http://gw2.guildex.org/ – A site for guilds on EU and NA servers, can be sorted by server, style, size, language, etc.
A good guild with lots of helpful members. It should be noted that while the guild is UK based, there are members from all over Europe.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Rainu.6871
I don’t think it’s too difficult but I do think everyone should get an infinite continuation coin, especially Tribulation mode. As I mentioned above, part of the staples of the genre (that is, the genre for games that are excruciatingly difficult e.g I want to be the guy) is that you can just try and try again. You are expected to die so it is not treated kitten much of a punishment but for TM SAB your options are to either spend a long time farming baubles for coins or buy one from the gem shop – the former is a boring grind and the second is p2w.
First time Guild Wars 2 has something that can truly be considered Pay 2 Win. I sincerely hope this is not a sign of how year two will turn out.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Rainu.6871
The main frustration for me and the guildies I was doing it with was the rapids in the river a bit after the raft ride. There were just such a ton of bugs with it (people getting stuck in the terrain and having to exit to the hub, people getting teleported all over the river both forward and backward, etc) that we lost two people just there because they couldn’t be bothered to even continue trying.
One thing I think would greatly help is to simply remove the continue coin function and just give everyone the equivalent of an infinite coin. As it stands now, it feels like the inf. coin is almost a requirement in order to be able to enjoy SAB (unless you farmed tons and tons of baubles back in April) and I probably heard 10+ people saying it they wouldn’t bother with it anymore after they ran out of coins.
The thing with games like IWTBTG or Cat Mario, you can just try and try again – it’s part of the genre so adding it as an option from the cash shop just feels like a cheap move that reduces the enjoyment for us fans of the genre.
When people are talking about all these large gold income theyvget from CS farming, keep in mind that only a minor part of that is actual new gold entering the economy and the majority comes from selling things on the TP. It’s less “money making” and more “money moving”.
My Guildie made over 500 Gold from doing the Queen’s Gauntlet alone. THAT is new money entering the economy.
Also, players are farming Champions in Queensdale, Cursed Shore, etc. All those drops (anything less than rare) are new money. The rest are being traded on the TP. But still, it’s the infusion of “stuff” that’s providing the common player with more wealth. This is at the expense of the Market Players who mainly flip for income.
Yes, as I mentioned in an earlier comment, the gauntlet is a gold faucet that is set too high IMO. My comment was purely for champion farming and that group running them is something Anet specifically mentioned when introducing the patch as a way to farm.
Keep in mind that the biggest pre-patch gold faucet (cof) was turned down and I guess it’s a lot of the people who used to run it that a running CS farm trains now as well. The new dungeon reward system means that casual players have a better access to gold now as well, something I think is good but also something that is another faucet.
As for people making a profit flipping items on the TP, I can’t say I have much sympathy for their inconveniences – at least train farmers do some work (and provide some goods) for their gold even if it’s mind numbing work
@Rainu
It’s 4/5 Gambit Dead-Eye being a 40 second encounter with a zerker Thief for 40s net profit. 40 seconds for 40s that is made out of nowhere.
Yes, I agree that Gambit farming is causing a problem with gold influx. Champion farming in the open world isn’t as much of a problem.
When people are talking about all these large gold income theyvget from CS farming, keep in mind that only a minor part of that is actual new gold entering the economy and the majority comes from selling things on the TP. It’s less “money making” and more “money moving”.
Considering how Anet specifically pointed out event farming in Orr with large groups as something intended to be profitable due to the increase of spawned champions, I don’t think nerfing that aspect is the way to go (or if it is then that’s a sign that there is some severe lack of forethought going on).
I think for the majority of the players the biggest goal requiring gold right now is a legendary. The cost for that comes atm mostly from the TP, something I’d say is a major problem, and a cost from vendors that is still significant but nowhere near the TP. The money that goes to vendors are an effective gold sink but buying precursors and materials on the TP only removes the listing fee. Hopefully the crafted precursors will be more similar to certain Mystic Forge recipes and take part gold and part some other from of currency (e.g. Skill points).
I wouldn’t hold out too much hope for crafted precursors though, with the one year anniversary for GW2 coming up, the 10-11 month anniversary of when we were first told that we’d be getting a system for non-drop based precursors is also closing in.
