Showing Posts For Reaper.1748:
This in all honesty just feels like a l2p issue. Staff cleave is just consistent low damage in a forward cone, this softens up pushes and just ensures the players engaging feel some initial pressure before making contact.
You can put out your own range pressure, from a safe range, as the staff only has 1200 range, where as most natural casters have 900-1200 range. Engaging or pushing to them I’d hope your group could out DPS just passive staff cleaves regardless of class.
Retaliation is just a counter to AoE pressure/cleaving skills, the more players you hit sporting the boon the more damage you’re subjected to. So not attacking is a way to deal with it, if you still feel need to do damage hit along the outer edges of the group, you’re less likely to be hitting too many things with retaliation, thus lowering the damage you receive back. But if you’re just gonna switch your brain off, and dump big aoe in the center of a massive group to see big numbers fly, you going down/dying is more than likely gonna happen, and in reality your fault for not thinking.
Oh yeah and dodge rolls, your heal, other skills are effective at mitigating, blocking, or assisting you through the staff cleave/retal
Is it possible to ally with the other T3 server vs the tier 2 server?
if both T3 servers attack the T2 server, we barely make a dent in them. With white swords gone, and the community desertion that came along with that particular change, T3 servers are left with the players who dont actually give a crap about the PPT and just play for fights.
I dont have a full headcount of guilds on SoS, but with DB, they had more guilds rallying, who had deeper rallies (25+ compared to our 15-20) than both IoJ and NSP combined. I imagine SoS is largely the same.
Me personally, I dont really mind because I havent tried to upgrade anything since the second week of no white swords. My guild does rally and has gotten to GvG with some of the best guilds in the game, and we can work on improving our synergy and play while we get blobbed
It also doesn’t help Sos guilds are lazy. Even in t2 the “fight” guilds tend to stay near the pug zergs. MM, Syn will stay close to other zergs even if the enemy is like 15.
You do realize that guilds have days they don’t raid? I dunno what MM was doing, but Syn hasn’t had a raid in five days or so, its winter break for us. We should be doing something on Sun/Mon. Hit up Fallen.4317 if you care enough to set up some sort of 15’s or w/e.
meh – it’s a game…WvW is open for all players…why do people always think they’re so much better? I’ve been in guilds like that…it’s that exclusivity that causes server problems. You’d be better served to provide new players advice and mentoring. It’ll help your server and it’ll help your guild in the long-run. We were all new once…
Its not that anyone thinks they’re better or shouldn’t be if that’s what it is to them. However I’ll explain from a driver’s perspective of things.
Guilds can have a wide array of requirements for you to join, some are light and fairly casual, others are geared toward seeking out individuals better suiting the guilds needs and playstyle.
So on average I have 20 people for raids or so, those players are in voice comms with me, they’re about to commit 2-3+ hours of their time to the raid, of their time. These players have spent gold, gearing and optimizing themselves in order to produce a sort of effective machine.
So why should I unfairly open up to the public, who are free to join without any of those requirements needing to be met, while my 20 or so players in the guild need to go the extra mile? Or invite players that may cause an already difficult fight to get harder due to rallying,etc. It’s not a sense of the guild being better (although some are stuck up like that), but its more so just because of the level of coordination, your aims, and goals as a guild, and then this machine you crafted, has an unexpected wrench tossed into it.
Now training new players, I’ve tried this, I’ve even taken on new players into the guild, now this is where its up to the player themselves, I’ve had people with drive to improve, they took time, and learned. They became competent players I can count on, but there are players just looking for the easy bag without any heavy lifting, or simply refuse to improve themselves. Them dragging their feet like that purposely isn’t good, and isn’t fair to those giving all they’ve got.
It all comes down to the guild that you’re looking at, the players around you.
Tbh Blackgate during season 2 wasn’t overly that bad, in comparison. I mean of course they knew coverage would allow them to win in match ups a T2 servers, so they got into it more so for the fights, at least a good portion of them.
As for the op, I hate to say it but it sounds like ‘were not wining at all so we don’t belong here’. You seriously think any T2 server would fair any better or want to be there? Or even down in T3?
1u: 1d just would be a horrible system to put back into the game.
Mag going ppt mode? If this isn’t a sign of the apocalypse, I don’t know what is.
