequence. Everything has to relate and connect to have a strong structure.
I don’t know if you’ve noticed but Anet has NOT been cultivating players who want strategic and skilled play..
Because most of them left or multiboxes having two accounts, One account left in a fortification using macros on siege attacking other fortifications. While the main account plays with their team mates. And the overlay program from GW2timer.com doesn’t help with giving a radar of siege to range. In short their are a lot of things that need to be addressed before this wonderful idea comes in to play and a good idea it is.
I have a logitech G13 keyboard and G602 mouse. I can tell you by my personal experience this game isn’t macro friendly and gives no advantage beside siege the upper hand in battle. The only thing that gives people the upper hand in battle is by buying gaming hardware and having forethought that gives more buttons closer to all of your finger tip needs. And that my friends is allowed. I don’t need macros but that doesn’t mean I haven’t tried and tried I have on every class in the game and found no I mean NO benefit in doing so. I would like to point out that I have all ascended gear for all classes for the purpose of WVW competitive play. I eat sleep and make brown goo with strategic thinking obsessive compulsively. for sixteen years. and I have a extensive background of mmorpg competitive WVW play or what we used to all call it RVR realm vs realm in DAoC and other games. I was the top scout on the leaderboards in the biggest server of DAoC for years. So I hope I’ve convinced you that my word has a bet more weight behind it then most of what you read here.
Now the real problem at hand that needs to be addressed is multiboxing. This is a problem because this is where macro’s really come in to play for an unfair advantage. Let me elaborate. Say you have a person that is running two accounts in WVW. What commonly acres is that one of the accounts is situated in a fortification in relative safety ether for observation purposes or left macro’ed to siege attacking another fortification. While the primary account is off associating itself in death and destruction in short plain fun. Their are more problematic macro abuse with multiboxing then individual advantage. I say again what I first said in the beginning of my post “This game isn’t macro friendly”. What I mean by that is Anet has done a really good job at designing the individual combat system to not work well with macro-ling. If you disagree…. I ask you to explain in detail what skills that are being macro’ed together that is giving this unfair advantage. So I may debunk the excuses why you lose you’re fights.