Showing Posts For Oogabooga.3812:

We need help to fix domination in NA

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

What people think queues are in BG:
Huge zergs on every map, queued all day long.

Reality:
Other than reset night, only EBG tends to be queued all day long.

What people think BG thinks about PPT:
BG defends every objective because PPT matters!

Reality:
We see red dots as bags. Roamers/militia/zergs respond to objectives because of bags. Team chat is often comprised of “Where is the bag farm?” “Come get your bags at fire keep!” “All the potential precursors are at the tower!”

What people think coverage is like on BG:
Scheduled guilds cover 24/7 massacring all with their 50+ zerg.

Reality:
Guilds/roamers play when they want, which is primarily NA. Float tags/Militia respond to emergencies during other times. There is a notable gap of time before NA of no guilds or pugmander running, notable because many players tend to be online during this time.

On Blackgate, the guild groups tend to be about 10-20, which serve as their core composition. However, there are a LOT of roamers and militia; they join the guild groups or serve well as scouts since they are always circling maps trying to flips sentries, camps, shrines, and the occasional tower. They will come together for major objective defenses or offensives if a tagged blob shows up.

I would assume that this is pretty similar to other servers, is it not (other than Maguuma, which seems to be still running a singular unstoppable superblob)?

What makes Engi fun for you?

in Engineer

Posted by: Oogabooga.3812

Oogabooga.3812

But not to be just a downer, I’ve found that a burning condi base engi (not scrapper) still works well in WvW with pistol/pistol.

Warrior Rifle and Longbow

in Warrior

Posted by: Oogabooga.3812

Oogabooga.3812

Just be glad warrior’s rifle isn’t like the engi’s rifle, which is by far, the WORST “long” ranged weapon.

Remove topic as it's run its course

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

I like the idea, but 6 weeks seems a bit too short a time. 6 months sounds better. This way if there were mass amounts of hibernators, by the time they return, their server will probably have dropped rank/prestige/bandwagoners tremendously.

Dependency on Water

in Elementalist

Posted by: Oogabooga.3812

Oogabooga.3812

I’m wondering, does anybody run a build without the Water trait line? I’ve found that it’s impossible to survive without it both in solo and group play, and I’ve played ele pretty much since release. I’m just tired of always having to choose water because of how flimsy the defense of the class is.

What makes Engi fun for you?

in Engineer

Posted by: Oogabooga.3812

Oogabooga.3812

I think the lack of replies speaks volumes. My engi used to be my main too…

What I hate most about the Engi

in Engineer

Posted by: Oogabooga.3812

Oogabooga.3812

…you keep using the word melee range…but you have no idea what’s a melee range

it’s like saying d/d ele is melee…no it’s truly not, sword ele is melee yes, d/d ele is not melee, it’s huge aoe, you just need to be in a certain area and people get hurt.

try play some real melee classes and see for yourself
true melee range is 130 in front of you

If a melee hero can dash 600 range, then smash your face in, then 600 is melee range.

Ranged attacks are attacks you can make without fear of being attacked.

So just cause a game says you have an attack that has 600 range, doesn’t mean you’re SAFE. If you’re 600 range from most anyone you can get picked off by MELEE weapons that slow, stun, get thrown, or dashed to.

Pistol mainhand attacks are 900 range, but the highest damage one (pistol 4) is most damage at MELEE RANGE.

I mean at 1200 Range the Engi is essentially an auto attack spammer. This is what I really hate about the class.

Somewhere some guy sat down at a table with other devs and was like “Oh you know what would be fun, is if the Engi used a rifle like a shotgun!” and they were all like “OHHHH YA COOL LET’S DO THAT!”

In reality when almost all of his other tools and skills are close range it’s just pathetic and kittenes me off. Hell the Revenant is more effective at 1200 range than Engi is.

So the two elite specializations added are MELEE and MELEE with more skills that are MELEE. Forge aoe skill is a MELEE skill I don’t care if it says 600 range or whatever. You have to be in melee range of everyone to use it.

So like I said I wish the rifle was an effective 1200 ranged attack skill weapon other than just auto attack spamming. Not more melee skills on top of other melee skills on top of more melee skills.

I agree, and I feel these very same frustrations. I even went Berserker to see if I could do more damage as a rifle scrapper, but sadly, autoattack can only hit for 1.8k crits. Meanwhile, a longbow ranger AAs you for 4k or more at 1200 range and a hammer rev AAs you for 3k. Warrior AA damage is about the same as engi’s, but as you’ve pointed out, they also can use skills 2-4 from 1200 range.

