Showing Posts For Sigmar.2185:
Simple guide about new contents released for Tyria:
Special Events
The shadow of the Mad King (October, 2012)
The Lost Shores (November, 2012)
Wintersday (December, 2012)
Super Adventure Box (April, 2013)
Bazaar of the four winds (July 9, 2013)
Super Adventure Box: back to school (September 3, 2013)
Tequatl rising (September 17, 2013)
Blood and madness (October 15, 2013)
A very merry wintersday (December 10, 2013)
Festival of the four winds (May 20, 2014)
Blood and madness (October 21, 2014)
A very merry wintersday (December 16, 2014)
Feature Pack (April 15, 2014)
Feature Pack (September 9, 2014)
World vs. World – Season 1
(from the 18th of October to the 6th of December, 2013)
WvW Spring Tournament 2014 – Season 2
(from March 28 to May 30)
WvW Fall Tournament 2014 – Season 3
(from September 13 to October 10)
Living Story – Season 1
Episode 1 – Flame and Frost: Prelude (January, 2013)
Episode 2 – Flame and Frost: The gathering storm (February, 2013)
Episode 3 – Flame and Frost: The razing (March, 2013)
Episode 4 – Flame and Frost: Retribution (April 30, 2013)
Episode 5 – The secret of Southsun (May 14, 2013)
Episode 6 – Last stand at Southsun (May 28, 2013)
Episode 7 – Dragon bash (June 11, 2013)
Episode 8 – Sky pirates of Tyria (June 25, 2013)
Episode 9 – Cutthroat politics (July 23, 2013)
Episode 10 – Queen’s Jubilee (August 6, 2013)
Episode 11 – Clockwork chaos (August 20, 2013)
Episode 12 – Twilight assault (October 1, 2013)
Episode 13 – Tower of nightmares (October 29, 2013)
Episode 14 – The nightmares within (November 12, 2013)
Episode 15 – Fractured (November 26, 2013)
Episode 16 – The origins of madness (January 21, 2014)
Episode 17 – The edge of the mists (February 4, 2014)
Episode 18 – Escape from Lyon’s Arch (February 18, 2014)
Episode 19 – Battle for Lyon’s Arch (March 4, 2014)
Episode 20 – Battle for Lyon’s Arch: aftermath (March 18, 2014)
Living Story – Season 2
Episode 1 – Gates of Maguuma (July 1, 2014)
Episode 2 – Entanglement (July 15, 2014)
Episode 3 – The dragon’s reach: part 1 (July 29, 2014)
Episode 4 – The dragon’s reach: part 2 (August 12, 2014)
Episode 5 – Echoes of the past (November 4, 2014)
Episode 6 – Tangled paths (November 18, 2014)
Episode 7 – Seeds of truth (December 2, 2014)
Episode 8 – Point of no return (January 13, 2015)
Living Story – Season 3: Heart of Thorns ?
or
Expansion Pack: Heart of Thorns ?
@Gail,
I think we need a much bigger change in transfer prices. Something like:
T1: 3000
T2: 2500
T3:1800
T4: 1800
T5: 1200
T6: 800
T7: 300
T8: Free
The above suggestion is reasonable to be done – solving some population issues stacked in WvW high servers (T1 mostly) due to winners attraction. Arena Net would still get gems for transfers (except to T8 class servers) and players will have the opportunity to experience new horizons and new communities more often.
Take in consideration the vast number of players looking for all sort of Achievement Points (a.k.a “addicted” AP hunters), allow me this suggestion to the achievement category earned by completing special achievement tracks during a single month (monthly AP), add 4 of 8 the new categories regarding only to WvW:
– Monthly Mists Invasion Defender (0/40 enemy invaders killed)
– Monthly Mists Land Claimer (0/25 Sentries captured)
– Monthly Mists Caravan Disruptor (0/20 supply Caravans destroyed)
– Monthly Mists Camp Capturer (0/10 Camps captured)
– Monthly Mists World Ranker (0/7 World Ranks Gained)
– Monthly Mists Tower Capturer (0/5 tower captured)
– Monthly Mists Keeper (0/3 keeps captured)
– Monthly Mists Castle Lord (0/1 Stonemist Castle captured)
The intention is to encourage players to come more World x World maps during a single month and increase the population outside Season tournaments window.
(edited by Sigmar.2185)
Zommoros’s secret recipe revealed:
+ Piece of Candy Corn (x250)
+ Sugar Pumpkin (x100)
+ Loaf of Candy Cactus Cornbread (x77)
+ Spicy Chocolate Cookie (23)
Mini Gleeful Mad King Thorn
don’t try this at home folks, you never know if it’s a Mad King’s tricks
(edited by Sigmar.2185)
World v World Fall Tournament 2014 – Season 3
Final results for tier 1, 2 and 3 (gold league):
1st Seafarer’s Rest … 800 tickets earned
2nd Kodash ………….. 650 tickets earned
2nd Jade Sea ……….. 650 tickets earned
4th Desolation ………. 600 tickets earned
4th Elona Reach ……. 600 tickets earned
6th Baruch Bay …….. 550 tickets earned
6th Gandara ………… 550 tickets earned
6th Riverside ……….. 550 tickets earned
9th Far Shiverpeaks .. 450 tickets earned
Congratulations to the winnings servers and confort for those who think they lost something that was an ilusion … just saying this tournaments are very good to keep us away from having fun
“Today and tomorrow is an illusion, days are all joined together, and if you are waiting for your time, you are wasting your time.”
? Michael Bassey Johnson, Classic Quotations From The Otherworlds
For Gold League (EU), predictions for next matchup or after today WvW reset:
Season 3 – Week 4 (last):
…..green……….blue……….red…..
Seafarer’s Rest vs Desolation vs Kodash
Baruch Bay vs Elona Reach vs Jade Sea
Gandara vs Riverside vs Far Shiverpeaks
Final score (preview) in tournament tickets earned:
Seafarer’s Rest ……. 800
Desolation …………. 650
Baruch Bay ………….. 650
Kodash ……………….. 600
Elona Reach ………… 600
Gandara ………………. 600
Jade Sea ………………. 550
Riverside ……………… 500
Far Shiverpeaks …… 450
(edited by Sigmar.2185)
The use of diving goggles seems bugged at every maps.
Last night visited EoTM with a friend to teach him how to get done the 3 towers achivements (equip a pair of diving goggles, jump off the top of tower and land in a bucket of water) and d.g. were not available. Later at Timberline Falls – Gentle River d.g. not working either. Same happens to Iron Marchs – Chaos Crystal Cavern (when you have to jump to get access the jumping puzzle there), this not working as intended.
