Showing Posts For Nauda.3678:

EB - Gliding From Pangloss to Ogrewatch Lord

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Posted by: Nauda.3678

Nauda.3678

The ledge on the right(pangloss side) wasn’t even usable before the gliding patch. Reverting the changes to it should fix it. In general I think we need a different fix than “ugly” terrain changes to make gliding a worthy addition to wvw.

Disconnects and roll backs..

in Bugs: Game, Forum, Website

Posted by: Nauda.3678

Nauda.3678

Just happend to me too :/

Bloodstone Visage

in Guild Wars 2 Discussion

Posted by: Nauda.3678

Nauda.3678

Yes, fix it please!

WvW glitched and change me to different map.

in Bugs: Game, Forum, Website

Posted by: Nauda.3678

Nauda.3678

It seems the “teleport zone” of the asura gates got increased. Chances are you came to close to one of the gates and that caused you to teleport to the corresponding borderland. So it’s not a bug where you get randomly portet to another borderland but it’s a bug that the “teleport zones” for the asura gates are to big.

Players Disapearing and teleporting in wvw

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Posted by: Nauda.3678

Nauda.3678

I have the same problem since the patch and many other players on my server experience the same problems.

Posted about the same problem in the WvW forum:
https://forum-en.gw2archive.eu/forum/game/wuv/Player-rendering-bugged-culling/first#post6202116

PvP badges gone in WvW

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Posted by: Nauda.3678

Nauda.3678

I really don’t want these badges back. They were not important and just cluttered the screen.

(edited by Nauda.3678)

Player rendering bugged?(culling) [Merged]

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Posted by: Nauda.3678

Nauda.3678

Since today’s patch we experience something that feels a little bit like the old culling system. Some players(including their names) are rendered quite late on screen. This includes allies as well as enemies. This bug also causes an effect similar to the bug during the pilot-april-fools where you could see enemies through walls/terain under certain conditions. This time this bug seems top happen randomly(?) when the players where rendered on screen already before being behind a wall(example: standing outside of a wall while players run in sometimes causes this).

(edited by Nauda.3678)

Spectral Wall change

in Necromancer

Posted by: Nauda.3678

Nauda.3678

Even if they keep the 10 target limit for enemies I still think they should uncap the buffing aspect of spectral wall(giving protection to allies ) to put it back in line with skills like mesmers veil.

Spectral Wall change

in Necromancer

Posted by: Nauda.3678

Nauda.3678

Spectral Wall: The number of times this skill can be used to attempt to apply fear to an enemy has been capped at 10.

Spectral wall now disapppears if a total of 10 enemies and/or allies runs through it although the change only mentiones the fear/enemy part of the skill and not the protection/ally.

Is this working as intended? Because mesmers veil still affects all allies using it. I think spectrall wall should also affect all allies using it but only 10 enemies like mentioned in the patchnotes.

PPK and no rezz in combat seem to be active

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Nauda.3678

What the title says. We can’t rezz dead people anymore and points seem to increase in/after fights.

Keep Waypoints - Now perma-blocked?

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Posted by: Nauda.3678

Nauda.3678

Don’t worry the Waypoint Patch seems to be bugged /s

https://forum-en.gw2archive.eu/forum/game/wuv/Waypoint-bug/first#post5819842

No idea how the enemies do it, but they can teleport in just fine while the keep is contested…

Waypoint bug

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Posted by: Nauda.3678

Nauda.3678

Please ready my post again. I even show in the video that the keep is NOT claimed by any guild:) So it CAN NOT be the emergency waypoint upgrade.

Post I replied to got deleted. But I updated my first post with this new info:
“UPDATE:
We encountered the same bug fighting the blue enemies(Augury) in their own earth keep on their BL. So it’s either that specific keeps on specific maps are bugged or that you have to perform a specific action to be able to port to a contested WP!”