It was a sad day when I found out that rifle warrior was way better than rifle engi when engi has only 4 weapons to choose from and warrior has so many.

Nobody has mentioned Deadeye yet…

Speldan swords?

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

I was soloing the camp with dredge guarding it. No way I took it down in less than 30 seconds. No swords even during the 30 secs to cap it.

Speldan swords?

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Is it me or does Speldan never have crossed swords on it when attacked?

Bearbow in WvW

in Ranger

Posted by: Oogabooga.3812

Oogabooga.3812

I used to run a couple of builds similar to this, some without longbow (not a norn either). It was the best kept secret and very gimmicky. But therein lay the risk/reward of it: there was no defense to the builds. Had fun having 1-second kitten y fights whether winning or losing.

Ah well, onto the next gimmick.

Bearbow in WvW

in Ranger

Posted by: Oogabooga.3812

Oogabooga.3812

Congrats! Your video managed to get the attention of the developers and they nerfed signets into the ground!

Vital Persistence nerf

in Necromancer

Posted by: Oogabooga.3812

Oogabooga.3812

They could’ve “balanced” it slightly by making the decay 3%, but no, it’s gone completely. Vitality in return is insignificant because you’ll lose a percentage of life force in shroud.

Alternatively, they could have buffed life force gain to compensate, and they’ll say the 2 and 1 second buffs to spectral armor and walk will help you gain more, but come on; those skills have a 1 second internal cooldown.

If they really wanted us to use those two skills (which, by the way, is discouraged with the additional nerf to the spectral cooldowns trait), then they need to take away the internal cooldown.

Roaming: Who, what, why, how? #Discussion

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Jumpin Lumpix, I think you’ve contradicted yourself. You say you don’t care, yet you label roamers with the derogatory word “bullies”. You say roamers don’t contribute, yet you ignore all the valid strategic reasons roamers kill zerglings stated above by many. You say you’ve struck a nerve, yet your replies just sound like roamers struck a nerve with you.

I ran with you in the zerg yesterday, by the way. Got bored very quickly of our so-called “fights.” We took anything we wanted with no opposition. We outnumbered the other servers’ zergs that even the commander was so ho-hum about his, “stab, leap in, bomb here, keep training through.” We didn’t come close to losing a single fight.

So steamrolling other servers’ objectives and players for bags = the only play style worth doing in WvW and others should leave? Who’s really the bully, in more ways than one?

Roaming: Who, what, why, how? #Discussion

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Yes roamers who gang up on zerglings trying to rejoin the main blob are bullies. So is a blob chasing down one roamer, dontcha think?

[Suggestion] Tag icon changes

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Actually what I would like to see, and it may not be limited to WvW, is each party member within the squad get different colors both on the main field and the minimap, as everybody is blue.

“Where’s my stability giver? Where’s my healer? Where’s my downed guy?”
Or on Dragon Stand, “where is my boss group?”

Obstructed!

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Watch this,
You will die a little inside…

https://youtu.be/XrZVwYyEo_E

I felt comfort, actually, seeing others feel that same pain. I could feel that person die inside, as that was a good sneak attack foiled by a blade of grass.

Obstructed!

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

This happens mainly in the alpine borderlands in the NW and S supply camps. I’m standing point blank range firing at the NPCs or camp defenders when Obstructed pops up. I’m not standing below a hill crest. This has been around for too long, since the nerf to shadowstep/blink/teleport. Why is air so OP as a wall in those places?

Roaming: Who, what, why, how? #Discussion

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

It is true that the term “roaming” has morphed. It is now all of what has been said above: scouting, camp stomping, objective contesting, tower or even keep ninja-ing, and of course fighting.

In terms of fighting, roamers will do “fair” fights, ganking (I call it vulture style), pin sniping, back line assassinations, sneak attacks, silly stuff (ever seen alpha golems duke it out, Rock’em, Sock’em style?), all in the spirit of having fun.

Roamers think a lot about their builds, both solo and team, exercising their creativity. I’ve come across a number of effective 2-man teams taking out 4-5.

My own best solo roaming accomplishment was taking Anzalias Pass from the red team. Mind you, I play in t1, where there is no shortage of players.

My guild is comprised mostly of WvW roamers. We laugh when our group of 2-6 forces an EWP pull, calling a 50-man blob to save an objective. We feel sorry when we come across a newbie WvWer roamer all the while stomping them. We consider it vitality important when our Zerg is trying to take a t3 bay that our role is to camp between bay and the enemy garrison to try to prevent enemy reinforcements from trickling in. While we don’t mind playing along with the blob, it eventually bores us and we split off in our direction.