Please devs check this megabug since affects all maps and achievements to be done and some are real hard to access as diving goggles are at the end of a jumping puzzle and the frustration to find this situation!
Thank you in advance
For merging servers, how do we determine who gets merged? Where would we merge them to? How do we maintain any sort of world pride or identity they have? How do we handle potentially merging with your mortal enemies?
Arena net don’t need to determine who gets merged and at same time avoid the world pride with this solution:
– Reset all servers names at a predetermined date (let’s say January 2nd of 2015).
– Inform players around the World about what will happen to prepare minds for the incoming changes.
– Because of Megaserver existence, PvE and sPvP players will not be directly affected with this transition, only WvW community will be.
– Merge 27 EU servers into 18. Each one of this new 18 servers will have also new names from Anet choice.
– Merge 24 NA servers into 18. Each one of this new 18 servers will have also new names from Anet choice.
– Each player chooses aftermath a new server from the 36 available at 1st login after the predetermined data. After, charge them for any transfer as usually.
– Few months of balance matchups will happen at WvW, then the inevitable attraction done by the winning servers influence transfers.
– Shuffle again to provide new horizons!
(edited by Sigmar.2185)
Merge servers is a good measure. Servers affected will adjust to the welcome change, but most will not admit at the beginning due too much pride; however once is done Time help to clear natural mind resistance to changes and then servers get more benefits than perjury from this.
Other game contents (sPvP and PvE) already benefit from the introduction of the Megaservers.
This suggestion of mine was done take in consideration language issues (for Europe), the present rank based in Word versus World low population. Both NA and EU will be leveled to 18 servers (18 /3 = 6 matchups every Friday reset).
North America (NA) future merged servers (18)
Tarnished Coast
Blackgate
Jade Quarry
Sea of Sorrows
Fort Aspenwood
Yak’s Bend
Maguuma
Dragonbrand
Crystal Desert
Stormbluff Isle
Devona’s Rest
Isle of Janthir
Northern Shiverpeaks & Eredon Terrace
Henge of Denravi & Anvil Rock
Borlis Pass & Sorrow’s Furnace
Gate of Madness & Fergunson’s Crossing
Sanctum of Rall & Kaineng
Darkhaven & Ehmry Bay
Europe (EU) future merged servers (18)
Seafarer’s Rest
Desolation
Kodash (DE)
Elona Reach (DE)
Baruch Bay (SP)
Gandara
Riverside (DE)
Far Shiverpeaks
Jade Sea (FR)
Piken Square & Underworld
Abaddon’s Mouth & Dzagonur (DE)
Augury Rock & Fort Ranik (FR)
Gunnar’s Hold & Vabbi
Aurora Glade & Whiteside Ridge
Drakkar Lake & Miller’s Sound (DE)
Vizunah Square & Arbortstone (FR)
Ring of Fire & Fissure of Woe
Ruins of Surmia & Blacktide
Note: please check this pictures for details
More than 1 year at Alpharius Guild and feeling great to be part of it. Add a bit to what was written, offering to help new guild mates by sharing time and knowledge in most aspects of GW2, game which I started playing since beta release and granted me experience besides +20,000 Achievement points by playing PvE (farming world boss gold or goodies, dungeons + fractals), sPvP (Reaper) or fighting for Gandara at World vs World or commanding at EoTM. Come join us, all welcome.
If I see a gold rank among a group / zerg, means … this guy/gal will be the first target I will aim and try everything to shut you down! This goes equal to a silver rank among bronze ranks!
Instant reasons in the split second I spot you:
- killing a gold rank will give me higher chances to drop a precursor weapon … maybe it’s a myth but have to make sure!
- killing a silver rank give me higher chances for a drop of a rare/exotic piece of armor or weapon… since low ranks give me loot bags of low quality drops!
- maybe for same reason that guy Jack McCall shoot Wild Bill Hickok …
Silver league ranks, after first week:
1st- Gandara + Gunnar’s Hold + Drakkar Lake ………………. 5 points
4th- Far Shiverpeaks + Abaddon’s Mouth + Ring of Fire …. 3 points
7th- Piken Square; Aurora Glade and Fort Ranik ……………. 1 pointmay I ask where you got the 5/3/1 point system info from?
@aiyub, punctuation is the same Anet used Season 1 now applied equal to the current Season 2.
I’m assuming this score still reward every matchup (gold, silver and bronze leagues):
1st server = 5 points
2nd server = 3 points
3rd server = 1 point
Anyone can check Season 1 results here:
http://wiki.guildwars2.com/wiki/World_vs._World_Season_1
SEASON 2 – EU Silver League
Current results and predictions for next 2 matchups
Current EU Matchups (week 13: March 28 to April 4)
Gandara (1st) — Piken Square (3rd) —Far Shiverpeaks (2nd)
Gunnar’s Hold (1st) — Aurora Glade (3rd) — Abaddon’s Mouth (2nd)
Drakkar Lake (1st) — Fort Ranik (3rd) — Ring of Fire (2nd)
Silver league ranks, after first week:
1st- Gandara + Gunnar’s Hold + Drakkar Lake ………………. 5 points
4th- Far Shiverpeaks + Abaddon’s Mouth + Ring of Fire …. 3 points
7th- Piken Square; Aurora Glade and Fort Ranik ……………. 1 point
Arena Net, by Devon Carver on March 7, 2014: «The initial round of the tournament will match the worlds in each league according to their world rating. After that round has ended, worlds will be matched up according to how many points they have in the tournament.»
Next matchups (week 14: 04-11 April)
Gandara (1st) — Gunnar’s Hold (2nd) — Drakkar Lake (3rd)
Far Shiverpeaks (1st) — Abaddon’s Mouth (2nd) — Ring of Fire (3rd)
Piken Square (1st) — Aurora Glade (2nd) — Fort Ranik (3rd)
Silver league ranks, after second week (prediction):
1st- Gandara …………………………………………………………………. 10 points
2nd- Gunnar’s Hold + Far Shiverpeaks ……………………………….. 8 points
4th- Piken Square + Abaddon’s Mouth + Drakkar Lake … 6 points
7th- Aurora Glade + Ring of Fire …………………………………………. 4 points
9th- Fort Ranik …………………………………………………………………… 2 points
Arena Net, by Devon Carver on March 7, 2014: «If two teams have the same number of points, the team with the higher world rating will be considered the higher seed for the purposes of the matchup.»