(edited by Nauda.3678)

Waypoint bug

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Posted by: Nauda.3678

Nauda.3678

Yesterday we tried to cap undercroft on our own red borderland(Abaddon) that was held by green(Seafarer’s Rest). While we tried to capture it we noticed that the enemies were able to port in after they died although the keep was contested. They were able to port in frequently(so not only every 3 minutes like it was pre-patch). The keep wasn’t claimed by a guild so it can’t be an emergeny waypoint.

http://www.twitch.tv/illuminatv/c/7056504

This video shows our second try to recapture the keep after we failed the first time because of the frequent respawn.

The relevant part starts at around 8:50: We’re fighting in the lordroom and I’m facing towards the waypoint and you can see enemies porting in while you can see white swords on the keep symbol on the minimap.

At 9:40 you can see once again enemies porting in while the keep is still contested.

At 10:35 I show on the minimap that the keep is still contested and that the keep is not claimed(no emergency waypoint)

At 13:40 onwards you can see a closeup of enemies porting in(some even without armor cause they respawned so often) over a long time. So it’s not a short “port window” but it seems like the waypoint just stays open all the time.

Like I said this happened on the red borderland and I don’t know if other borderlands or keeps are affected.

Please fix:)

UPDATE:
We encountered the same bug fighting the blue enemies(Augury) in their own earth keep on their BL. So it’s either that specific keeps on specific maps are bugged or that you have to perform a specific action to be able to port to a contested WP!

(edited by Nauda.3678)

Phantom Points in WvW

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Nauda.3678

You took a screenshot at the one point where they actually were better than you in a whole week. Have a look here: http://mos.millenium.org/servers/view/51/
And with so many stuff being green that’s a lot of yaks running to their objects.

Phantom Points in WvW

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Posted by: Nauda.3678

Nauda.3678

If you kill a yak on it’s way to an object it gives you three points. Also a yak that reaches it’s last object(if there is more than one object on it’s route) gives you three points too. Since Kaineng has an incredibly high tick with pretty much all camps being theirs that’s a lot of yaks reaching their objects.

So why is the effect so drastic now you may ask. On the new map yaks run much faster than they used to(even without Yak-Speed guild upgrade) and they have no respawn timer. On the old map the next yak on the same route would only spawn every 5 minutes unless the first yak was still on it’s way at that point(e. g. northcamp yaks taking more like 7 minutes getting to garrison on the old map). On the new map the next yak spawns right after the first one reaches it last object.

So the new maps actually give the strongest server an even bigger advantage becasue that’s what we really needed… “Yay”.

CoF appreciation thread.

in Fractals, Dungeons & Raids

Posted by: Nauda.3678

Nauda.3678

https://twitter.com/Shazbawt/status/658092329962573824

I guess that’s a “Yes, it’s ok!”?

WvW and the Heart of Thorns Release

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Posted by: Nauda.3678

Nauda.3678

Uh that new time on Saturday morning… can we please just go back to our old friday night? That’s where the fun is at and it was greate. Would be a shame to see the “reset-culture” that has formed around reset on most servers to die off because of a bad timechoice.

WvW and the Heart of Thorns Release

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Posted by: Nauda.3678

Nauda.3678

Please let the reset stay at friday night! Even weaker servers are able to field quite a lot of people during the weekends which makes boring matchups a bit more fun in the beginning. Reset on saturday will make a lot of time where people would be able to play uninteresting because matchups would still be going but already decided. Please rethink this change!

Blueprints removed because of weapon-stowing

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Posted by: Nauda.3678

Nauda.3678

I think it’s cause of this new change in the last patch:

“- WvW siege blueprints now return to your inventory anytime they would previously have been dropped on the ground, such as when swapping weapons, utilizing a noncombat transform, or acquiring another bundle.”

If you hold a siege blueprint while your character stows his weapon automatically after no skill was used for some time the blueprint gets removed and is not placed in the inventory. So you lose the blueprint.

(edited by Nauda.3678)

WvW Map Cap 10% lower

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Posted by: Nauda.3678

Nauda.3678

The borderlands are back to normal for some time again already, only EBG still has the lower cap.
https://forum-en.gw2archive.eu/forum/game/wuv/WvW-Lag-March-2015/page/8#post4955872

This is not right because ~1 day after your post we got this info:

The map caps are about 10% lower than when I started looking into this. I’m not comfortable raising them higher right now. Sorry!