There you have it at it’s core for the answer to “why roam?” It offers freedom, creativity, flexibility, and ingenuity.

Fractal Improvement Suggestions

in Fractals, Dungeons & Raids

Posted by: Oogabooga.3812

Oogabooga.3812

My edit suggestions:

Aetherblade: Yes the opening bombs are good for a laugh when somebody dies, but other than that, are they necessary?

Aquatic Ruins, the dolphin path, just needs a little tweak: we should only need to dodge once when a krait shoots their spear. As it is, you have to double dodge for one krait which leaves you with nothing for the krait next to it.

Solid Ocean: Is the number of reflecting crystals spawning intentionally reduced? Sometimes the tentacles don’t drop one when killed, which almost guarantees that 1 or more party members will die at the end if the group goes fast, relatively speaking.

Urban Battleground, 2 changes: the fighters’ charge skill hits WAY TOO HARD for even tier 1 difficulty (btw, why do I get “hit” by the monks’ Heal Party for 5k damage?); for tier 4, the beginning Ascalonian mob that comes for the party is too big/tough. I’ve surrendered to the fact that the party will wipe 3-5 times just to clear the Dulfy-aggroed group (more if playing the Toxic Trail instability). Most people rage quit after try #2.

Cliffside: Although this was shortened, it’s still too long. The crotch level especially requires a few too many hits for tier 4.

Molten Furnace: Why are there steam walls after the big mob even there after we plug the vents? Feels like Obiwon Kenobi chasing Qui Gon and Darth Maul.

Nightmare: Enjoy it, but it’s too long. Perhaps consider quickening the pace of the capture points or at least take out the tutorial part.

Uncategorized: the shaman champ boss at the first room takes too long to kill.

Underground Facility: still takes way too long. Too many trash mobs at the very start and through the 1st gate. A few players try to skip them because dredge take a long time to kill, but the mobs then usually end up killing a member or 2 of the party, making the 3rd gate impossible.

Molten Boss: please give the option to skip the cutscene. (I’ve decided to pose in the cutscene with some potion or costume now to amuse myself)

Volcanic: it seems like we have to kill more trash mobs at the beginning at lower tiers than upper tiers. Is this true?

Arcane Shield not quite working right?

in Elementalist

Posted by: Oogabooga.3812

Oogabooga.3812

I’ve been trying out a build with Arcane Shield on the skillbar with the trait Final Shielding.

Apparently the explosion that is supposed to happen will only occur once within the 60/48/40/32 (that’s confusing, btw) seconds for the skill and/or trait to recharge. So when the 2nd Arcane Shield pops within the 1st shield’s cooldown, the blocking part works, but there is no explosion.

This occurs whether the first Arcane Shield is activated by trait or by active skillbar use.

Can anybody else confirm?

Fractal T4 necro gearing

in Necromancer

Posted by: Oogabooga.3812

Oogabooga.3812

Going back to the op’s original, I can understand the frustration of t4 fractals being difficult on various classes. I’ve done t4 fractals as a berserker, scrapper, herald, daredevil, and tempest, and found that reaper is the easiest. I’ve done it with berzerker stats: works just fine. Made the switch to carrion just to try it out: works just fine with a lot more survivability. Either way, you can pretty much just facetank bosses and go get a cookie.

I’ve never consulted metabattle for fractals because there are many viable builds.

Is it time for one of THOSE weeks?

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Or maybe add some fractal instabilities for a week or 2 like;

https://wiki.guildwars2.com/wiki/Mistlock_Instability:_Flux_Bomb
https://wiki.guildwars2.com/wiki/Mistlock_Instability:_Social_Awkwardness

Would definitly shake things up.

Flux bomb would be a hilarious friendly fire possibility affecting all sides.
But even more fun for all would be https://wiki.guildwars2.com/wiki/Mistlock_Instability:_Last_Laugh

More siege ideas:
1. I would like to see a trebuchet that fires players standing too close to the siege. They would die upon impact.
2. How about an arrow cart and/or ballista that can be moved? It would move slower than an alpha golem, maybe sped up if more players pushed.
3. Easier built siege rollers? (You forgot that existed!)

Is it time for one of THOSE weeks?

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

I like the siege ideas!

How about each person claiming the Obsidian Sanctum chest grants your server points and/or some other server benefit? That’d make that map a combat zone in a hurry.

Is it time for one of THOSE weeks?