Why does quality assurance make so little by comparison?
Think of them more like proofreaders and devs as authors.
Spent some time in a zerg after the reset for badge farming. In the time it normally would take to farm up a full stack of badges I instead only got around 50 badges (forgot about the wallet so didn’t check until after the first fight). Since the wvw JP chests not giving badges has been confirmed as a bug, hopefully this is something related to that and will be fixed soon.
Thanks for the feedback everyone and please keep it coming. Personally, I find that one of the hardest parts of being a desginer on GW2 Live is coming to terms with the fact that not every update will please every player. We do our best to deliver appealing content with enough variety to keep as many people as satisfied as possible. And If there’s one thing we can do consistently, it’s improving the experience of said content each time. I think we made some great strides with the Jubilee. I think we have a lot of room to keep growing. But our team isn’t done yet. We’ve got some exciting things coming later this month. Things you’ve never seen in this game before.
But in the mean time, please keep telling us what you’re thinking. We are listening. Not only to what you’re saying but also to what you’re not. The very first living world team actually did the thing some of you have called for. Some 40 or so permanent events were added around the game in our very first content update. They were met with little interest or fanfare. Granted, Halloween may have stolen the show. But those events are still in the game today. I’ve seen very little reaction to them, however, positive or negative. Despite this, there are many events I would still like to add. Many zones and bosses I would love to revisit. As we get better at the living world, I strongly suspect we’ll have room to get around to them as well. Assuming that’s what our players really want. You are all the second half of the collaborative process, so thanks for helping!
Thanks for the answer. The second paragraph has me wondering though, what exactly are you judging the level of reaction on? I really hope it isn’t the forums since, as in common in pretty much every form of customer feedback, people who give feedback most often do it to complain and then if they are quite surprised in a positive direction – those who are content or getting what they are expecting will not voice their opinion. An example of this from the “real world” is eating at a restaurant, if a customer gives feedback it is more often because something was not to their liking (cold food, over cooked, etc) and besides a habitual “compliments to the chef” it is usually only if the food (significantly) exceeds the customer’s expectations that they will give positive feedback. Essentially what gap 5 in the gap model of service quality refers to.
The Halloween update probably suffered from having the permanent content being overshadowed by the extremely flashy Mad King events (and to be fair, it was pretty much the only thing advertised about the update) so players didn’t really pay attention to the new content until later on. It might also generated a lesser amount of feedback because it was the first major content patch and the players didn’t have anything else to compare it to. This might even have been a cause of later dissatisfaction with the focus on temporary content, Halloween added several new events and mini dungeons, and the Karka event added a new zone – after those two big patches with lots of permanent content added the following patches have felt a bit lackluster once the awe-factor of something new has worn off.
The problem and benefit with temporary content in my opinion is that it can be made very flashy compared to the permanent content. It’s kinda like eating desserts compared to real food – the sweets might taste better and have a high appeal but they’re lacking in nutrition so once the initial sugar high is over you’re left feeling drained and quite tired with it.
The worst thing about Kiel winning is having to listen to Evon supporters throw tantrums over a fake video game election.
^This
+1
To all those who claim that the Abaddon fractal would have given us oh so much more lore: what do you base this on? We know nothing besides that it would have taken place during the first fall, it might have just as easily been that we’d never have seen any of the gods even in the background and no new lore at all, just nods to some who played GW1. It might also be that the Reactor will give us more lore, lore on things that are current and still affect the life in Tyria rather than something which happened hundreds of years ago.
Having GW2 take place in the same word as GW1 but 250 years in the future was a good decision IMO. It lets Anet include references to the first game as well as expand on their world building without being restricted by the setting og the previous game(s). Technology advances a lot in 250 years and while I agree that the Asuras and their laser, sci-fi tech can annoy me, I find the steam punk elements to have a logical place in the technological development.
This, pretty much. Although I’d say thieves and eles are the only ones who can run away without dedicating utilities and traits to mobility (mesmers need Blink and probably some stealth utility and unless they have runes for it, they have little to no swiftness). If you roam alone or in a small group then you need to be aware of your surroundings, if the zerg is within attack distance (say 1200) then your best hope is to run in a direction that would mean the zerg needs to follow you – this will usually at the very least mean only portion of the zerg goes after you (especially if you’re solo roaming) which increases your chances of getting away.