So right now the maps still aren’t back to normal cap.

WvW Lag March 2015

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Nauda.3678

I hope the cap get’s set to normal soon. Less players on a map means less groups to fight with and get’s boring quick.

Mithril price explosion on the TP?

in Guild Wars 2 Discussion

Posted by: Nauda.3678

Nauda.3678

@naiasonod.9265

Ah, that’s actually a good explanation! Really didn’t think about that. But I guess it makes sense since it should be cheaper to craft this than buying weapons on the TP or crafting other weapons. Thanks for your help!

Mithril price explosion on the TP?

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Posted by: Nauda.3678

Nauda.3678

Well, the title is basically my question:
Why did the prices for mithril ore and ingots went up this much since 19/20th december? Did I miss any fancy new recipe or use for them?
Or is there some kind of inside-trading going on again because mithril will get important with a new update?

Links for reference:
http://www.gw2spidy.com/item/19700
http://www.gw2spidy.com/item/19684

Weird stuttery movement

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Posted by: Nauda.3678

Nauda.3678

I get this bug sometimes and I sometimes hear other players on TS talking about it too. So it seems to be a quite common problem.

Molten Alliance Mining Pick invisible

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Posted by: Nauda.3678

Nauda.3678

As stated in the title my Molten Alliance Mining Pick is invisible while gathering any kind of ore. My other gathering tools behave completely normal. Unequipping and equipping the Pick did not help.

Inventory Window changing size alone

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Posted by: Nauda.3678

Nauda.3678

Yes, it’s still bugged for me(actually it seems to be worse than before/occuring more often)

Adopt-a-Dev for the WvW Fall Tournament

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Posted by: Nauda.3678

Nauda.3678

Like some before me already posted: Removing white swords would make scouting way worse for lower servers. It is already hard enough to find scouts at all and with this change they couldn’t even scout multiple objectives on one map anymore.

Also I’m highly against PPK. Right now one of the most difficult things in wvw is attacking/sieging defended T3 structures. This usually involves getting killed a lot and takes a lot of time so it is already quite ineffective when playing for a high PPT score. This change would actually make it even worse because the attackers would now also donate points to the defending side because they die in the AC/cannon/AoE rain. This would overall discourage attacking upgraded and well defended stuff even more than it already does now and would promote capping wooden/undefended stuff(esp. in off-peak hours) so basically karmatraining. Plz no!

S3 NA final week match up possibilities.

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Posted by: Nauda.3678

Nauda.3678

Well, it seems it is possible for the same matchups to occure:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Clarification-for-fall-tournament-matchups/first#post4422718

Oh right, I remember that now. So if it is Swiss style, then the next match up in Silver and Bronze leagues will be based on how everyone finished this week. So all first place finishers will matchup, all second place will matchup as well as all third place?

Week 3 will then have the possibility of playing against a server that we met in week 1 or 2 right?

It is swiss style, that is correct. Certainly worlds might get matched up against one another more than once, but the nature of the matchmaking is going to minimize that, especially in conjunction with the 4 week timeframe.

Skins I never had are unlocked in collections

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Posted by: Nauda.3678

Nauda.3678

When I checked the collections for Black Lion stuff I noticed that these 3 Skins were unlocked in their collections altough I NEVER bought these skins or unlocked them on my account.

http://wiki.guildwars2.com/wiki/Lovestruck_Short_Bow_Skin
http://wiki.guildwars2.com/wiki/Tormented_Dagger_Skin
http://wiki.guildwars2.com/wiki/Tormented_Staff_Skin

The only other collection is see in the Black Lion Collections tab is the “Dragons Jade” collection where it shows the correct weapons I DO have unlocked: Greatsword, Axe and Sword. The only other Black Lion skin I have unlocked on my account is the “Bloody Prince Staff” so I have no idea why it shows the 3 skins I linked above as unlocked.