Predictions for matchups week 15: 11 to 18 April
Gandara — Gunnar’s Hold — Far Shiverpeaks
Piken Square — Abaddon’s Mouth — Drakkar Lake
Aurora Glade — Fort Ranik — Ring of Fire
Arena Net, by Devon Carver on March 7, 2014: «Matchups will continue to match worlds that are close to each other in performance, rather than following a predetermined schedule.»
(hope to continue predictions, next Friday: 11 April)
(edited by Sigmar.2185)
Enjoying the always unpredictable behavior from players, despite the environment always the same, sometimes I’m the hunter they dislike … sometimes I’m the prey they wanted most, WvW can be a nice distress place if you release your fear to “die a lot” because just a pixel game and at the end what you get are memories …then a good LOL long time after remembering the nice moments you shared with your brothers in arms!
Carpe diem
Guess you’re main is a thief or you’re been hurt by this profession too many times for coming here so soon …
HAPPY FOOL’S DAY BROTHER
Some transfers are FREE from March 18 to 27, according with this post ANet published here:
https://www.guildwars2.com/en/news/get-ready-for-wvw-spring-tournament-2014/
In resume, these are the servers that are free of charge before March 28 (Season 2 starting date):
Europe
15… Gandara
16… Abbadon’s Mouth
17… Fort Ranik (FR)
18… Miller’s Sound (DE)
23… Whiteside Ridge
24… Blacktide
25… Underworld
26… Fissure of Woe
27… Vabbi
North America
13… Henge of Denravi
14… Crystal Desert
15… Northern Shiverpeaks
20… Devona’s Rest
21… Eredon Terrace
22… Ehmry Bay
23… Anvil Rock
24… Kaineng
We are a helpful guild for everyone to enjoy the contents of the game by respecting ourselves and other people on the server Gandara. Bring any professions at any level, be casual or hardcore, you’re addicted only to experience PvE, run fractals and dungeons or main focus in World x World, all are welcome to [ALPH].
If you want to know more about us, please check guild website:
We strongly recommend the use of this guild Forum for better organization and communication. English language if you please.
Christina, by reading your words here and the many who follow their hearts in this thread, made me feel grateful for playing long enough this game and verify since the beginning this is really a special game, made by skilled people and played by awesome ones in the most. Let´s enjoy the best of us and sharing nice moments like this more times
“To be beautiful means to be yourself. You don’t need to be accepted by others. You need to accept yourself.” (author: Thich Nhat Hanh)
Fixed at Fissure of Woe. Visited that Shiverpeak map and seems normal.
Would be nice this “wrath of God” (destroy all creatures – they can’t be regenerated) hit Cursed Shore map for farmers delight
I’m playing at Fissure of Woe server, come here to report one weird bugg happens right now at Frostgorge Sound map: all of mobs are dead at the area surrounding Jormag spot and neighbour zones. Only NPC’s or juvenile pets are alive!
Went there to kill 3 shiverpeak veterans, for daily achievement and that place is like one cataclism happens there or the “wrath of God” hit that huge area.
Please check and fix it, players need to do stuff and finish quests there.
Thank you in advance
(edited by Sigmar.2185)
Congratulations Fissure of Woe fellow mates for the balanced week against 2 servers that have more numbers than us. After all, we’ve done a good WvW game, considering the recently departure of [Jd] Jam death to Ruins of Surmia, those were our big guild who always there since every reset shouting for better results. However, the remaining Guilds and FoW fighters still doing the good fight «semper fidelis», always respecting our opponents. GJ
Merci Arborstone opponents, I observe from the past that you still playing fair by dividing your efforts in WvW either go red or blue borderland and not focus only in the underdog server and getting more easy ppt, perhaps searching for fun and balanced fights, perhaps it is your nature. Regarding this matchup, it seems Arbor, you have pretty growing numbers, an average server who will raise your server rating enough to climb fast the servers ladder, keep it organized and simple and you will get success and fun for endless times. Au revoir, à bientot.
Underworld opponents, this is 1st time I saw your server in WvW. Reasonable numbers, good fights everywhere and some strategy in your zergs movements. Perhaps more coverage will lead you climb the servers ranks once again. About your roaming people or groups, some of them are pretty good and skilled (groups), show organization and discipline, but regarding with solo players I’ve meet in my travels … well more than half are brave hearts enough to attack and not to run, but in the end kind of easy to defeat, sorry to tell but maybe in the hours I usually solo roaming (after Anet dailies started), UW profile doing the dailies are just traited to … doing the dailies. Good luck, hope to meet you very soon as UW is now close to FoW in the server ranks.
Fissure of Woe (EU): no queues here, zero (0) minutes waiting to enter all maps all the time (weekend/weekdays).
The exception only happened when Season 1 started, due to the enthusiastic first round plus the innumerous “achievements points hunters” that crowded Eternal Battleground map. Even during that 1st week/1st round/season 1, the queue duration only 5 to 10 minutes most waiting.
To help you find the server that fits better on your choice, allow me to explain queues times with a simple formula applied:
NO QUEUES all day long – exception maybe 5 mins at Friday (reset hour)
Vabbi
Whiteside Ridge
Fissure of Woe
Arborstone
Blacktide
ADD 4 MINUTES (applied peak hours only) to each following servers, according to this order
Ring of Fire (4 minutes queue)
Dzagonur (8 minutes queue)
Ruins of Surmia (12 minutes queue)
Drakkar Lake (16 minutes queue)
Underworld (20 minutes queue)
Gunnar’s Hold (24 minutes queue)
Far Shiverpeaks (28 minutes queue)
Miller’s Sound (32 minutes queue)
Fort Ranik (36 minutes queue)
Aurora Glade (40 minutes queue)
Abaddon’s Mouth (44 minutes queue)
Gandara (48 minutes queue)
Desolation (52 minutes queue)
Kodash (56 minutes queue)
Augury Rock (60 minutes queue)
Riverside (64 minutes queue)
Elona Reach (68 minutes queue)
Baruch Bay (72 minutes queue)
Jade Sea (76 minutes queue)
Seafarer’s Rest (80 minutes queue)
Piken Square(84 minutes queue)
Vizunah Square (88 minutes queue)
(edited by Sigmar.2185)
@Danikat, great post and glad you enjoy playing WvW since the release of Season 1. Hope many could read your story and not affraid to experience the fun with in. We all started from “zero” xp, so none should feel diminished there.