Guardians have actually got quite good mobility compared to some classes, e.g. necros can barely run away from a snail on Valium.
I would say that necros have better mobility than you are giving them credit for. They have a passive movement speed increase on a signet. They also have a long duration swiftness with a teleport ability that doesn’t have to target a minion. They have more but you can see the point.
I’m not saying guardians are horrible, but I think you are wrong about necros mobility. They do have good mobility. They also have a teleport, a pull, etc similar to guardians.[/quote]
Yeah, I was over exaggerating a bit Although it’s really only Spectral walk that is used by any necros, both Flesh wurm and the signet are skills that are never taken unless it’s purely to build for mobility and all classes have good mobility if they build purely for it. (I would however still say necros have the worst mobility in the game and Anet have even said that this is by design since they want necros to be a class that can’t chase but can prevent you from running away.)
actually none class except good thief, or mesmer could run away from the zerg which would be such stupid to chase them…..
actually when I am wandering on WvW alone/in very small group – if we will spot zerg in fight with we cannot fight we just don’t engage, don’t let them see us, and retreat in direction opsite to their target.
and from mine experience no good zerg will chase 2-3 players, when they are going for something else….
This, pretty much. Although I’d say thieves and eles are the only ones who can run away without dedicating utilities and traits to mobility (mesmers need Blink and probably some stealth utility and unless they have runes for it, they have little to no swiftness). If you roam alone or in a small group then you need to be aware of your surroundings, if the zerg is within attack distance (say 1200) then your best hope is to run in a direction that would mean the zerg needs to follow you – this will usually at the very least mean only portion of the zerg goes after you (especially if you’re solo roaming) which increases your chances of getting away.
Guardians have actually got quite good mobility compared to some classes, e.g. necros can barely run away from a snail on Valium.
Nice guide, might give it a try with my guardian soon
Have you compared how it does compared to some version of the old AH crithammer build? Say, with Knight’s armor and maybe Magi weapons, and Empowering Might instead of Two-Handed Mastery. It will have a bit less damage but with the higher precision the staff will proc might on allies more often, buffing your team and giving you a bit more healing.
The Great Collapse is where the art district used to be (lore wise, in the lore there never was a canthan district)
You haven’t played the Order of Whispers storyline have you?
Several times. I guess you refer to the man who trains beasts? It’s mentioned only in that one conversation that there is a cantha district in DR. My guess is that it’s a left over from before the decision to remove the district but even if it isn’t, the area where the great collapse is has been confirmed by devs to have been the arts district and NPCs there (obviously added after the change was made so not a left over) mention that it used to be the arts district.
So, I might have been wrong in that there is no Canthan district but if it is (and the dialogue in the personal story quest isn’t just something that wasn’t changed) then it’s not an accessible district and thus not in the game.
Then what about the direct mention of a Canthan district in Ghosts of Ascalon (including an allusion to one in the previous chapter as well).
Correct me if I’m wrong but aren’t the Guild Wars 2 series of books supposed to be canon lore? The contents of which are alluded to multiple times within the game? If so, why do they expect us to just sit back quietly while they rewrite (without being truthful about it) a significant part of the lore?
The very least they could do is admit they’re retconning it instead of just saying it’s never existed.
The mention of it in the book is also likely due to a canthan district having been planned to be included, I’m not sure when the decision to scrap it was taken but considering Ghosts of Ascalon was published 2010 it might very well have been afterwards.
The books are indeed, IIRC, meant to be canon so one guess is – as I mentioned in my previous post – that there exists a canthan district somewhere in Divinity’s Reach but it’s not accessible in the game (looking at art of DR as well as how it looks from Queensdale I think there are zones we haven’t seen (yet)).
The Great Collapse is where the art district used to be (lore wise, in the lore there never was a canthan district)
You haven’t played the Order of Whispers storyline have you?
Several times. I guess you refer to the man who trains beasts? It’s mentioned only in that one conversation that there is a cantha district in DR. My guess is that it’s a left over from before the decision to remove the district but even if it isn’t, the area where the great collapse is has been confirmed by devs to have been the arts district and NPCs there (obviously added after the change was made so not a left over) mention that it used to be the arts district.