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Remember when we had that one week of “No warning swords” on objectives? How about another special WvW week to change up the same’ol same’ol?

Like,

1. No downstate – just death.
2. Super fast golems
3. No Righteous Indignation
4. Costume Brawl only

or my guildies’ favorite….

5. Friendly fire enabled (or reduced damage to friendly targets)

Ghost thief exploit, working as intended?

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

This thief was downing heavys and medium classes within 2 seconds. You would see the red and then instantly be downed. You didnt even have time to react and i know that 2 of the people who went down are full ptv tanks.

We were able to avoid it most of the night if we were moving, but the general consensus was that he was hacking under the map since no one was ever able to target or attack him. We did see him once and his tag was [rush] but of course we couldnt do anything to report the toon.

We arent stupid.. the instant we see damage we react.. its not like we were just standing there letting him kill us. The problem was, there is no counter to it and he was downing someone and when we could try to res them, he would down another and another and another with no counter at all. Aoe’s, stealth traps, nothing seemed to work.

He most likely isn’t hacking. You should be able to see his small circle for Black Powder or his big Shadow Refuge house for his stealth sustain; usually these thieves try to hide it well.

Condition damage ignores toughness, so that’s why he melts people without enough cleanse. A full trap and caltrop burst can tick about 6k damage per second, so no amount of vitality will sustain that, except for maybe a necro.

The movement of the build is to run/steal in, lay traps, dodge out (more caltrops), steal back in (confusion), lay traps, dodge out, then move far enough away to re-stealth safely. So, if someone just took the entire burst, the thief probably isn’t standing close to them unless the player is downed, which is why you won’t hurt them. Plus they are probably using dire armor, so they can take a lot of damage.

CC and reveal skills are the answer.

Remove Borderlands [suggestion]

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Then there would be no room for small ops, sneaky havoc, or solo roaming then, of which there is a large player base for.

Ghost thief exploit, working as intended?

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

As one who has tried this build out, here are my observations playing it:

1. The most difficult to kill are tempests due to fast condi cleanses and Eye of the Storm shout for themselves and party members.
2. The most dangerous to try to kill are condi reapers due to their ability to send back conditions and their massive aoe, esp. chill.
3. The most risky in a group to target are those with reveal skills (herald, engis, dragonhunters), though alone they are killable.

That said, the easiest to kill are the others: mesmers have little condi cleanse, thieves can get away but often die while running away if enough condis hit, druids can cleanse a few times but eventually run out, warriors will die flailing away once their berserker stance is down.

The best way to kill the ghost trapper is cc. There is little mobility on this build with probably no stun breaks, so once they lose their ability to re-stealth, they are exposed.

The other way is to get them revealed. If you don’t have a stealth trap on you, try to find his black powder circle and encase it; inside and around it, trying to get him to accidently hit something. Remember he is using gear with 0 power, so it will hardly hurt getting hit. If you happen to get him to hit something after he’s jumped through a couple times, he’ll be out of initiative to get away or re-stealth, assuming he doesn’t have steal or shadow refuge ready.

The cooldown for the trap burst is about 20 seconds, so once they do their sequence, they have to re-stealth twice or use shadow refuge; this is your opportunity to nail them or run. If you are getting hit more often, then there is more than 1.

Like any fight, the worst thing you can do is stay in place (unless you are camping a reveal trap). Keep moving away from the minefield if you can’t fight it.

WvW and Dailies

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

As a long time WvWer, I usually go into WvW using the dailies as a guide to the question, “What should I do today?” If I’m with guildies, we’ll branch off the dailies as well, but they all want to do them too.

Even here in t1, just last week we stood by the harpy spawn point with other servers just waiting for it to spawn because there was a veteran creature daily. We killed it, then everybody went their merry way.

You are not alone in wanting to do wvw dailies.

Fun suggestion

in Guild Wars 2 Discussion

Posted by: Oogabooga.3812

Oogabooga.3812

You know that "cow"tapult that sends you to the vista at Moorwatch in Diessa Plateau? Why not have it actually launch players there instead of just respawning us on top? I’d love to see us soar!

Favorite point in the story? [Spoilers]

in Guild Wars 2: Heart of Thorns

Posted by: Oogabooga.3812

Oogabooga.3812

There were several good moments, and several bad moments, but is it wrong that I actually smiled evilly when I picked up Caladbolg?