;)
Allow me to share some basic tips while playing World x World, in this thread at this same official forum:
https://forum-en.gw2archive.eu/forum/wuv/wuv/WvW-101-basic-TIPS/first#post3124176
You guys and gals, in this thread, should stop using:
Superior Rune of the Forum
(1): +25% Critical duration
(2): Post on the official forum, gain a random boon and a chance to get burned
(3): +50% Critical duration
(4): +20% Chance to get burned (cooldown: 1h)
(5): +90% Critical duration
(6): You gain fury for 10s when you’re hit in a post
(edited by Sigmar.2185)
Greetings from FoW fighters, we are grateful to Drakkar and Surmia for the whole weekend zerg festival (referring only to our borderland, didn’t dare to check Eternal B.), who come at our “courtyard” saying “hello” and leave all to wood madden! That being said, most of us went to PvE, focus tower of nightmares achievements and fun with in, and thanks to you, the tower were crowded and that make it easy done 10 achievements aimed to the rewards. Got mine mini krait toxic nimross and mask, cheers
Here my gratitude in a single screenshot:
(edited by Sigmar.2185)
Congratulations Anvil Rock, for the server 2nd place (round 4) over Eredon Terrace by 1 172 ppt diferencial! According my table predictions base in servers performance, was a complete surprise, your a Phoenix server?
So far, Fergunson’s Crossing behind Darkhaven, but guess it was a bad reset for FC, right Solstice?
More predictions are welcome
@Dayra, nice predictions
@Solstice, could be as you predicted by the looking past round 2, when Fergunson’s Crossing (2nd, scored 233 461) met Darkhaven (1st, scored 235 617) and it was hard fought! For sure I will watch this match
Round 5 (PREDICTIONS) for this Friday afternoon (Europe) and evening (North America), according with the displayed borderlands and servers performance since round 1:
EUROPE, in order of appearance = Red, Blue, Green borderland
(between parenthesis = prediction, in points)
Gold League
Augury Rock (1 point); Jade Sea (5 points); Kodash (3 points)
Riverside (1 point); Piken Square (3 points); Seafarer’s Rest (5 points)
Elona Reach (1 point); Baruch Bay (3 points); Vizunah Square (5 points)
Silver League
Far Shiverpeaks (3 points); Miller’s Sound (5 points); Underworld (1 point)
Aurora Glade (1 point); Gandara (5 points); Abaddon’s Mouth (3 points)
Gunnar’s Hold (1 point); Fort Ranik (3 points) Desolation (5 points)
Bronze League
Whiteside Ridge (3 points); Arborstone (5 points); Vabbi (1 point)
Blacktide (1 point); Ring of Fire (3 points); Dzagonur (5 points)
Ruins of Surmia (3 points); Fissure of Woe (1 point); Drakkar Lake (5 points)
NORTH AMERICA, in order of appearance = Red, Blue, Green borderland
(between parenthesis = prediction, in points)
Gold League
Sea of Sorrows (1 point); Blackgate (5 points); Jade Quarry (3 points)
Maguuma (1 point); Tarnished Coast (3 points); Sanctum of Rall (5 points)
SiLver League
Isle of Janthir (3 points); Yak’s Bend (5 points); Northern Shiverpeaks (1 point)
Borlis Pass (1 point) Dragonbrand (3 points); Stormbluff Isle (5 points)
Ehmry Bay (3 points); Crystal Desert (1 point); Fort Aspenwood (5 points)
Bronze League
Gate of Madness (5 points); Eredon Terrace (3 points) Anvil Rock (1 point)
Darkhaven (5 points); Ferguson’s Crossing (3 points) Kaineng (1 point)
Sorrow’s Furnace (3 points) Devona’s Rest (1 point); Henge of Denravi (5 points)
All invited to share your own prediction for the incoming round 5, regarding a single matchup or an entire league (bronze+silver+gold).
If possible, try to share predictions before today reset start (for reasons of value and courage LOL), will welcome all because that’s what this thread was created, to keep it positive against all odds!
(edited by Sigmar.2185)
Almost at the end of Round 4, I’m free to think the results will no longer suffer alterations. Then, according with my initial predictions, verified from 17 matchups scheduled, I probably failed prediction in 2 matches where surprises happened:
Europe, Gold League = Piken Square (now 5 points instead of 3 predicted); Jade Sea (now 3 points instead of 5 predicted); Kodash (1 point)
North America, Bronze League = Ferguson’s Crossing (5 points); Anvil Rock (so far 3 points instead of 1 predicted); Eredon Terrace (so far 1 point instead of 3 predicted)
Note: However, regarding to NA bronze league, it’s too close to call “failed prediction”, because Eredon Terrace (current score: 185 557) server started strong recover to reach Anvil Rock (current score: 188 043) since early this morning and when still remaining 8+ hours to play in North America time zone!
(edited by Sigmar.2185)
My opinion remains the same, don’t agree with OP, however much respect for the attempt. WvW League should have the same division:
NA = 6/9/9
EU = 9/9/9
Do you think Arena Net WvW developers / coordinators / designers come to those numbers randomly? No, I believe they study and balance as much they can. Players need to win who “bandwagon” for the top servers, contribute for imbalance. None faults, it’s the way it is and maybe for the Season 2, Anet will bring something to stop those massive transferred.
I do not approve old “glicko system” where it was possible 3 servers matchup along months (personally experienced this while I was at Borlis Pass, when BP face Ehmry Bay + Anvil Rock, for 14 weeks straight), and now can’t say yes to a similar system for T1 servers = only 3 way for 7 weeks or so.
About the David and Goliath example, I explained my idea with fair examples, never wrote “you are wanting diamond to face bronze?”, that’s going beyond my comprehension, however understanding everyone can give his/her opinion, just like me, even if you thought is wrong…
It seems based on populations that almost everyone would win with 4 leagues in NA.
Diamond – BG/JQ/SoR
Gold – TC/Mag/SoS/FA/SBI/YB
Silver – DB, BP, Ebay, CD, NSP, HoD
Bronze – IoJ, SF, DH, FC, GoM, DR, KN, ET, AR
(…)
No way mate, has your division suggested ELITISM!
Why can’t David face Goliath?
Have you ever ask why Major professional sports leagues in the United States (NFL, NBA, MLB, and NHL), they don’t form any championship with the top/best 4 teams for the long season?
Can you imagine FIFA (Fédération Internationale de Football Association) organize the World Cup of football (soccer for NA), only restricted to the 4 top national teams (ex: Brazil, Germany, Spain, Argentina), and denied the tournament extended to 32 national teams?
I could go one with the Olympic Games or Car Racing’s and still you won’t find similar what you propose, because a tournament is not only about win, the competition and diversity of the opponnents will provide experience, entertainment for many and the share of knowledge between all envolved.