Nah… That’s merely our old friend Population Imbalance… FA did pretty much the same except that they don’t have the nightly coverage that Mag does.
Also, if Mag really want to avoid this matchup again, they should ppt their kitten s off so their rating get away.
Not really a thing of avoidance, this was projected to be a 2% chance we got this match up, and poof it happened. Its similar to that 20% chance of getting the match up we did last week, as opposed to the 78% chance of the one we’d had for months straight.
I honestly don’t get why people make such a big song and dance about something so small. Whether I slam down my jump key and dodge-roll key at the same time to do a jump roll, or if I input a macro on a keyboard to do it similarly it makes no visual difference. If the player spent whatever time or money to make the macro good on them, if they don’t fine too. If you felt a fight was close cause someone jump roll, probably wasn’t the case.
The only benefit it has is a slightly longer roll distance, so long as I’m aware which in some cases can matter, but really only to melee ranged skills. Besides out of all the things to pick at in this game you choose macroing a jump dodge roll key.
The priorities are real bro
It might be alright by one or two pieces for mixing to get the right stat combo, but alone its a fairly useless stat combo for WvW in general. Its an outright tank, with not Crit Chance, Condition Damage, Power, or Ferocity. And speaking in terms of Guardians pure Clerics was already useless enough, what people don’t realize a lot with Healing Power is, its alright to a degree to get it, helps with living.
But for Guardian especially, all that healing power for dodge rolls is essentially useless, and sitting there when you aren’t dodging, and there is no trinity, so I never got people who tried to ‘make it so’ in the game. There is support roles/builds, but honestly blowing dodge rolls for a little heal, and contributing no damage otherwise, is fairly selfish, and useless. (Since the concept is everyone pitches in, in their own way)
It scales 1:1 with healing power, has no internal cooldown, and heals 4 other allies. I wouldn’t call that selfish. Might not be the most useful thing ever, but definitely not selfish. The trait is even called ‘selfless daring’
Of course not the trait, and I knew its 1:1 scaling, but I mean I’ve already heard of people talking about using builds with near to full sets of gear with these stats. As I said it’ll be useful here, and there, a piece or two, but not overkill. And I would go as far as to say people who go almost full healbot, because with the concept of everyone gives a little, some damage, some healing (if available), condition clear.
Like I said the concept is alright in moderation, although when you aren’t dodging healing power just sits there, and does nothing. Even then you use your dodges more so as needed, rather than to really heal. Personally I believe 500-600 Healing Power is a good enough base for Guardians.
It might be alright by one or two pieces for mixing to get the right stat combo, but alone its a fairly useless stat combo for WvW in general. Its an outright tank, with not Crit Chance, Condition Damage, Power, or Ferocity. And speaking in terms of Guardians pure Clerics was already useless enough, what people don’t realize a lot with Healing Power is, its alright to a degree to get it, helps with living.
But for Guardian especially, all that healing power for dodge rolls is essentially useless, and sitting there when you aren’t dodging, and there is no trinity, so I never got people who tried to ‘make it so’ in the game. There is support roles/builds, but honestly blowing dodge rolls for a little heal, and contributing no damage otherwise, is fairly selfish, and useless. (Since the concept is everyone pitches in, in their own way)
Well I’ve gone and sacrificed some survivability from the Shadow Arts line, in an attempt to recover the damage lost, and allow for more offensive burst. Note with the build calculator the stats of somethings are off now due to change so I’ll post a written version before the actual Calculator Version.
Armor
x6 Valkyrie – x6 Superior Rune of the Wurm (the bonuses are Vitality/Ferocity Alternating, with the sixth bonus being 7% of your vitality pool converted into Ferocity. Also do note that taking the Practiced Tolerance trait to increase vitality pool will not increase Ferocity.)
Weapons
Dagger/Dagger – Short Bow
Daggers- Sigil of Fire + Sigil of Bloodlust (yay +5 for murdering bearbow rangers)
Shortbow – Sigil of Fire + Sigil of Air (to top end the damage when on this weapon.)