Can this be adjusted?

in Guild Wars 2: Heart of Thorns

Posted by: Oogabooga.3812

Oogabooga.3812

This has happened more than once to me (and others), but I will just explain what happened last night:

Auric Basin Tarir defense meta event. We taxied people in and organized groups. The event started and all 4 walls were broken. 2 minutes into the event, the map CLOSED, and people were put into different instances without the warning, mind you.

The new instance most of us were put into had none of the walls broken while the timer was still going. After the usual cursing and rage in map chat, we tried to reorganize (people had to join our instances and leave the city to hit the walls again) and finish. We failed with about 30 secs left, which was amazing considering the time we lost, but it still was followed up with map chat rage directed at everybody.

So, my question is, especially during meta events, can ALL instances be locked into place so that none of them close without warning?

If not, a different question: can you WARN players again about an instance closing with 30, 15, and 5 min left on the instance?

Don’t let this be more of a reason for players to hate HoT!

(edited by Oogabooga.3812)

Your top 5 priorities for WvW-Overhaul

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

There are a lot of good points people have already touched on. Here are mine, which may be repeats:

1. DBL maps editing – they are already huge, but they feel even bigger because of the zig-zaggy routes you have to take to get anywhere safely (I have a guildie that hates the careful descents and just jumps off the cliff on purpose waiting for the rest of us to rez). There are no sneaky routes from enemy bl spawn; all 3 exits go within visual range of the camp or tower, making it too easy for spawn camping/troop movement reporting. Make towers matter to the keeps; there needs to be strategic advantage to holding the tower. Open 1 or 2 more ways to get to tower lords. Make the shrines matter to attackers as well. The white swords on an objective triggered by a guard chasing is too easy for roamers and stressful for defenders.

2. PvE content – If scribing is supposed to contribute mainly to WvW, then the scribing materials should drop readily in WvW, whether through player kills, rank up chests, and all events in WvW (defense, capture, escort). It truly is illogical to make WvW-focused guilds turn to PvE grind to get the materials for WvW. You could say they could just buy the materials on the trading company, but they don’t get enough gold from WvW; they’d have to spend money on gems or turn to PvE. The cost for max scribing currently is abhorrent to anybody but the big guilds.

3. Rewards – the extrinsic reward for winning the week is nothing. The rewards for ranking up are small. The rewards for events are negligible. Once you reach gold rank, there is very little purpose to ranks, except making you a target. I’d suggest giving participation rewards per week that depend on placement, wvw finisher rewards for certain ranks (just like pvp), and making leftover rank points into currency (for siege, traps, boosts, armor, weapons) or give the option to change them into Proof of Heroics (which ought to be account bound).

4. Server ranks – once whatever population solution is done, please mix up the matches every once in a month. One of the reasons (among many) why Tarnished Coast didn’t fight hard to stay in t1 is because it was tiresome to face the SAME KITTEN POODLE JERRYMOUSE TEENAGE MUTANT NINJA TURTLE players month after month after month. In t2 now, it is “refreshing” to face Dragonbrand, even though they are winning every week, because they do things differently than Sea of Sorrows….REFRESHING, I TELL YOU!

5. Transferring – since the only reason to switch servers is WvW, the cost for switching should be reduced by a lot (I would say 600 gems for an almost full server, free to a low population one). Transferring used to be also for more populated PvE maps, but the megaserver has taken care of the desolate maps, so PvE players have no reason to transfer. Remember, loot and gold acquisition in WvW is much lower than the other 2 game modes!

LFG Description Bugged [Merged]

in Bugs: Game, Forum, Website

Posted by: Oogabooga.3812

Oogabooga.3812

And now, we cannot pug…….ahimé! Please fix!

The state of the havoc squad

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

You guys are still not quite understanding. Taking objectives is only part of what havoc should do. Yes we will eventually find those special spots where the walls will go down, and we will take our share of objectives.

But here are my main points:

I want to help our zerg in more ways than just enter the huge fights.

I want to help our defenders by drawing forces off our home areas.

I want to drive the enemy defenders crazy by making them pay attention to the 3-5 of us.

I want to change the direction of the enemy zerg because a couple of defenders can’t stop us.

In other words, just taking objectives and contesting waypoints has too long been the only thing.

The state of the havoc squad

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

SpellOfIniquity, you are misunderstanding me. I don’t care if they don’t want to make taking objectives easier; ktrain gets boring. I just want what havoc does now to matter more in wvw tactics in this new wvw.

The purpose of havoc is to confuse and stress defenders, making them panic and call for help. But with the lack of sneaky tactics (some places you cannot help but get spotted by sentries) and easier-to-defend objectives, defenders know where to go and how many are there; the skeleton defense crews on the map can quickly respond without the need for additional help. With sabotage, a havoc crew can tilt the balance of a map or fight without having to be a part of the 30v30.