@ Chicho Gosho, my bet for EU Gold League – 2nd place, is going for Jade Sea
Jade Sea server has the best matches among the 4 who in the present time leading (V+JS+SFR+PS). For the very last 3 rounds:
- no longer matchup with Vizunah
- no longer matchup with Piquen Square
- will have match with Seafarer’s Rest at round 6 (Jade Sea [FR],Elona Reach [DE],Seafarer’s Rest)
@ Jayne, you could be right on your predictions, much respect for that, but I believe Seafarer’s Rest will win over Baruch Bay, have friends at SFR and they tell me how very well motivated they are (main commander at SFR is playing 8 to 10 hours a day to keep his server on the head). However surprises can happen and besides this, Piken Square have the worst matches until the end, facing SFR (round 5), Vizunah (round 6) and both SFR+Vizunah (round 7). Check WvW Season 1 Schedule, for incoming rounds:
https://forum-en.gw2archive.eu/forum/wuv/wuv/WvW-Season-1-Schedule/first#post3054223
@ Solstice, we shall see if Ferguson’s Crossing can keep it up and reach what your server desire most, after all at round two, FC (2nd) matchup and beat GoM (3rd), however Gate of Madness have best schedule matches than Fergusson until the end of Season 1. Please check the link above for next matches
@ Jet, maybe Jade Quarry achieves the 1st place (matchups pre-league would point JD the winner) , but according with my observation since league started, Blackgate is giving the best cards in NA Gold league and shows no mercy until now.
(edited by Sigmar.2185)
We had a lot of fun last night on EB. I guess enemys that got killed didn’t know what hit them when a bunch of upscaled pink asuras raged across the map
@doc, was hoping to find “Snow White” in those screenshots
Thank you for sharing your guild joy, your server know where is the fun
note: will try to avoid Eternal B. until friday reset for not beeing part of your fun ^^
@Luna, you’re from Piken Square and currently at 2nd place (EU gold league) and according with my table, PS going to be 4th at the end of Season 1 league. In resume, I understand your disillusion coming from my calculations, sorry about this point of view of mine, in December we talk about the final results
And yes, maybe I’m going to fail in the attempt to call for servers attention for them do something unpredictable, but far worse is never have tried to succeed!
This is my guess for the present WvW Season 1:
EUROPE Bronze League
1st – Drakkar Lake ……. 35 pts.
2nd – Ruins of Surmia ……. 31 pts.
3rd – Dzagonur ……. 27 pts.
4th – Blacktide ……. 21 pts. *
4th – Ring of Fire ……. 21 pts. *
6th – Arborstone ……. 17 pts. *
6th – Fissure of Woe ……. 17 pts. *
8th – Whiteside Ridge ……. 13 pts.
9th – Vabbi ……. 7 pts.
() Blacktide and Ring of Fire, will end WvW Season 1 at fourth place, with same punctuation.
(*) Arborstone and Fissure of Woe, will end WvW Season 1 at sixth place, with same punctuation.
To see more in this same Forum: https://forum-en.gw2archive.eu/forum/wuv/wuv/EU-NA-Season-1-The-ORACLE/first#post3190372
Season 1: the score simulator (part 2 of 2)
For North America (NA)
Gold League
1st – Blackgate ……. 35 pts.
2nd –Jade Quarry ……. 27 pts.
3rd – Sanctum of Rall ……. 21 pts. *
3rd – Tarnished Coast ……. 21 pts. *
5th – Sea of Sorrows ……. 13 pts.
6th – Maguuma ……. 7 pts.
(*) Sanctum of Rall and Tarnished Coast, will end WvW Season 1 at third place, with same punctuation.
Silver League
1st – Fort Aspenwood ……. 35 pts.
2nd – Stormbluff Isle ……. 31 pts.
3rd – Yak’s Bend ……. 29 pts.
4th – Borlis Pass ……. 21 pts.
5th – Dragonbrand ……. 19 pts.
6th – Crystal Desert ……. 17 pts. *
6th – Ehmry Bay ……. 17 pts. *
8th – Isle of Janthir ……. 11 pts.
9th – Northern Shiverpeaks ……. 9 pts.
(*) Crystal Desert and Ehmry Bay, will end WvW Season 1 at sixth place, with same punctuation.
Bronze League
1st – Henge of Denravi ……. 35 pts.
2nd – Sorrow’s Furnace ……. 31 pts.
3rd – Darkhaven ……. 29 pts.
4th – Gate of Madness ……. 25 pts.
5th – Ferguson’s Crossing ……. 21 pts.
6th – Devona’s Rest ……. 15 pts.
7th – Eredon Terrace ……. 13 pts. *
7th – Kaineng ……. 13 pts. *
9th – Anvil Rock ……. 7 pts.
(*) Eredon Terrace and Kaineng, will end WvW Season 1 at seventh place, with same punctuation.
This sort of ORACLE or merely predictions will fail if:
A… Double teamed (classic 2×1 provide by the matchup model, either due to some sort of agreement or due to randomly events);
B… Big Guilds transferred (from a stabilized server to another one who show evidences to be the best bet to win);
C… Server community not enough committed with the matchup (either due to “fairweathers” or if an entire community think the final result is already done.
If anyone out there has your own different prediction?
If yes, please share your opinion here, but kitten try to avoid the easy flame and sorrow comments, I will be grateful in advance
(edited by Sigmar.2185)
Based in what all servers have done so far (until this half round 4) and from what they can still achieve with next matches (rounds 5, 6 and 7), some prevision can be made to know the final scores!
Season 1: the score simulator (part 1 of 2)
For Europe (EU)
Gold League
1st – Vizunah Square ……. 35 pts.
2nd – Jade Sea ……. 29 pts.
3rd – Seafarer’s Rest ……. 27 pts.
4th – Baruch Bay ……. 25 pts. *
4th – Piken Square ……. 25 pts. *
6th – Elona Reach ……. 15 pts.
7th – Kodash ……. 13 pts.
8th – Riverside ……. 11 pts.
9th – Augury Rock ……. 9 pts.
() Baruch Bay and Piken Square will end WvW Season 1 at fourth place, with same punctuation.
Silver League
1st – Desolation ……. 35 pts.
2nd – Abaddon’s Mouth ……. 27 pts. *
2nd –Gandara ……. 27 pts. *
4th – Aurora Glade ……. 25 pts.
5th – Miller’s Sound ……. 21 pts.
6th – Far Shiverpeaks ……. 19 pts. *
6th – Fort Ranik ……. 19 pts. **
8th – Gunnar’s Hold ……. 9 pts.
9th – Underworld ……. 7 pts.