Trinkets
Ascended Berserker Amulet
Ascended Berserker/Valkyrie Ring
Ascended Cavalier Ring
Ascended Berserker/Valkyrie Accessory
Ascended Cavalier Accessory
Exotic Berserker’s backpiece – Exquisite Ruby Jewel
Skills
Hide In Shadow – Only real heal you should be using as a high stealth uptime build
Shadowstep – Basic stunbreak(s) + Condi clear
Shadow Refuge – Helpful for resetting the fight or getting a moment to recollect before attacking again
The third slot can be filled by Blinding Powder, Signet of Shadows, Infiltrator’s Signet, or Assassin’s Signet just choose what you like/require the most.
Elite- Changed depending on situation, either Dagger Storm or Basilisk Venom
Traits
Deadly Arts – 4 – Mug/Dagger Training
Critical Strikes – 6 – Side Strikes/Practiced Tolerance/Hidden Killer
Shadow Arts 2 – Shadow’s Embrace
Acrobatics 0 -
Trickery- 2 – Flanking Strikes
So as you see I’ve forgone the typical 0/6/6/2/0 build, in favour of finding more burst, but still keeping it survivable. Mug adds a little bit of damage, but we’re really chasing the 2k heal it offers when used, as with Dagger training for the 5% bonus damage from your Daggers damage.
Critical Strikes I selected Side Strikes, for the base 7% Critical Chance when hitting from the sides or behind, this is to keep damage even outside of stealth steady, and Crits outside of it are easier to land. I know Practiced Tolerance doesn’t offer stat bonus towards the Rune of the Wurm’s bonus but having the extra vitality pool as a condi sink, and to withstand more physical abuse is a nice touch. Finally the standard Hidden Killer to guarantee all our Backstabs crit, no real explanation needed as to why its there.
I went two points into Shadow arts to pick up the Shadow’s Embrace trait, which helps to remove conditions placed on you.
Finally I went two points into Trickery, to pick up flanking strikes, which allows for +5% damage when hitting from the sides or behind
Here is the build in the calculator, remember that since the update is new, the calculator hasn’t updated for it yet at this moment so the written version is more reliable for the setup overview.
Hope this helped, if anyone would like to comment, and discuss possible further ways to better this build I’d be up for it. Feel free to shoot me an ingame message or whatever.
Well you’ve got two sides to to this argument, and I’m of the side that I’d like it if the commander tag was account bound. But I also don’t want it, there is enough commander tags around already, with people who shouldn’t have had one in the first place, this could lead to bigger headaches, just due to the fact that Commander tags aren’t gated in any way, or fashion. Because now you have people who shouldn’t be commanding, having that tag on all characters, even up-levels, not to mention there is another thing. I have a few people I know who have bought two, three, or more tags for their characters, what about them? I don’t think they’d appreciate if people now get account bound tags, and they’re out a couple hundred gold.
I think its kind of silly people think current standings accurately represent how leagues will go. Guild groups are nice, and all, and in bronze they’re a bonus, however its really a lot of pugs that are your workers. Having these ‘organized guild groups’ around is a nice morale booster to the pug populace. I’m sure Darkhaven recalled what happened to SF’s population the first time they saw us in leagues, and how it fell off after HoD coupled with leagues ending. GoM is no HoD, so Im sure we should see a strong constant of players out there during leagues or it is my hope at the least.
But regardless to all servers, I do wish you all of the best, and look forward to seeing you all out there on the fields of battle, have fun in leagues, the one time period Anet forces us to play the PPT if we want some alright rewards.
Well I stick to Sword/Warhorn – Hammer due to the utilities the weapons carry are most friendly to the group.
Hey all, new to the warrior recently got mine to 80, played around with it for roaming and all. But Im now looking to move on, and get myself geared out, and traited for the ‘zerg’.
I mainly play a Guardian for my Guild, however I thought it’d be helpful to gear out my warrior for them too, in the case an extra warrior is needed, and I’m used to playing frontline, so I’d like a build to do that. I’d like a run down of Traits, Gear, Utility, and any details about the build if possible.
As Harbinger Mentioned SoR has a long CD and untraited makes it not really worth it. It might be a bigger heal, but if you look at Shelter, it blocks, while healing, which is nice for pushing choke points or mitigation in high damage situations or a nice relief from damage.