WvW Necromancer gear help

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Posted by: Nauda.3678

Nauda.3678

Too low armor. You need minimum 3-3.1k

Isn’t that a little bit too much? I’ve seen some build guilds used to run and I never saw necros going for 3k+ armor. While they still run closer to the melees than eles do they are still a mixture of melee and range and even with 3k armor I would never run my necro like right next to the meele front. Also, while I sometimes run as a necro in our guildraids I most play a necro in pugzergs so I play even more as a kind of range DD and don’t need tha tmuch armor…

I think you should try another build: 0-4-0-4-6.
-love Melandru and many use Forgeman, after the patch “destroyer” option perfectly with Runes of Strength if you’re so sure of youself
-I hope warhorn for movement, because there are better options for the left hand: dagger for zerg and focus for direct dmg.
I apologize for my confusion, you kind of want to build more damage with gear, but in build lose damage in return doubtful Traits and Horn.
sorry for my bad english

I know about the 0,4,0,4,6 version with foot in the grave for extra stability but actually don’t really need it in a pugzerg. Tested it for some time and decided I didn’t need the extra stability and prefered having a traited staff and some additional traits.
Yes the warhorn is for mobility reasons to keep up with the zerg. It also helps to fill up deathshroud quite fast if I hit a lot of stuff with it so it’s some nice utility. Dagger has more dmg/aoe indeed but I prefer the mobility.
The reason why I want to focus on my gear first is that I can change traits all the time(even more situational after the update) while the gear requires some investments and time and can’t be changed in a few seconds.

Thanks for the suggestions so far:D

WvW Necromancer gear help

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Posted by: Nauda.3678

Nauda.3678

Yeah, I assume the same thing about Rune of Strength. Is that Fire>Strength also true if I run with Rune sof Strength? I can’t build up might myself that well without Sigils of Strength so without them I can’t really utilize the might duration and(in the worst case) won’t have the additional 7% dmg because I maybe won’t have any might. Thanks anyway so far:D

WvW Necromancer gear help

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Posted by: Nauda.3678

Nauda.3678

Sry, but I only need help with the statdistribution. I’m fine with the traits and skills. This setup is manly for WvW in zergs where plague is better than lich for example and I’m using staff and wells most of the time so it’s better for me to use traits for them instead of using traits for deathshroud.

WvW Necromancer gear help

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Posted by: Nauda.3678

Nauda.3678

Hey, with the new patch and gw2skills being updated I started to try to figure out how to adjust the armor, runes, sigils and bufffood for my necromancer. Right now I got a couple of possible setups I’m considering but I have a hard time doing the math to calculate which setup does more damage. Also I need some help with the choice of sigils and bufffood.

I remember there was a way to compare which stat one should boost with certain amounts of power/precision/critdmg to get the most of it but I can’t find the formula anymore and I don’t know if it’s still working with the ferocity change.

This is my build right now:
http://gw2skills.net/editor/?fRAQNBmODbkjmiabpxmG+bTMMISmKz01C+LyAFA-T1CBABCY/BCPBgzUCilSDJuYBAcABMTZWeaYyU9HGOAC6pbIAACwNvZ2sNbzbezbGA-w
Stats: 1989power, 1744precision(43%chance), 393ferocity(176%critdmg)

So now to the new setups I came up with:

1.)
http://gw2skills.net/editor/?fRAQNBmODbkjmiabpxmG+bTMMISmKz01C+LyAFA-TFDBABVcRAqZ/BEeCAnpEELlGScgCA4ACYmys80wkp6PMcAE0T3QAAEgbezsZb2m38m3MA-w
Stats: 2044power, 1660precision(39%), 309ferocity(170%critdmg)
Pros: higher power | Runes + Sigils of Strength may provide additional power via mightstacks and 7%damageincrease overall while I have might
Cons: 4% less critchance and 6% less critdmg compared to old setup