() Abaddon’s Mouth and Gandara, will end WvW Season 1 at second place, with same punctuation.
(*) Far Shiverpeaks and Fort Ranik, will end WvW Season 1 at sixth place, with same punctuation.
Bronze League
1st – Drakkar Lake ……. 35 pts.
2nd – Ruins of Surmia ……. 31 pts.
3rd – Dzagonur ……. 27 pts.
4th – Blacktide ……. 21 pts. *
4th – Ring of Fire ……. 21 pts. *
6th – Arborstone ……. 17 pts. *
6th – Fissure of Woe ……. 17 pts. *
8th – Whiteside Ridge ……. 13 pts.
9th – Vabbi ……. 7 pts.
() Blacktide and Ring of Fire, will end WvW Season 1 at fourth place, with same punctuation.
(*) Arborstone and Fissure of Woe, will end WvW Season 1 at sixth place, with same punctuation.
(to be continued)
(edited by Sigmar.2185)
Commander Log, round 3, day 4, FoW borderland journey:
After 1 hour been at Eternal, decide to move green borderland (in fact, more blue than ever tonight) where another RoS zerg at their call of duty, fresh captured our Garrison, this after Bay and rush to Hills to complete the 3 keeps possession for Points Per Turn (PPT) and WXP+karma concerns.
Went straight to the upgraded Cragtop Tower to build 1 superior trebuchet and get Garrison hit fast while the zerg (more than 25+ people for sure, validated by orange crossed swords) were at Hills seeing the views there. Nice supply storage provides me fast build and after 15 hits to Garrison NE walls, they come out from keep and said they want my skin for those fire hits, showing their anger by the throw at gate of 2 superior rams. Well, I already know visitors would come to this tower, so my superior Arrow cart already build inside in a strategic spot, start bleeding them and chill out the majority, 2 RoS perished at gate, half of them with signs of half-life according with the showing bar (by the way, master in AC here LOL) and still they were able to break down the door and enter without previews invitation. I could jump out the tower, but where is the fun if you run from a balance fight LOL …. They stomped me at AC, sad 2 or 3 RoS under level players decide to jump several times in my fatigue corpse lie down at snow path, while RoS commander stare at me, wonder how comfortable is leading 20+ people!
Not happy with the loss, I remember that north camp (Titanpaw ) was full upgraded and sieged, so went there to perhaps get some of the them who most probably wants to capture our last green camp on the map (almost blue borderland, except 2 camps ring of fire roamers capture at south). While tagged as commander (finally) and ask for help to the outmanned borderland if anyone interested to defend north camp and maybe grab some loot bags, 4 FoW fighters come along and we arrive seconds before 7 or 8 Ruins of Surmia (me thinks their zerg split or end the tour for unknown reasons) invaders went to the area, that gives us time to managed the 3 ballistas there and wipe out them easily. Taking advantage of my FoW fellows followed the request, I ask if they would help me capture Sunnyhill tower and after Cragtop, which they glad come along for the task. At Sunnyhill, throw 1 superior ram at doors and with 50% damaged inflicted, 1 entire group of 5 ruins of surmia with commander show to say “hello, this is our stuff now”, and me with 6 saying loud and clear “no way, blue could be beautiful, but green fits better in this tower”. So we started to break down the doors and wipe the commander inside with his crew and they never return, not for this tower but they were waiting at the camp bellow, Faithleap, the place we went next for the logical re-supply.
Again we argue with RoS who gave an hell of a fight there and after some discussion, RoS players were convince to retreat and leave supply camp to FoW. After supplied, we waypoint citadel, rush to Foghaven capture just because it was “wise to capture before Cragtop tower”, both camp + tower were captured without any trouble and after new re-supply, we went for the empty Garrison, no defenders, clean capture and with an exotic weapon from the drop (about time some cool reward, still cheap sale at auction). Saying good-bye to FoW fighters fellows for being so late at night, went out of the game knowing sometimes is very rewarded to be 1 casual commander with no pressure and demands.»
Thank you for reading this crap stuff until the end, think about this as my way to say “hello” RoS, RoF and specially FoW fighters, while this matchup is unbalanced, all try hard to have some fun around. Good Games All
Commander Log, round 3, day 4, Eternal Battleground journey:
«Last night events, It started off so well at Eternal, some said in global chat it was very difficult to assault Stonemist Castle (SM) while FoW had outmanned buff for endless times and we only possessed our keep (). Observing the map, Ruins of Surmia (RoS) was at the time having frontal assault SM by attacking the owner of Castle, Rings of Fire (RoF). Orange crossed swords coming from that battle could be seeing during the next 20 minutes, moving from the outer wall to inner in several positions and finally stabilizes at the very center. Those involved in such fights must had some fun there, was thinking to myself about the lag moments sponsored by Anet devs LOL
At same time Fissure of Fow (FoW) small platoon was taking advantage not been the focus of others (red & blue servers) and following commander X, starting the recovering of Jennyfer’s tower + Golanta camp + Klovan tower + Wildcreek tower + Quarry camp and Aldon’s tower. When green corner was completed, Stonemist belong now to RoS, who moved their zerg too Ogrewatch tower with the typical orange cross swords moving around that new position.
Meanwhile, our commander X went to capture Hyleks camp fire, then Quentin tower + Danelon camp. In this period, I went to Wildcreek Run tower to build superior trebuchet with the purpose of saying HELLO to RoS, well we FoW starting to left outside alone and could use some love, but that’s okay for a while if RoS + RoF have their date in such ugly place (Ogres dominions!!!). One SM wall down announced at global chat, 2 down and at 3rd wall, have to convince commander X for a sneaky attempt to SM while the orange crossed swords still on the other side, belong to red server. Finally commander concedes the attempt and lead the 10 people with him and we went straight to Stonemist south inner gate with few resistance, we made to lords room now with some fearless RoS fighters thinking the capture will be the end of the world like the Mayans predicted 500 years ago or so, but it was inevitable while their zerg x zerg fights still at Ogrewatch tower (inside)! And we made it, outmanned all time, FoW made for 6 long minutes possessed Stonemist Castle, then RoF started to trebuchet SM while somewhere at south, RoS knowing they already gave FoW the enough time to be at SM and while some of them still needs the 5 achievements for SM, rush at full power and 1 minute without any signs of resistance at inner, they flag up with blue colors. The feat remains, FoW captured Stonemist Castle outmanned, taking advantage of some particular situation, was fun to do it
Welcome back to World versus World, Fluffy
May you consider this, to help you (or not) improve your performance:
1- Recommend the reading of this thread, for it contains tips / lil guide made by experienced WvW players in the past and can give you useful clues how to help in the mists:
https://forum-en.gw2archive.eu/forum/wuv/wuv/WvW-101-basic-TIPS
2- Don’t recommend for example, Reading this other recently thread concerning WvW season 1 and Achievements points hunting, for it contains improperly adverts to PvE players:
https://forum-en.gw2archive.eu/forum/wuv/wuv/You-know-a-PvE-player-in-WvW-when
3- With time, if you get kind of addicted to WvW, maybe you’ll beginning to express the game play similar to this very old thread (9 months):
https://forum-en.gw2archive.eu/forum/wuv/wuv/Only-a-WvW-player
Good games and have fun
Next match (3rd round), FoW will meet 2 servers similar to Drakkar:
………… Ring of Fire + Ruins of Surmia + Fissure of Woe ………
Questions in the air, to change subject of a bored week:
- Are “Ruins of Surmia” server better than “Drakkar”, to win bronze league?