Personally as far at traits I’d drop Retributive Armour as mentioned, and pick up purity for the 10 second passive condi removal, as you’re running soldiers runes and shouts should help with removal of them as you remove one condis per shout (as you’re not specced into Pure of Voice). If you’d still like Retributive Armour, then drop Strength in Numbers, as in my view either are interchangeable. Since your quote says commander Im going to assume you command a lot, and thus as a commander you have to kind of be selfish, and self sustain prioritizing yourself a little more, a dead commander can’t command.
I’d drop Save Yourselves, for Hold the Line, as Save Yourselves is an iffy utility, depending on when used. Hold the Line is generally more picked and reliable, as you’ve just given yourself, and teammates Protection (4secs) and Regen (7seconds) which helps to mitigate and again recover.
Going back to what Harbinger your sigils share the same CD, Energy is much more nice, as a dodge is useful for avoiding potential damage, and your traits make it so your dodges heal. Depending if you want a little more healing or damage pick Sigil of Life, or Sigil of Bloodlust respectively.
Contemplation of Purity isn’t something I’ve really seen run before due to the long CD, and Retaliatory Subconscious is lacking, generally I’ve seen people use (and myself use) Master of Consecrations, and then their last utility as Wall of Reflection, Purging Flames, I’ve even seen some use the more uncommon Sanctuary or Hallowed Ground.
Last thing I can make mention of is Absolute Resolution looks nice and is good, however if you’d like to try it and experiment with it, Indomitable Courage is something I’ve played with in the past, it makes your Virtue of Courage apply stability to you and your party/teammates around which is nice as it allows you to save stand your ground for another needed time.
All in all this is what I’d suggest be changed
http://gw2skills.net/editor/?fUAQJAWSlUgyCXFyMEf4ESmCRCBxUgRZ01DHiiYIA-j0CBofDRjaAgEAh+AiQAL1sIasVWFRjVtET/aR1aYAWzFRrWKgLGGB-w
I wasn’t looking to redo your gear really since its already solid as is, hopefully this helped to some degree.
Oh we just wanted to leave you guys a present, the two omega siege golems on your crafting station they needed a little repair, they got dinged after we took your towers.
I mean we can’t kill you up there, nor do we care to, we just wanted to give peace offerings. Our guild in no manner uses nor condones the use of these to abuse the game, and shift power into our hand. I mean we’re bored, Devona’s Rest, and Kaining seem to be off in EoTM, and those left aren’t eager to fight. Besides we’ve got six weeks of frustration from being night capped into submission from DH, and ET.
By the way, that way into Citadel, thats been there from the beginning no one has fixed it at all, quite sad. But we made friends with the people that came into our citadel to say hi.
I mean clearly its the first time you were able to wipe us with the assistance of the invul you get in your spawn I might add. Just sayin you know, it was intentional suicide.
I have to laugh when I see someone getting upset about that, its kinda no different than the reality of life. And that reality is that life isn’t fair, never will be, no one signed any gentlemens agreement saying they wont interfere and such.
I mean serious just accept you got killed, I mean if they had to bring more to deal with you take it as a compliment. Or you could take it as you were worth their time. Not everyone is there to play the game your way.
So anyone from SF/ET care to guess what is happening? I have not seen a reduction in SF numbers at all (dominant zerg in EB, COSA+King+Lord mega blob in SF BL fighting outnumbered VoC+LoL group). So why are we keeping so close now? Am I wrong and you guys do have way less, or do we just have way more? Would be kind of weird if holidays hurt us that much more than it hurt you, but I suppose anything is possible.
Well for CoSA plenty of us have been in the Edge of the Mists Beta, so some of our numbers had taken off for that, and so our people decided to come in later there. I mean I’ll be honest during a regular CoSA night we muster around 20 – 25 depending on whats going on. And then if you see excess is more than likely just extra players joining us. Or in other instances like last night, fellow guilds such as KING, and all.
On another point coverage favours DH over the night to early morning times, now that holidays are mostly over. I mean thats why I dislike the talk of winning/losing PPT wise, you’re speaking of a force you only have so much control over, and all. I like discussing the fights, which they’ve been amazing this week!
I think it’s cute that Kaineng likes to threaten.