The suggestions I made just put more meaning behind what’s already been established.

The state of the havoc squad

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

My guild has enjoyed doing havoc tactics for almost 3 years now. It is our preferred way of playing wvw: we are not zerglings nor are we irrelevant duelers. We want our hidden actions to matter to our server.

In the past, we ran opposite or alongside the main zerg in a sneaky manner to either try to raise an alarm or take a different objective. If our home BL or home area in EBG was getting hammered by a server, we would go to that server’s BL and take objectives or raise an alarm to get them to back off. This would often take the form of golem rushes or strategic siege for big objectives. We liked taking the objectives, but nothing would get us laughing more than the 3-5 of us getting zerged down by 20+ enemies called from another map. And any enemy scouts in the objectives pretty much had to call them, because we could fight off even numbers and knew where to place siege.

Now, there are no sneaky routes. Each tower or keep has enhanced defenses on the outer, making it easy for 1 scout or auto-defenses to destroy our siege (we probably just need to figure out better placement); not to mention that our size prevents us from making more than 2 siege weapons without having to run for 10 min to a camp. The towers are too far from keeps to have any impact on them; no more trebuchet fire from within one to hit another. The lords are very much buffed with loads of cc and toughness that make killing them take a much longer time; the fire and air keep lords can kill us because of the auto-defenses that constantly burn or cc us. If even a couple of enemies come in to fight, it’s almost a sure bet that we will wipe; no longer is the server blob required to be called in.

So the impact of a havoc squad now is small. This seems to be the intention of the revamped wvw: limiting havoc squads to sentries, shrines, camps, maybe towers, and a keep if no enemy on their server is awake. Once a keep or tower reaches t3, not even the zerg commander really wants to hit it, much less a havoc squad.

What I would say is that havoc needs to have a bigger impact. Some suggestions under this theme: provide ways for sabotage.

1. What if there was a perilous sewer system that runs underneath a tower to a keep that a havoc group (but not a solo roamer) could traverse to an object under the keep? This object, when activated/destroyed, would put a 5-minute poison cloud/burning or blinding smoke/siege disable within the tower/keep. There would be no way for the group to go above ground into the keep, however; they would need to run back to the tower or waypoint back.

2. What if instead of merely taking supply camps and having a dolyak sit there waiting for the tower/keep to be taken, there is a way to send that dolyak (using 100 supply) to the enemy structure which, upon reaching the objective, destroys 100 supply? The dolyak would need to be ignored by the enemy npc gate guards.

3. The shrines surrounding a keep should start making the autodefenses turn against the keep if all three are captured by one enemy server. For example, the fire keep defenses would start shooting npc guards and the champ.

4. Enemy sentries should have the ability to kill an unguarded dolyak handily.

These suggestions would make the smaller tactical things on the maps more meaningful instead of merely karma/rank points, and throw a bone to us havoc groups. We are diabolical in our intent to cause mayhem; but if you don’t want us taking zerg objectives like keeps and castles, then at least create other outlets that restore our evil laughter grins.

Why we STILL miss Ricochet

in Thief

Posted by: Oogabooga.3812

Oogabooga.3812

Just say no to P/P!

Why say no to a potentially valid weapon set? Are you in favor of limiting options on thief?

Why we STILL miss Ricochet

in Thief

Posted by: Oogabooga.3812

Oogabooga.3812

Simply put, the pistol is the only weapon on thief that does not hit multiple targets, which is the preferred way to play the weapon set. A comparison of how many thief skills hit multiple targets:

Dagger main hand: 3/5
Dagger off hand: 1/2
Sword: 5/5
Shortbow: 4/5
Staff: 5/5
Pistol main: 0/5
Pistol off hand: 0/2

I understand that ranged attackers have an advantage, hence the limited utility. But should that be a reason? Let’s compare all classes’ ranged skills, on whether the ranged attack hits multiple targets:

Warrior:
Sword off hand: 0/1 (only Impale is ranged)
Longbow: 3/5 (1 for burst)
Hammer: 1/1
Axe: 2/3
Greatsword: 1/1
Rifle: 2/5 (
1 for burst) piercing
Torch: 2/2

Guardian:
Sword: 0/1
Hammer: 1/1
Longbow: 5/5
Scepter: 1/3
Staff: 2/2
Focus: 1/1
Torch: 1/2

