Showing Posts For OmegaAngel.2653:
Thanks for the feedback. It will be addressed in the next update.
Why have these not been disabled from the list of possible targets? If it’s not going to be immediately fixed this is the next best option. Right now it’s wasting a lot of guilds’ influence and time, not to mention cheating them out of possible merits.
That’s because you didn’t read correctly the effect. It’s an AoE condition removal that removes one condition to you and one on each of your allies in the area.
It’s hard to read it correctly when the description implies something completely different. It would be clearer if it had said ‘remove 1 condition from each nearby ally’. To say ‘remove 1 condition for each nearby ally’ means that for every ally within the skill range it will remove 1 condition. since it doesn’t state who is affected, it is only natural to assume that it affects the user. but w/e, if that’s the way the skill works then that’s the way the skill works.
I don’t know how long this has been an issue or if it’s been brought up before, but i have never witnessed the active ability of signet of agility remove more than 1 condition when there are more allies nearby. It states that the range of the active is 600 and I have tried using it while standing next to a party member and it only removes 1 condition. Unless it’s saying that it’s curing a condition for allies who are within range of the skill in which case I think it has bad wording.
@ParkTwig
While I do not have any leadership status for the JQ server as a whole, if you have any evidence of Firebat [FIRE] members doing these things please let me know. I think I can safely speak for our leader when I say that we do not condone nor tolerate the use of exploits in our guild.
I think going P/D requires you to trait and have skills to constantly pop into stealth to utilize sneak attack. with points into shadow arts you can make steal also give you stealth, gain 2 stacks of might every time you go into stealth, and put blind on nearby foes whenever you stealth. added with all the skills you have that can put you in stealth, you can dish out quite a bit of damage.
sieges are never invulnerable although the people manning it from on top of the cliffs are. the only way to take it out is to build a treb at the NE tower quickly and destroy their treb before their treb destroys yours. I’m hoping they will fix this as it pretty much ruins any reason to defend the NE tower.
Defend your kitten properly and you can get rid of any amount of golems no problem.
Don’t cry “exploit” everytime you get outsmarted or outplayed. Your defense obviously was bad, and you should feel bad.
To clear up my point of view: Why the HELL would that be an exploit. Makes no sense whatsoever.
@OmegaAngel: you can’t compare the two situations. that exploit gave SOME people a personal gain, and it was obvious it was a bug. they abused it and got banned. simple as that. anyone can use mesmer portals with golems. so you can maybe say its imbalanced and needs change, but its definitely not an exploit. (i’m obviously not an ANet employee, but this is the way I see it and it seems to be pretty crystal clear to me…)
I don’t really have an opinion on whether golem porting is an exploit or not, but my initial comment was towards the one above me. Just cuz it’s not forbidden doesn’t mean it’s allowed. whether it’s a clear exploit or not don’t think that since you haven’t been told not to do something in this game that you won’t be held accountable for it. besides not everyone abused it and they still got a temp ban.
Hate to break this to you, but from my experience in WvW this week, Crystal Desert is either incapable of strategic thinking or they are actively working to help JQ win. The nobler part of me wants to believe the former. I did notice the same guild tags on both JQ and CD a few times.
I only played on two of the borderlands and in both I noticed a lack of animosity between JQ and CD, so maybe it was different in the other border/Eternal. There was one moment where JQ was attacking the Bay keep for almost 30 minutes and they owned Garrison(in CD home turf) and CD didn’t take Garrison. If they made an attempt it was obviously a pitiful one.
What’s sad is that it is not a sever wide thing, really all it takes is for one guy to transfer servers spend a 100g on commander icon and then lead the troops to ruin all while conversing with his guild on vent. I certainly don’t believe that entire servers align together, but the way WvW is setup it only takes a few to ruin the day.
Again maybe CD just lacked strategic thinking and I am reading too much into that. Entirely possible that there were same shenanigans on DB as well.
I would have to say that many members of CD just weren’t on the same page as they tried to retake garrison on their own borderlands. It’s improved as the match progressed, but I remember standing on one of the inner bridges of garrison, both of our northern walls were destroyed by trebs, and down below me were a group of 10 CDs trying to take down the Southwest outer gate. There was no one opposing them and they still couldn’t manage to finish building their ram.