Kaineng commanders probably shouldn’t take everything that 1 or 2 random ar players say personal. We knew in anvil rock that this week would be rougher because we knew sf was taking a week off last week and we would be missing a few key players this week. The future sf/ar match ups will likely be decided by the 3rd servers force during both our primetime and primetime. On a side note. descent job holding off sf during primetimes this week. Some days better then others. We do need to find a way to keep a steadier wvw force at oceanic when our normal commanders are not on. Was near depressing a couple nights when checking up on wvw during oceanic. We got to be willing to work with other commanders at oceanic guys.
This is a picture showing what taking things personal can do. Not saying this is why kaineng lost their whole bl. But more of an example of what personal feelings can make happen. Seen it happen to commanders on other servers and long term is rarely beneficial.
Actually it’s been a fun match up, and yeah we (Sorrow’s Furnace) did take last week off, with leagues finishing up we didn’t wanna burn ourselves out, and so we decided that week we’d be taking a break.
One big edge Anvil Rock has is a strong (now even stronger with the new guild) Night time, and early morning crew, which and build up a very beefy borderland, and you guys probe enemy ones a lot, which is both annoying and effective. I’m not trying to take anything from your hard work, you guys have been awesome, and its really good that we’ve been keeping the thread very healthy in a sense.
As a newer Commander I’ve enjoyed this week a lot, its given me time to get into the swing of things, and learn the ropes better. I especially enjoyed the open field fights a lot.
On a side note, nice try to the few Kain who stayed to defend their garrison, I honestly thought it was lost since our golems were pretty low. No hard feelings, I needed your BL to help towards a first place win.
From the Charr Commander from SF (CoSA) I look forward to seeing you all out in the field .
A big point on commanders is staying alive long, I mean, you can’t lead your group when you’re on the ground. This is the reason why Guardians and Warriors are prefered to have commander tags on, because when built right, they can survive brutal beatings, and act as the leading edge of the group.
For a build I personally use
http://gw2skills.net/editor/?fUAQJARWlYgqCnFyLEf4ERWBRi9AjZsjXPcIFZIA-jUyAorAh7SG1AiKAk9KiGbZsIas6FMdJRUtLpIa1yAwsFA-w
For the Weapons Staff is a must, but you can pick between Greatsword or Hammer. I choose Greatsword because with the #5 (Binding blade) I pull five of their people to me, which gives my zerg/group a focus point. Also Aoe is capped at 5 people so it helps in that manner. Leap of Faith is nice for getting right into the fray when you’re pushing in initially. #4 Symbol of Wrath is nice for the Retaliation bonus, and when used for a light field with GS whirl #2 Whirling Wrath, or GS #5 Binding Blade, the whirl finish clears conditions.
However hammer too is nice too, as Hammer #3 Immobilizes one enemy, which the control is always nice. Hammer #2 is a Blast Finisher, #4 is a good knockback/interrupt. Also on your third #1 Melee strike will drop Symbol of Protection which is -33% damage reduction, and is another lightfield. Finally #5 Ring of Warding Is a an AoE cc, finally another light field.
Then I use full Power, Vitality, Toughness, on my Weapons, Armor, and Accessories, which heavily aids in my tanking ability. Runes of Melandru helps reduce stun duration, condi duration, and toughness, then I use Sigils of Force on my melee for extra power, then Sigil of life to aid in getting healing power up. Finally my Accessories use Exquisite Sapphire Jewels, putting more healing power, and such.
The utility skills, and traits should be fairly self explanatory.
I’ve had my Guardian for awhile now, and up until now I’d made him for Frontline in WvW, and driving the groups/zerg. But I’m starting to look at being able to roam on him, and right now with the new patch, and looking back at some other older builds, I was wondering what are some of the Roaming builds that are looking strong currently.
Here is my question:
What is wrong with the Raid Leader system in WoW that precludes GW2 from adopting it? That system is at least 5 years old (I think it’s closer to 10) and worked extremely well.
The Raid Leader system in WoW provided:
– raid leaders (aka commanders)
– raid assistants (aka lieutenants)
– multiple target markers for assigning priority/actions
– on-screen message overlays for providing clear, concise directionsIf you had this system in GW2, you would eliminate many of the problems in WvW and PVE and PVP to boot!
Heavily due to the UI, and game differences, that Raid Leader system in WoW is primarily used for PvE content, and more specifically raid for more easy access to see your tanks and know what every role is filled by which person.