Necromancer:
Axe: 1/3
Scepter: 1/3
Dagger off hand: 2/2
Staff: 5/5
Focus: 1/2
Greatsword: 1/1 (Why is Grasping Darkness a projectile?!)
Death Shroud: 1/2

Engineer:
Pistol main hand: 2/3
Pistol off hand: 2/2
Rifle: 2/5
Shield: 1/1
Flamethrower: 5/5
Bomb kit: 5/5
Grenade kit: 5/5
Elixir gun: 2/3
Tool kit: 0/1

Mesmer:
Sword main hand: 0/1
Sword off hand: 1/2
Greatsword: 5/5
Pistol: 1/2
Scepter: 2/3
Staff: 2/4
Focus: 2/2
Torch: 1/1
Shield: 1/1

Elementalist:
Dagger main hand: 4/7
Dagger off hand: 1/1
Scepter: 6/12
Staff: 13/15

Revenant:
Sword main hand: 1/1
Hammer: 4/4
Axe: 2/2
Staff: 1/1

Ranger:
Longbow: 5/5 with trait
Axe main hand: 2/3
Axe off hand: 1/1
Dagger: 0/1
Greatsword: 0/1
Staff: 2/2
Torch: 0/1
Warhorn: 0/1
Avatar: 1/1
Shortbow: 5/5 with trait

Thief:
Shortbow: 4/5
Dagger off hand: 1/1
Pistol main hand: 0/5
Pistol off hand: 0/2

Especially as a main hand weapon, the thief pistol has a glaring hole in competition and usefulness. This makes P/P thief almost useless when fighting mobs; only good for 1v1. That’s why you only see them as duelers in wvw and pvp or a part of champ trains/world boss fights in pve. It will not work well in dungeons, fractals, or any pve event where you have to defend or escort (which feels like most of the HoT content).

I remember seeing a dev post regarding the “what if the player only wants to target 1 thing but have extra damage?” The whole point of it being a selectable trait was to give the player that choice, and my guess is the additional 10% damage was not the main reason thieves chose to equip Ricochet.

A couple of suggestions:

1. Bring back Ricochet as a trait (though I know anet has said it’s not coming back)
2. Make bullets piercing, whether through a trait or baseline
3. Make only certain skills ricochet/pierce (Sneak Attack, Unload, Repeater, and maybe Head Shot) as baseline or trait.

PP help

in Thief

Posted by: Oogabooga.3812

Oogabooga.3812

Try out the Bound trait in Daredevil. Pistol 5, dodge, 1, 3

The trait that no one knows we need

in Necromancer

Posted by: Oogabooga.3812

Oogabooga.3812

ZOMG YES YES! Just pick up a Bone Minion like any other improvised weapon and toss it like a boulder + Death Nova. The thought is hilarious and yet…..it WOULD be awesome……

Grasping Darkness - why?

in Necromancer

Posted by: Oogabooga.3812

Oogabooga.3812

As my friend likes to explain things, “becouse **** you, that’s why”.

I almost want a dev to reply with that….it would be strangely satisfying…

Grasping Darkness - why?

in Necromancer

Posted by: Oogabooga.3812

Oogabooga.3812

This skill is coded in a really weird way. A friend of mine and me tested it some day and did find out that it actually uses a projectile!

If you use the skill, you are shooting a invisible, not damaging projectile. If the enemy is reflecting, this projectile will be reflected (still no damage). Then the animation of the skill will show like it worked normally, the only difference is that it will not pull your foe to you! Test it for yourself, don’t know if they patched it meanwhile, but it was hilarious.

I did notice it when the Caster in Foefire map had swirling winds up; thought that was odd. Does rev hammer 2 also get reflected?

Grasping Darkness - why?

in Necromancer

Posted by: Oogabooga.3812

Oogabooga.3812

Grasping Darkness (GS5) has a strange quirk to it.

When having no target, it shoots out straight in the direction facing, pulling those in that wake.

But, when having a target, it will only allow you to activate it if the target is in a 45 degree cone in front of you, or else it’ll give a “No line of sight” and not activate at all.

Why?

I think it should do one of two things:

1. Either shoot it out in front of your character just like having no target; i.e. miss your target, but could still pull in enemies in that cone, or
2. Increase the cone to 90 degrees, i.e. track your target better.

(There also seems to be an occasional problem of it activating at all when in battle with opponents properly in front of the character. My guildies say the same thing, though we failed when trying to reproduce it outside of wvw.)