2.)
http://gw2skills.net/editor/?fRAQNBmODbkjmiabpxmG+bTMMISmKz01C+LyAFA-T1CBABI8EAWa/hzUCilSDJOQBAcABMTZWeaYyU9HGOAC6pbIAACwNvZ2sNbzbezbGA-w
Stats: 1869power, 1660precision(39%), 525ferocity(185%critdmg)
Pros: 9% more critdmg compared to my old build and 15% more than setup #1
Cons: lowest power overall | 4% less critchance compared to old setup | no increased mightduration and additional damage while I have might. It would still be possible to add Sigils of Strength for some additional power(see below)

I’m currently leaning more towards the setup #1 because of the increased dmg and might for additional power but setup #2 offers some nice critdmg and that could be a nice damageboost with some decent critchance.
It would be nice of you guys could help me doing the math or provide me the formula to do it myself. This would help me to decide if I should use oil or sharpeningstones and which infusions I should take. Any info about the amount of might I can keep up with Sigil of Strength or with Sigil of strength + Runes of Strength would be also nice to help me calculate the damageincrease they provide.

(edited by Nauda.3678)

Problem: weapons(badges and gold)with sigils

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Posted by: Nauda.3678

Nauda.3678

Megaservers and RP

in Guild Wars 2 Discussion

Posted by: Nauda.3678

Nauda.3678

Without reading the full topic(sry way to long:D) I noticed a couple of problems with megaservers in EU.

Problem 1:
National servers are mixed up with international server which creates this problem where everyone talks in different languages. French/Spanish/German players most likely chosed a national server so they don’t have to talk in english or any other language but now they have to deal with it although they choosed a server with their language in the beginning. This is not good for anybody. English guys are mad at the french/spanish/german players and the other way round and RP-players are hit even more by this problem.

Possible solution:
Create megaservermaps per language and check on what server a player is currently playing/guesting . So there would be international maps for everyone on international servers, french maps for everyone playing(or guesting) on a french server, everyone playing/guesting on german servers would get into german maps. The spanish players probably. wouldn’t notice a difference to the pre-megaservers cause there is only one spanish server anyway but if they actually want more activity on the maps and want to talk english they could still guest to an international server, so that’s no problem.

Problem 2:
WvW-Communitys can’t advertise their TS/Mumble in Chat anymore or try to rally players from their server for WvW-events because everyone could read it. And RP-players can’t get into the same city map anymore.

Possible solution:
Keep cities “per server” instead of “per language”. So every international server has his 5 own city-maps, every french server, every german server and the spanish server too. This way we can still advertise wvw stuff in these cities(yes people can still guest etc. but that’s way less of a problem than posting it in a mixed-server-map) and RP-players from specific server stil have their own cities(e.g. most int. RP-players could guest to Piken, german RP-players to Drakkar, etc.) and everyone could easily reach them.

I think these split between cities(per server) and normal maps(per server language) would fix both problems and I think these two are the bigges problems atm.

(edited by Nauda.3678)

Problem: weapons(badges and gold)with sigils

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Posted by: Nauda.3678

Nauda.3678

The item can still get destroyed, and give no materials, but the upgrade should be accessible.

Yes, this is basically all I would want. I guess you can’t salvage the items because it would allow to transfrom badges+gold into ectos(though actually the conversion rate would be bad if I remember the prices correctly) or easy dark matter for ascended stuff which they maybe don’t want(at least that’s the reason why we can’t salvage stuff we bought for karma iirc). But all I need is the sigil.

We normally have the black lion kit to destroy things while keeping the upgrade and we have the upgrade extractor to keep the weapon and the upgrade. But I think it’s bad to only be able to use an upgrade extractor although we only want to keep your upgrade and not the weapon.

Problem: weapons(badges and gold)with sigils

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Posted by: Nauda.3678

Nauda.3678

Read the topic!: You CAN’T salvage the weapons you bought for gold + badges. That’s the entire problem.

Problem: weapons(badges and gold)with sigils

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Posted by: Nauda.3678

Nauda.3678

Well it was a bug when you use it with a stacking sigil. But what about having 2 weapons with 2 different sigils? For example let’s say someone had one greatsword with a fire sigil(~3-4g) and one with a sigil of energy(~6-7g) for different situations now you could use both sigils on one greatsword but actually you would now have to first trash one of them just to buy it again to put it on the other weapon just because you can’t salvage the weapon.