GW2 I think would suffer if such a system was implemented because they are too mismatched for each other.
I think there is only three changes I’d like to see
The first of these being one largely demanded, and that is, that Supply Info needs a bit of a broader range, it gets a little frustrating trying to gather people on top of your tag, just to check the supply, and if the players around you don’t listen, or are scattered, you could have missed 10-60+ supply that could have been accounted for.
Second the other largely requested one, Allow them to perhaps customize your tag, even use some preset ones, and give a few colors to play around with, it gives some more simple depth to the tag. Like you have your scouts this color or symbol, or even help differentiate for commanders that are commonly around. Someone hits a Borderland, and they’d know that a certain commander may be there, given the familiar looking tag being present.
Third, and this is one I’d LOVE, and that is an invisibility system, cause I can’t count the times I’d like to run just as our guild group, and having it so that only guildies would see. And I mean I think this one is big, because it can further contribute to being able to play around with Guild vs Guild without disturbing the rest of the map and pulling in others, or being left undisturbed to run as a tight knit group that could and might be hindered by addition of players outside of voice coms, and or improperly geared for the group dynamic.
So lemme see, what this Darkhaven stepping their game up is about…. Hmmmm oh I see it, they’ve built more arrowcarts in their keeps, and more field ACs.
In all seriousness it isn’t a step up, its a sad spectacle, there is a reason I’d take another week of HoD over Darkhaven, you wanna know the difference? HoD actually, I dunno… fought, didn’t matter we were losing, they were winning, they fought us. Didn’t try any bullkitten field siege.
I miss having those fights with VLK or MU on any given night, and actually being fought with, not seeing twenty nameplates retreat into a tower.
And while the last thing I expected was those two guilds really even caring much about the match-up, their presence is interested in any regard.
I dunno I just loved how Darkhaven wanted to say they’ve stepped their game up, when I’ve had better fights with ET’s groups than Darkhaven, so step up or step down? And this is in all disregard for PPT, cause in Coverage Wars 2 its a fools game.
Lets get down to this, people whine about the numbers, yes we have people, what are we to do about it, more importantly what can we do? Ask people not to play, or Im sorry we’ll have 3 of us sit out so we accomodate you, and fight with even numbers? Fat chance, I’m here to play the game whether it means Im taking five people to kill two, to get the objective, or Im fighting ten with my five for an objective, and if I died, well I guess I’m running back for another try, because WHINING doesn’t change a thing.
So is there some weird prerequisite for the hint to appear? Cause to me all it says is "Approach any Juvenile Creature and press [insert interaction key here] to charm them. Unless I’m mistaken, I’ve done that about four times now. And no hint, so what am I missing here?
If you mean the Hint Completion action isn’t updating, yes, it is bugged. For many players, the last 1 or 2 Hints (or certain Hints) just will not complete, be they Charm Pet, Full Mail, Profession Mechanic, what-have-you.
If you are referring to not being able to charm any pets, or certain pets, then that would be a specific bug related to your account, and you would need to contact Customer Support. =)
So with that in mind, that the last two or one hints for a person can be bugged, would I just be best off ignoring it, remaking a ranger for the hint?
So is there some weird prerequisite for the hint to appear? Cause to me all it says is "Approach any Juvenile Creature and press [insert interaction key here] to charm them. Unless I’m mistaken, I’ve done that about four times now. And no hint, so what am I missing here?
Someone have a score update?
1. Server Population Imbalance, a big one here
2. WvW to PvE reward, I feel like Im discouraged from WvW because PvE holds better rewards, despite me working just as hard in a WvW field of combat, as PvE.
3. Make WvW account-wide. I mean seriously who wants to grind 300+ levels in WvW all over on a whole new character?
I’ve recently joined Guild Wars 2 about a month back now, and I’ve really enjoyed the game, used to play WoW before hand. But anyway I leveled, and recently got my Thief to level 80 I was wonder, what the general play style for the thief is for dungeons, or what good Trait builds/ability, weapon setups to use. As I really just hate to be dead weight, I like to know what I’m doing, know what helps my team/party members the most, and help myself succeed. I’d be open to and grateful to any help, support or direction my fellow players could give me ^^ In advance thank you for your help, in all its many forms.