Capture and Hold a Camp Guild Mission [Merged]

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Our guild tried this last night in a borderland; we lost 2 dolyaks to an enemy group (we killed them in the camp), but no other interruptions. We failed with 18/20 dolyaks delivered. And this was on the EASY setting! This doesn’t mention the dizzying running around we were doing trying to escort 2 different dolyaks to 3 locations. Guildies were complaining how tiring it was (I know, clicking buttons = work?).

If this new dolyak delivery system is going to remain for a while, I’d recommend the number for the upgrade be set to 6 for the first upgrade. Remember that each dolyak takes about 2-3 mins to reach each destination, and this is dependent on them surviving and owning the nearest structures.

(edited by Oogabooga.3812)

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: Oogabooga.3812

Oogabooga.3812

After completing all 3 Story Achievements for Act IV: Bitter Harvest, I did not receive the rewards, and the story journal also says I didn’t finish them, although I don’t know which one.

My guess is one of two things:

1. for Line of Fire, I died gliding toward the snipers, but my party member made it and killed them. I got credit for the achievement in death, but it may not have given it to me because I was dead at the time. I did go back later in solo and kill them, but did not receive anything.

2. for Air Superiority, I made it to the bottom on my 2nd try, received credit, and after taking a couple of steps in the water, I died mysteriously.

Are mesmers getting toned down?

in Mesmer

Posted by: Oogabooga.3812

Oogabooga.3812

I am just guessing as to what is deemed “OP”, but I will suggest some ways to fight them:

Power/Stealth/Shatter: lots of traits are geared toward taking advantage of shatters and interrupts. They can approach you from stealth and then stunlock you for 7 secs (just might be OP) while every shatter hits.

For WvW roamers facing such a Mesmer, it is almost always instant death because even if you see the burst coming, the many different daze skills make it virtually impossible to defend if you cannot stealth, invuln, or don’t have 5 stacks of stability.
I can only suggest using aoe, staying on the offensive, and accurately dodging the burst. The good news is if you manage to survive the burst, the Mesmer is somewhat vulnerable for 15 seconds until they can use that burst again, but they will usually use that time to hide in stealth or kite just out of reach.

Condi/Chaos Armor: Again, there are traits that add much to the shatter. With scepter, applying torment and confusion is so easy that no class can outcleanse it. Staff puts on so many condis while giving boons for the Mesmer, the longer you face such a Mesmer, the lower your chance of winning.

The best way to fight one is to kill the illusions ASAP; they are the main source of damage, especially for staff mesmers. If you don’t, expect to feel 15+ stacks of confusion and 10 stacks of torment on top of other random condis. (What’s OP about that, right?)

Either way, if you can put pressure on the Mesmer, they are a light armor class and prone to CCs.

Roamers

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

JDjitsu

Nice comparison on stealth length, but I was more thinking of the usefulness of combat stealth.

PU mesmers can get a minimum of 6 secs for 1 skill; SA thieves get 4 secs for certain 1 button skills, or the multi-skill initiative drain (as shown in your link). The extra time before another button needs to be pushed allows for greater possible recharge of skills for the mesmer.

Coming out of stealth, the Mesmer can burst from afar; thieves need to be in melee range which can be harder to follow and put them more in harm’s way.

So, the stealth is better on mesmer than thief.

By the way, the Mesmer can stealth for longer……(hint: Mimic)

Roamers

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

I have done it all as a wvwvwer: zergling, scout, commander, havocker, ganker, escorter, naked RP, naked drunken RP. And I especially love being a solo or duo roamer the best. So much action your ears bleed karma and rank points. Choose to kill or run…fight to the death or live to fight another day.

Recently, I have seen these:

Wa: GS 100B Nike™
Gu: MediBurn
Th: D/P – the Return With A Vengeance
Eng: Grenadineer/Static Discharge
Ra: Pewpewpewpewpew or Condi Stealth Trapper
Nec: MM, Zerk Lich, or CondiDurationmancer
Ele: D/D Live Forever, with rare appearances by D/F or S/F Stone Cold Stunners
Mes: StealthBetterThanThief GS Shatter and/or ConfusionHell

What have you seen as solo roamers?

Congrats Jade Quarry 3 years as top 3 server.

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Grats.

At least I know the money I made on AC’s on the TP have gone for a good cause.

Monks, you know that JQ never uses ACs ever, so you made that gold elsewhere.

WvW server health?

in WvW

Posted by: Oogabooga.3812

Oogabooga.3812

Well no worries, friend. T2 is going to balance out a bit more, since a couple of the wvw guilds from TC have transferred out; unfortunately for you, they transferred to SoS.