(edited by Nauda.3678)

Problem: weapons(badges and gold)with sigils

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Posted by: Nauda.3678

Nauda.3678

I don’t habe a problem with buying stuff I need for gold and I have no problem throwing away stuff that I don’t need anymore. But I really don’t want to throw away a sigil that I have to buy again at the same time. With the old transmutation system I could’ve switched the sigil over to a withe or blue weapon I can salvage. I just really don’t like the idea of having to throw away stuff that I actually still want to use just because I can’t get it off my weapon unless I would pay an even higher amount of gold for an upgrade extractor. I think it’s just not a good and smooth solution.

Problem: weapons(badges and gold)with sigils

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Posted by: Nauda.3678

Nauda.3678

As I said it wouldn’t be a big problem between stamina and bloodlust… but on my other character it would be the decision between a sigil of fire and a sigil of bloodlust. So let’s say I buy a now sigil of fire because it’s cheaper than buying a new bloodlust and put in on the staff with the bloodlust sigil. Actually because it was the stacking weapon it just had a boring skin because after having full stacks I would just switch to the normal staff with the fire sigil. So I would have to waste a transmutation and a new sigil on a staff while already having the desired sigil and the staffskin on another staff. And even when I do it: After that I still would have a staff with a sigil that is worth ~3 gold and all I can do with it is trash it… It’s really not a smooth solution.

It would be way easier to just use the black lion kit(and it is intended for this stuff) to destroy the (bad looking) stacking staff while getting my bloodlust sigil back and putting it on my normal staff(with the good skin) that already has a fire sigil.

(edited by Nauda.3678)

Problem: weapons(badges and gold)with sigils

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Posted by: Nauda.3678

Nauda.3678

Example:
Prior to this update I bought two staffs on my guardian. Put a sup. sigil of stamina on one of them and a sup. sigil of bloodlust on the other(stacking weapon). Both have knight stats. With the new update stacking weapons are useless and I don’t need two staffs anymore. So I tried to salvage one of them with a Black Lion Kit… and just remebered again that you can’t salvage the weapons/armor you buy for badges + gold. So now I’m stuck with 2 staffs and I only need one of them but I can’t remove the sigil from the other one. And I got the same porblem on at least 1-2 other characters. One solution would be to buy upgrade extractors but that would be quite costly(250gems per extractor) and Í actually don’t WANT to keep the staff I would use it on so I would just like to use my black lion kit to only get the sigil back. Another solution would be to buy another sigil but that would still leave me with one useless staff with only one sigil.

I write this here because I think this effects esp. us wvw-players as we’re most likely the main customers of this merchant and are more likely to encounter this problem. Is there any other solution than
a) buying a costly upgrade extractor or
b) buying one of the sigils again but leaving me with a useless staff with a good sigil in it?(not that big of a deal with a stamina sigil but on my other character it would be either a useless staff with bloodlust or with sigil of fire and both aren’t that cheap)

Account bound WXP

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Nauda.3678

I feel like making March 27th the day that they discuss “account bound”, that if it’s anything OTHER than account bound wxp, then Anet is clearly trolling us.
The day before a major WvW season commences, having a title like ‘account bound’ had better be WvW related.

Well one problem still remains:
They DISCUSS “account bound” on March 27th (so one day before season 2) but unless they do an extra patch for it it won’t be in for the start of season 2. And it really makes me sad, that something like this a) takes like 5(?) months and more till they get it ingame and that b) it isn’t ready in time for season 2 while they still pump out content that is more complex than this for other areas of the game. I’m just really really disappointed at this point. And many other wvw-players on my server are disappointed about it too. This is without, exaggeration, the most anticipated feature for wvw since the start of the game. I never wanted wvw-skills to begin with but now we have them and I’m okay with that. But I NEVER liked the idea of it being character bound. And a lot of people didn’t like it either. We mentioned that this was a bad idea as soon as they announced WXP. It’s such a long time since then and all I feel right now is just a gigantic disappointment. It’s really one of the things I think about every day because I’m confronted with it every day in wvw and it is therefore the most formative thing in wvw for me right now and it reduces the amount of fun I have. And I’m just sad that all we get atm is just total silence…

The patch made my shoulders gigantic!