When we leave to take AB or some other tower we will usually leave a few people to watch garrison to give reports. We don’t care how often you destroy the outer walls/gates. It’s not until a report of a sizable amount of CDs attacking inner walls with sieges that the call to drop what we’re doing and return to garrison is made. If CD can’t bring that pressure then you won’t stop the group from moving from objective to objective whether it be Dragonbrand’s of Crystal Desert’s.
didn’t quite work that way for people who bought cheap t3 culturals
I am quite aware that these supervisors get a 4 minute buff that makes them nigh invincible, and that the proper tactic is to stack conditions and vulnerability on them. For awhile I didn’t have any problems with this, but recently I can’t seem to put bleeds or vulnerability on them as my thief. I have a pistol main hand so I usually spam skill 1 for bleeds and skill 2 to stack vulnerability, but now every attack that hits causes “immune” to pop on him and my combat logs only shows me dealing damage from the initial hit. I don’t have this issue on any one else or once his immunity buff is gone, but I have no idea what’s causing this since it only started occurring recently. Is this happening with any other classes or does any one know what’s causing this?
learn to use your dodge effectively. some monsters have a chargeup for their biggest hitting skills, generally with some kind of cc like knock back or knock down. your dodge will generally override your current attack, unless you’re in the middle of death blossom, so use your dodge immediately when you see them charge up. avoiding these while kiting circles around monsters should help you survive without having to get better gear.
also dancing dagger is a great skill when fighting off multiple enemies. bounces 4 times and cripples them which allows you to kite easier.
Pistol’s second skill Body Shot is suppose to put 5 stack of vulnerability on enemies, but for some reason it stopped working against supply camp supervisors when they have the buff that gives them a lot of armor. I use to have no trouble stacking vulnerability on supervisors and it’s fine when he no longer has the buff, but for whatever reason it keeps saying immune when I shoot him with Body Shot. Anyone else getting this or know what might be causing it?
Edit: after some testing I’m still unable to pinpoint what’s causing it, but it might have something to do with traits. Previously I ran with 20/30/5/5/10 and didn’t have a problem with it until I switched to 0/30/25/5/10. This is extremely confusing as moving the points from deadly arts to shadow arts only gives me abilities to stealth, which I’m not using on the supervisor.
(edited by OmegaAngel.2653)
It’s because SBI puts up a good fight and they do well at holding their positions despite constant attack from us. Whereas JQQ isn’t much trouble to break through.
We fight SBI constantly, the difference is we aren’t able to take their stuff as easily as we are JQQ’s. So JQQ just assumes we aren’t even trying to assault SBI. Which we are, constantly.
Only started playing on JQ awhile ago but this seems to be the mentality that a good majority of the players on the other two servers seem to have. It’s not a pact or an alliance, it’s a tactic of taking from the one that’s the most vulnerable instead of constantly going after the winner to lessen their lead. I do find that it sometimes gets to the point of being ridiculous though. At one point today on SBI’s borderlands we were sitting at the only tower we owned with the outmanned buff while about HoD and SBI had about 20-30 of their forces attacking our tower from both sides. Eventually they started fighting each other as both forces started to swing towards the front of the tower (for rights on who gets the tower i can only assume).
Stealthing after using the Throw Gunk ability from stealing will reveal you from stealth even when you don’t attack. I’m assuming the game thinks that the additional hits from the enemy standing in the gunk count as attacks and will reveal you.
Using Scorpion Wire combined with Panic Strike (Power Trait XI) on enemies under 50% health will ignore the pull and simply immobilize foes.
Stealthing does a horrible job at un-targeting and covering your location. many channeling spells don’t break, non-aoe attacks will still sometimes track and hit you, there are times where i see circles on the ground or arrow above where their head should be that don’t disappear when an enemy stealths which actually allows me to click and re-target them.
Like others have mentioned, there have been times when disabling shot doesn’t make me jump backwards. Instead my character just jumps straight up.
I got this skill solely to use in WvW. unfortunately the only problem I run into with it is that it doesn’t work when combined with the power trait that immobilizes a foe that is under 50% health. If the power trait is not on cool down and I use it against an enemy under half health, the wire will strike the enemy, deal a negligible 200~ damage, and immobilize them instead of pulling them to me. kinda annoying as I can easily lose a potential kill because of it.
I wouldn’t say it’s as high as 40%, but I have it occur maybe like 10% of the time against stationary mobs. I’ll use HS to finish off a monster thinking it will die, but instead it’ll miss and I’ll be forced to hit it a few more times with skill 1, often taking an extra hit in the process. If I’m forced to have one of my skills pigeon-holed into being a finisher move, it would be nice to know that it has a guaranteed chance of hitting the monster standing right in front of me slapping me in the face.
while i wasn’t at the scene to take SS or fraps, I watched on my map as our orb was taken out of our own keep, while still under our control, and carried at a quick pace over the water all the way back to garrison.
on our own borderland, people were saying how our altar at garrison was destroyed even though we didn’t lose control of garrison. with no altar to place the orb we had to move it to the west keep. eventually the same thing happened to the altar there and shortly after i saw the orb leave our west keep, which was also still under our control, shoot across the water, and placed at GoM’s east keep.