So, I might have been wrong in that there is no Canthan district but if it is (and the dialogue in the personal story quest isn’t just something that wasn’t changed) then it’s not an accessible district and thus not in the game.
I wouldn’t call thieves easy mode but I do think they have the lowest skill floor (as opposed to skill ceiling, skill required to do ok) of all classes. A skilled player will probably know quite well how to counter a thief (even if getting a kill on one can be difficult on e.g. A d/p who trues to escape – whichis something I believe is the cause for a lot of QQ) but people new to wvw/pvp might have a hard time handling them. A common problem for all classes is that unless someone plays it as well, they will mostly see the strengths and not the weaknesses – they know thieves have good burst and can stealth to get away but are less aware of thieves lack of good ranged weapons and damage mitigation.
Mesmers are a bit similar in that they will stomp someone who doesn’t know how to counter it but if you a aware of the tells (rising the GS to summon a iZerk, Mind Wreck clones running towards you or triggered after a MH sword clone jump) then they are much easier to beat. Being killed by a phantasm spamming, non-point blank shatter mesmer is like dying to a HS spamming thief, just a matter of not knowing how to react.
(Based on having a character of each class at 80 and roaming in wvw with all of them)
Where are you getting the art district from?
It is obvious from the screenshots that the arena is going to be located where the Great Collapse is. Look at the left side split roof overhangs. These only exist today at the border of the Great Collapse.
The Great Collapse is where the art district used to be (lore wise, in the lore there never was a canthan district)
I don’t think the change to the way gold from dungeon bosses work is any reason for a refund but I am curious to see what will happen in the future with the +MF infusion given that Anet have stated that they want to remove MF from gear, then there might be a refund.
On a humorous note, this is one of those topics that shows that we complain about everything ain’t it?
“ain’t” isn’t a proper word in written English.
;)
“Cellphone” wasn’t a proper English word, it wasn’t a word at all, but it was added to describe a new piece of technology. “Assassination,” wasn’t a word until Shakespeare wrote it into a poem; it wasnt even slang, just simple random BS to describe ‘skilled murder’, yet everyone excepted it, and then after it became official. “Gay”, a term that had been coined for happiness, over time was transformed to officially include ‘homosexual’. Languages develop and change with the culture, its a fact of life, there is no ‘true’ or ‘pure’ English. That being said, ’Ain’t’ is a word; consult the dictionary.
…sorry for diverting from the topic, but I hate grammar kittens.
You didn’t consider the post I responded to, did you?
An assassination attempt on the queen? Boring.
A kidnapping of the queen? Boring and unimaginative to the point that the writers should be forced to have a tequila session each morning.
An uprising by the people, demanding a governmental system based on the votes of the population rather than an archaic system where the ability to rule and lead a nation is purely dependent on your patents? Inspired!
On a humorous note, this is one of those topics that shows that we complain about everything ain’t it?
“ain’t” isn’t a proper word in written English.
;)
I’m still trying to wrap my brain around the “I might accidently buy something I don’t want!” or the “I might spend money I want to save!” arguments.
Umm….
The accidentally buy one confuses me too, but the “I might spend money I want to save” one is pretty easy if you think about it. Most people who want to save money leave it somewhere else, like on an alt or in the bank that way they don’t have to worry about being tempted to use it (since having it in your inventory can make a pretty big temptation). If you don’t see it, you’re not tempted to spend it. With this change, unless we make personal guilds, we will be VERY tempted to spend it.
The “accudentally buying” argument is probably on the TP, it’s the only place with really expensive items and lag there might cause two buy orders to be sent (it’s not uncommon enough to not warrant some worries).
I like the wallet very much even if I’d also like for it to be a way to put some gold in a “safe place”. Having a one man-guild is a workaround but a very clumsy one with several drawbacks although if gold can still be deposited there, doesn’t that mean the mechanics should still be available?
First if all, welcome!
Depending on what kind of MMOs you have experience, things might feel familiar or new. One major difference to old school MMOs like wow is that combat is much more about movement and not only can you move while using most skills, it’s something that’s more or less a must later on (e.g. a lot of enemies have attacks with a charge up animation that will hurt if you don’t get out of the way).