- “Ring of Fire” lost in the 1st round to Drakkar + Dzagonur (rumors in the air claim German servers avoid each other on purpose), now can RoF be considered the outsider server to be the 3rd at the end of this bronze league will?
- Is Fissure of Woe aware of facing another stomped matchup, now by 2 servers starving for points, similar what Drakkar and Dzagonur done to RoF, and FoW starting to be ready to take the week off?
Ranger is the most exciting class to play for me, the diversity of pets with what each one can offer to their master is awesome, rangers and their chosen pets represent harmonious fellowship as they fight as one.
1– Regarding to Ranger, would be nice increasing some potential already exist and offer something new, this what occurs right now:
1.1- Why ranger aren’t allowed to use rifles or pistols, since we are the ranged class for excellence in most Massive Multiplayer On-line Role Playing Games (MMORPG)?
1.2- If we can’t use rifles and pistols, why then other GW2 classes use bows (thief + warrior)
1.3- Longbow, been the weapon of choice of this class, should have long range shot of 1800 (standard) and with the use of the “Eagle Eye” trait, increase our range to over 2100.
1.4- Why we don’t have a skill that provides “camouflage” (become invisible as long as you remain in place without moving), similar to Villagers (Halloween / Mad King’s Labyrinth / Lunatic Inquisition) “Hide in Shadows”, provides 10 second self-stealth skill as long they stand still?
1.5- Concerning to Longbow, reduce the cool down of “Point Blank Shot”, 15 seconds to knockback again your foe is too long. During living story – Blood and Madness, while fighting 1 “green veteran skeleton” inside bloody Prince instance, that foe was able to knock back me every 3 seconds. If this foe can have this powerful attribute, why ranger can have the CD of 5 seconds for “Point Blank Shot”?
2– Regarding to pets, they really need some attentions from the game developers, here some tips:
2.1- whenever pet dies or remain death, would be cool the ranger inflict 25% more damage
(this can be awesome in PvP and WvW zones, for example, the opponents of ranger think twice whenever they targeted 1st the pet, knowing doing this will give Rangers more DPS)
2.2- if ranger chose to stowed their pet, that pet must remain stowed until the ranger release him again
(would be useful at PvE areas, because sometimes a ranger wants to simply run fast from a crowded mob/foe area without been slowed by the pet keeping him in “combat mode” for long time – add to foes who get stucked/bugged while chasing pets)
For your concern, sir Isaiah Cartwright and crew of developers
1- Those “TIPS” can be “old / nothing new” for the usually players in WvW, in fact the main reason lead me to post here was to be pointed for every new player, either motivated by the “hunting” done to achievements points (AP) or either just curious enough to experience a new gameplay mode inside the offers Guild Wars 2 provide for open minds.
2- I strongly advise any lost soul out there to copy + paste this sort of guide into your server forum, to help or giving clues to newbies in WvW, please do, and about the credits, give them to the way it comes to you, I’ve done my share by the way those tips come to my knowledge.
All Knowledge Must Be Shared, otherwise isn’t Knowledge at All.
List of DO and DO NOT in WvW – Part 4 of 4
Keeps: All tower defense Do’s and Don’ts also apply
DO:
- Make the keep a hard target. Nothing will scare the enemy from doing anything to you than to break them into bits the second they try to arrive. Man the siege, destroy theirs, chase them away for a short distance. If they can’t even approach the nearest gate without you already attacking them, you’re doing it right.
- Have a standing defense force of at least 10 ready to repel or stall any attack.
- Build defensive siege in unhittable locations.
- Abuse height or terrain advantages to the maximum extent possible.
- Discourage the enemy from pushing in by creating AoE walls of death.
- Resurrect the Keep Lord as able. It resets capture progress, disappears the circle, and forces them to kill the Lord all over again. This is especially effective if they pulled the Lord to the edge of the room.
DO NOT:
- Do not leave a keep undefended. With enough people, a keep can be speed capped in 3 minutes or less (we’ve got proof on this very forum).
- Do not leave a keep under-defended. This is especially true with garrison. If both teams have zergs handy, it might be necessary to put more people in the keep to defend a two-front assault.
- Do not prioritize defending other objectives over a keep in our borderland (not even Stonemist). Supply camps can be recaptured quickly by a small force. Keeps cannot and earn far more points per tick.
- Do not let the enemy get the drop on you. See the warning signs of an attack and be ready for it.
- Do not assume that because the Keep Lord is dead that all is lost. Numerous keep attacks have been defeated after both gates are down and the lord is a corpse on the floor.
———- <0> —-——
Credits to: Motto & TaCktiX (both from Stormbluff Isle), DtC Justice (from Borlis Pass) and my self to bring it to discussion here for the benefit of all GW2 community.
Really hope this “old” tips help the new players as can remind the respected veteran of how can they have better performance in World versus World gaming play.
Good games, better matchups and my regards
(edited by Sigmar.2185)
List of DO and DO NOT in WvW – Part 3 of 4
Dolyaks, friendly ones:
DO:
- Realize the importance of dolyaks successfully making it to our towers and keeps. Upgrades don’t happen without them.
- Know the routes that our dolyaks take.
- Be paying attention to whether a dolyak icon suddenly disappears from the map.
- Act as impromptu caravan guard if the enemy is attempting to snipe them.
- Remove any enemy snipers from the north of the map.
- Keep attacking enemies from actually reaching the dolyak. CC as required to keep them away.
DO NOT:
- Do not ignore our dolyaks. Ever.
- Do not complain about no supply in a keep or tower without making sure the dolyaks are making it.
- Do not think that because there is no escort reward that the job isn’t important.