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Posted by: Nauda.3678

Nauda.3678

I think they messed with at least both human versions(male and female) because now the left shoulder clips into the left arm of my human female warrior. and the shoulders seem to be repositioned and maybe resized. It looks ugly as hell. Plz fix/revert this change!

Any repurcussions for necro exploit?

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Posted by: Nauda.3678

Nauda.3678

As a necro commander(doing it this way since way before season one so don’t say anything about fotm-signet-necro) I can say that I personally don’t use it. I know this bug since shortly after a-net introduced the signet. Guess most of our commanders didn’t and now it’s “the new thing” since 2-3 days. All I can say about that: I personally don’t like it and I don’t use it and I tell the necros in my zerg to not use it. I want to improve as a commander and it just doesn’t help me to avoid the challenge of a well defended tower by using some bugged signet. I know that only some of our commanders use it, so please don’t take say that every commander on AM(as our server got mentioned in most of the topics about this bug) uses it. These guilds/commanders don’t use the signet for sure: [ILL](my guild;)), [AvA], most of the “smaller” guilds/commanders.

(edited by Nauda.3678)

Riverside vs Apollo Glade vs Abaddons Mouth

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Posted by: Nauda.3678

Nauda.3678

I just want to thank all the guilds like TUP, VII, VU, GEAR for the challange they provided to our homeland zerg during the evenings. Also a big thanks to Scnd for being the only guild we could never really kill and for spiking my poor “necro guardian”;)

Account bound WXP

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Posted by: Nauda.3678

Nauda.3678

This… is… GREAT! Like really awesome. My day just got better by 70%

Abaddons Mouthwash/ Fort Knox/ Apollo Glade

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Posted by: Nauda.3678

Nauda.3678

Nobody responded to my counter-trolling
sad panda

Abaddons Mouthwash/ Fort Knox/ Apollo Glade

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Posted by: Nauda.3678

Nauda.3678

I’m sorry vicar but I have to tell you that only our inexperienced players use the “1” key.

This is a setup that a REAL AM players uses:
ACTIVATE: Right-click to Attack
DEACTIVATE: Stop Autoattacking on Target Change
ACTIVATE: Autotargeting
ACTIVATE: Promote Skill Target

This way just can play the whole game with mouse only. It’s SO GOOD to only have to use one hand. You can eat something, switch the TV-channel(we all watch TV while running in zerg you know), drink something, and whatever else you can imagine. So we just run to the combat zone with our mouse and just click on our targets with the right mouse button! Since we’re clickers anyway why should we press the “1” key?

(edited by Nauda.3678)

Abaddons Mouthwash/ Fort Knox/ Apollo Glade

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Posted by: Nauda.3678

Nauda.3678

Yeah my comment wasn’t 100% serious… Guess I should make it more obvious next time^^. I still say that our big zergs lost quite a bit of power(more upleveld people running with them etc.).

Oh and although my first comment wasn’t 100% serious: ONE TUP actually said good things about our blobs;)

While the abbadon community 100 is by far and away the toughest 100 blob ingame, its unfortunate they don’t run it on all maps during primetime, its like a 25% chance of having a challenging fun night with them. Sure Viz have the zone blobs too, and some massive guilds, the benefit of Viz is they have good numbers on all 4 maps at the sametime – so you know there is action to be had, if you can work your angles right.

(edited by Nauda.3678)

Abaddons Mouthwash/ Fort Knox/ Apollo Glade

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Posted by: Nauda.3678

Nauda.3678

SUP! I like the last pics you posted about your matchup and deso:P. And we can finally play against you guys again ^.^. And while I remember the nice stuff some TUP members said about our blobs i gotta say they are not what they used to be imho:D But we will see how you like them.

So GL and HF