Next difference is that there aren’t really any quests in gw2 (besides your personal story but that’s like one per level), instead you’ll come across Hearts which has you earn favor by e.g. killing mobs, harvesting plants, trying out experimental weapons or something else, and Dynamic Events which are stand alone or chains of events where anyone can join in to help achieve some objective.
If you want to test out builds you can head into the mists (accessible from the pvp menu) where your level will be set to 80 and you will have access to all your traits and skills and can get gear for free from vendors.
There is (usually) a new patch every two weeks which affects the Living story, currently it’s for an election for which of two candidates will get elected to the council in Lion’s Arch (a major city) and starting on the 6th it will be a featival in Divinity’s Reach (the human capital). These patches often have content that is available only for a limited time but you will probably at most miss out on some potential new skins if you can’t participate.
Crafting is not a good money maker but it gives plenty of xp so gathering materials as you adventure is advisable. The nodes are individual so even if someone else e.g. chops down a tree, it will still be there for you as well.
Advise on a class is kinda difficult, all classes are good and while some are better than others in certain areas they can all do everything so just try them out and see which fits you the best.
I`m just dropping in to tell you guys how much I`m appreciating the discussion in this thread, it certainly is one of the more intelligent threads in this forum with lots of truth in it.
I`m personally agreeing with almost everything Jscull wrote, except the conclusion of giving enhanced player stats to long time players. As an avid starcraft player for almost a decade now, I just can`t cope with the idea of artificially enhancing one`s chances to win a fight just because he/she played for a longer time. It`s against everything what PvP stands for in my opinion.
Best regards
To bad that moderators deleting post that telling proofs, about WvW and WvW designer, who is basiclly doing nothing for WvW in last few months/weeks.
Wondering why they dont even replay in this thread? Easy. They dont care, and prolly nothing will change. Its better to add some PvE festivals for casuals.
I haven’t really bothered to re-read the topic to try to remember what posts have been deleted but there were a lot of whine posts that added nothing constructive to the discussion, deleting them is in accordance with the ToS.
OT: while more improvements to wvw would definitely be welcome, this patch is focused primarily on the living story and thus pve. The change to effects is, IIRC, largely aimed at wvw in order to help reduce lag when e.g. two zergs meet and let the fireworks fly. A wvw patch is (supposedly) coming later this year and if that one fails to deliver then I agree that there are good reasons to complain.
Queen Jennah will be kidnapped and we will have to search for her in WvW. Whenever we claim a tower or keep, Trahearne will pop up (with a hair change to the mushroom style) and tell us “Commander, a word please. I’m sorry but the queen is in another castle.”
Or, maybe more likely, we might get a continuation of CM’s story and/or Order of Whisper’s initiation story with Demmi taking the sport as returning-character-from-personal-story. I hope there is no kidnapping of the queen though, it’s such a cliché that it just screams of writer’s block.
Power creep? Good players should be rewarded.. Supply mastery rewards casual idiots who want to build siege more. ZERO progress made towards a player vs player atmosphere.
WXP =/= “good players”. Sorry to break your heart. Not only that but “Good players” probably don’t need to be rewarded with even more of an advantage over other players.
lmao.You’re right. Why would we want an end game that requires more than spamming a couple keys, key turns, and fighting npcs that you can get defense against? Lol you guys realize you play the easiest mmo joke of a version of “player vs player” in mmo history right? Mario cart is more challenging that sitting on an arrow cart for an hour just to press 2 buttons.
And yet you are arguing that there should be a system to make it even easier? No, having wxp improve your numbers (be it stats, damage, defence, etc) against other players is a bad idea and I think even the guard ones are a bit excessive.
I hope the great collapse turns into what it was intended to be.
They’ve already said it won’t :/
It’s somewhat annoying but not nearly as much as the GS auto attack bug when it keeps getting obstructed at a way smaller height difference than it should.
There were (are?) some places where people could climb over walls, it’s considered an exploit so at least in the current system I do not see this being added.
Warhammer had a similar system with some classes being able to break through the back door of the outer wall, it was quite fun and since you needed a varied composition to take a keep you couldn’t use it to ninja a keep but you could use it to take out siege weapons (oil usually) and guards as well as harass defenders if there wasn’t too many of them.
Generosity helps alleviate a bit of the condition pressure in wvw and either Air or Centaur are great for providing more swiftness (Air is more offense and Centaur is more swiftness)
Ranger is also a quite good pve solo class and it has several different, viable builds. I’ll have to disagree about thieves being one of the more complex classes though, I found it to be the second easiest after warrior.
I made the transit to mostly hotkeys back around wow vanilla launch but given the enormous amount of skills and items I still clicked on the less commonly used or those that were never needed in combat. I completely abandoned clicking early 2012 in swtor when I got a Razor naga mouse and a Logitech G13 hotkeyboard.
I’d recommend engineer over thief (I’ve got both at 80 and both get plenty of play time) if you’r looking for group oriented combat.
In e.g. a dungeon an engineer can provide decent support with healing turret, medi kit or elixirs or stack vulnerability with grenades. A thief can give group stealth with Shadow Refuge which can help rezzing as well as smoke fields (which the engi can do to a lesser degree as well) and share venoms if they run that particular build (don’t know if it’s any good in dungeons though). I prefer to have an engi over a thief since they tend to die less but if the thief knows what he is doing then it’s not a problem.
An engi gets a lot of damage is the more popular builds from kits but I wouldn’t say it’s necessary, especially not to go 3 kits. One popular build is the HGH elixir build (it got nerfed a bit and lost it’s stunbreaker but that’s not as important in pve as in pvp) or you can just go for one high damage kit like grenades or bombs. There is also the Static Discharge build which relies on toolbelt skills but I’m not sure how useful that one is in pve.
A support oriented thief would probably be most useful by either running a venom share build or by using the skills mentioned earlier (Shadow Refuge and smoke fields), the venom share build might lose out on some dps but you can use smoke field with some of the highest dps builds available (offhand pistol)
I do not want more trait points or new tiers. Given that Anet changes, adds or moves traits almost every patch I think it’s safe to say it’s likely they will include the new traits into the current system rather than expand upon it (or at least I hope so although experience has also taught us that logic and Anet’s balance changes are not always on speaking terms).
A dual build system would be nice though, even if it was just something like a portable skill retrainer with the same cost and the ability to save builds.
soloing it only gets you the AP.
Still gotta kill 50 pirates to ‘beat’ it.
wtf u talking about thac for extra coin in the end u beat it if u survive and dont lose the gold also NONE can do 50 kills on tier 4 NONE , u will whipe on the 4 wave 100%
That’s OP’s point, if you want to do T4 the “real” way instead of abusing the mechanic like we all currently do by soloing it at the mortars then it’s too harsh. Can it be done? Probably. Does it require a very specific group composition that will most likely lock out a majority of the players and prevent them from doing it with their friends? Certainly.
Certainly! I mostly roam and will often join up with one or two other roamers even if we’ve never met before. Zerging can be good for some mindless fun at times as well but I find that the most fun is to be had in small groups regardless if it’s premade or not.
Does anyone else miss the days when Anet said they didn’t want to make changes too hastily since they wanted the meta to adapt to the ga e rather than adapt the game to the meta? I know I sure do.
Allie, I might not agree with your (Anet’s, not just your personally) stance on this but despite that I appreciate that you take the time to communicate with the community rather than just changing things in silence!
And pls stop thinking that you have to balance for Hight level PvP, Low Level, WvW and PvE. Just balance for Hight lvl PvP. A more difficult game is better because ppl will get happy if they fill that they learn how to play difficult builds. And PvE and WvW who cares if it isn’t perfect? If i love ranger, that is weak, i play him in WvW or PvE.
But this is only a my opinion.
To paraphrase a popular quote: I respect your right to have your opinion but I think it’s utter bollocks.
Your reasoning might be solid if the player base was evenly split between pvp, pve and wvw. As it stands however, I’d be surprised if the part that focuses on tpvp (I don’t count hot join since that’s a mess) makes up even 5% and I wouldn’t be surprised if it’s less than 1%. I believe, as a very large part of the posters seems to do, that the best option would be a split between pvp and pve/ww for skills and traits (I’d even go as far as saying it’s needed if gw2 is to be a succesful esport). Failing that though, tpvp should IMO have the lowest priority when it comes to game changes based on what content players focus on. I’m not saying to ignore tpvp but no change there should have a detrimntal effect on ve or wvw.
There was just now got a split for Dhuumfire with pvp having a shorter duration. Ths is IMO acceptable since 1) pve/wvw has got more tools for shortening condition duations (e.g. lemongrass) 2) a tpvp team is often more coordinated than a wvw or pve group and can more easily make sure there is a decent amount of condis up 3) burning, as something stackng duration, is less useful when there are more people attacking a target. The reason being that pvp has different objectives – more focus on controlling a spot and small scale fights) while pve and wvw have got access to a wider variety of tools and the focus differs as well.
One small tip that I usually tend to do is save staff#5 for when the thief pops Shadow Refuge. It’s not much but it will almost always fear the thief out of SR which makes him waste a 60s CD skill and prevent him from getting the stealth and heal from it. As you mentioned, staff is a good choice since besides this you can also use marks to spot the thief in stealth to give you a bit of warning.
Yeah, Protection of the Horde is useless to a non MM although that is still something I can understand (minor traits sometimes have limited usefulness). It would be nice if it was made into an optional trait but at least it’s not actually detrimental to take it like Reanimator is.
Is there any reason why a trait that must be taken if you want to go into Death Magic and which tends to more often be a hindrance than a help cannot be toggled on and off? I can’t count the times I’ve been glad for the minion (I’m not running a MM build) nor can I count how often it’s screwed me over – the former because it’s so rare and the latter because it happens so often.
In a game where positioning is so important it just feels weird that we are punished for taking even 5 points into one of the trait lines.
Colour is based on your server’s rank within the tier. E.g. in tier 3 the server on 7th place is green, 8th place is blue and 9th place is red.
Thieves are better for pvp, for pve you have better options (guardian, warrior). I always prefer a party with warriors or guardians only. It makes things easier.
Then clearly, you’ve either rolled with bad thieves or do not understand the class. The reason I say this is because in these threads there are always plenty of posts describing exactly why the thief is a boon to any party… and then someone just ignores that and posts comments like this. Just need to jump on the hate-wagon, huh?
He doesn’t hate on thieves or even say they are bad, just that there are other classes which bring more to the group (and I fully agree). Besides SR (which is a very good skill for reviving downed group mates on bosses that don’t use AoE) there is very little a thief brings that other classes can’t bring to at least the same level. Cluster bombs for blast finishers have been mentioned earlier in this thread and it is indeed their best support skill since it’s the most spammable blast finisher in the game atm but it is reliant upon useful combo fields being out (water or fire, mostly) in order to shine.
So in short: For dungeon runs thieves are good but they aren’t the “optimal choice” if you want a speed run. (And for non speed runs pretty much anything is viable anyway since there are no enrage timers)
It’s the problem with not splitting skills between pvp and pve. Some classes are weak in one mode while borderline OP in the other and changes made to balance one mode will often push the other one even further out of balance. Warriors are beasts in pve but they leave a bit to wish for in pvp while thieves and mesmers rock pvp but in pve they feel a bit lackluster (thieves in dungeons and mesmers in open world pve, especially DE farming).
While it might be more difficult at the level you’re downscaled to otherwise, it’s far from impossible. What CM (and several other dungeons) requires is for the group to plan ahead with regards to weapons and utilities as well as traits to some degree. There is a reason we can swap them out at any time (out of combat), you are supposed to adapt to the challenge. Pretty much every class has access to some projectile block or reflect (I can’t recall any for necros) so if you’re goin up against a mob group with plenty of ranged enemies you are better of equipping/slotting some of them. Same goes for condition removals, plenty of mobs in CM apply various kinds of conditions so having a way to remove them is key. As a new player in CM you might not know what to use when but either ask in /p or observe what is killing you and learn from the experience. Dungeons in most recent MMOs have become a joke, I like that GW2 has got some which at least offers a bit of a challenge (<3 Lupi). Since you can get exotics with the same stats from multiple dungeons you’re not even losing out on anything required by opting for an easier dungeon until you becomemore familiar with game and class mechanics.
immediately thought of monty python when i saw this thread and barely dared to hope that it would be something actually related to it and not QQ, to my delight, it actually was. good job making me laugh my kitten off OP. Oh and also, my favorite python sketch:
New mesmer elite skill? Especially effective against charr.