Supply Camps:
DO:
- Build siege equipment to defend the location. With ballista’s and arrow carts (and sometimes even a catapult), 5 can hold off 20 without breaking a sweat.
- Have a dedicated defensive force of at least 5 if we intend to hold onto the supply camp.
- Be looking in all directions for approaching enemies and engaging them before they can rush the siege.
- Upgrade the supply camp as able, prioritizing Increase Supply Deliveries first.
- Resurrect the Supervisor as able. When the circle disappears all capture progress is reset, and they have to kill the Supervisor all over again. This is especially effective if they pulled the NPC to the edge of the circle.
DO NOT:
- Do not leave a supply camp undefended. They’re too easy to take if no one is there, and they are a requirement to any serious assault by the enemy on our keeps and towers.
- Do not leave a supply camp under defended. If zergs of 20+ have been seen taking supply camps, station 10 or more to counter them with siege to match.
- Do not think that because the enemy isn’t attacking now they won’t be in the future. Most supply camp takes are either tick-caps (less than 5 minutes on the clock) or deliberate setups for assaulting.
- Do not think that you are “missing out on the fun” at a supply camp. The enemy will come to you, guaranteed. And when they do you can relish the sweet smell of victory and badges of honor.
Towers:
DO:
- Upgrade the tower. Boiling Oil shuts down speed-rams hard, cannons shut down small party caps, reinforced walls shut down a quick catapult wall break, and so on. Ask for donations if funds are tight.
- Build up defensive siege in unhittable locations. This includes arrow carts facing the gate, arrow carts on the very inner edge of the wall, ballista placed back from the edge at a height advantage.
- Have a standing defensive force of at least 5 ready to man the siege when attackers come. They can double as stallers against a concerted zerg, or breakers of a speed-cap with a small party.
- Have a scout or two handy to call out approaching attackers to the tower and their numbers.
- Call for pre-emptive defense if it’s known that the enemy is heading to you. Defenders already there are far more effective than defenders who still need to get there.
- Repair any damage done to walls or gates during or after the attack.
DO NOT:
- Do not leave a tower undefended. Enemies can drop down 3 rams and be in your tower and captured in less than 3 minutes, even with upgrades. Towers can be so ludicrously well-defended that there is no reason not to.
- Do not ignore the warning signs of an impending zerg when the nearest supply camp gets captured.
- Do not fail to adjust siege defense to what the enemy is doing. If they’re wailing on the gate with rams, break the rams. If they’re using catapults, attempt to destroy them from range, or get people together to push into them. If a trebuchet is sieging, get a group together to wipe it out.
- Do not think that there is no hope when heavily outnumbered. Stalling out the enemy as long as possible almost assures that enough defenders arrive to wipe them out.
- Do not think that you are “missing out on the fun” while defending a tower. The enemy will eventually arrive, and you can laugh as they get broken into little pieces before you.
- Do not chase retreating enemies so far away that you don’t make it back to the tower.
(edited by Sigmar.2185)
List of DO and DO NOT in WvW – Part 2 of 4
Supply Camp:
DO:
- Consider building siege equipment like ballistas and arrow carts to counter enemy defenders.
- Attempt to take with groups of 5 or less.
- Attempt to take when less than 5 minutes are remaining before score tick.
- Pick up all available supply if we do not intend to hold onto it.
- Check for the Righteous Indignation buff, if it is active, you will not be able to damage it, not even with life leech anymore. Come back when the buff is gone.
-If you have the +5 supply buff running, always make sure it is at a camp you are active at. If you flip a camp, and you are able to activate the buff on the camp, do so.
DO NOT:
- Do not attack a supply camp if the Righteous Indignation buff is up on the supervisor.
- Do not have 20 people out of your way to attack a supply camp unless supply is an immediate issue.
- Do not take all available supply when someone intends to upgrade it. Upgrades require supply to be there already, and typically max supply at that.
Tower:
DO:
- Have siege equipment and supply. Rams are good on lightly or undefended towers. Catapults are better for a heavily defended one. Ballista’s and arrow carts may be necessary for defending the catapults.
- Wipe out all enemy siege equipment that can counter you. Oil drops before rams are placed, cannons drop before people commit to the gate.
- Prioritize enemy players over any NPCs or structures (not including enemy siege in use). If all the defenders are dead, taking a tower is easy.
- Reassess the situation if defense is tougher than expected.
DO NOT:
- Do not melee the door. Don’t range-attack it for that matter if there are defenders you can be keeping off the walls. The amount of damage done is pathetic and hitting a door tunnel visions you against any flanking enemy forces.
- Do not stick around when clearly outnumbered. Abandon the assault and regroup somewhere else to figure out what to do.
- Do not ignore attackable siege. If they have a treb up on the outer wall, hit that first. If their arrow carts and ballistas are poorly positioned, wipe them out.
- Do not be a sitting duck target for enemy siege. If ballista’s are present, continually move around to make them hitting you much harder. If arrow carts are around, try to avoid their range.
Keep: All tower assault Do’s and Don’ts also apply
DO:
- Prevent the enemy from getting a superior position. If there is high ground, take it. If there is a kill-room of defensive siege, put up offensive siege to remove it.
- Consider using a trebuchet to breach the walls and defending the trebuchet instead of attacking the gate head-on.
- Be ready for the long haul. A defended keep takes a while to capture, and if time is of the essence, wailing at it is a waste.
- Take advantage of hard-to-reach gates and walls. Why attack the NE Gate of West Keep when you could attack the NW one? It’s much harder to defend.
- Try to exploit any holes in the enemy defense. If they are too strong at gate defense, build a trebuchet and shoot from range. If they are occupied somewhere else, zerg up some siege golems and speed-cap.
- Build siege on the outer wall once breached to support an inner wall assault. At worst, the enemy’s own reinforcements are cut off by the built siege. At best, it’s critical to taking the inner wall. Repeat for inner to lord’s room if necessary.
- Be ready for warning signals that it’s time to leave to defend an already-owned objective.
DO NOT:
- Do not keep on attacking a keep that is getting more and more defensive forces. Any repel or wipe will immediately cause an organized counter-push into the nearest thing we own. Fall back to a defensive position and wipe out any who decide to chase before that happens.
- Do not expect a keep to be easy. Even the speed-caps required a lot of coordination to be possible, and the enemy was thoroughly occupied elsewhere.
- Do not leave a keep to go to the next objective after capturing. Any taken keep needs to be immediately defended against an attempted counter-push from whoever you took it from. Remember that it’s for the long haul that a keep is taken.
- Do not focus on the keep at exception to anything already held. A fully-focused assault on a keep can cause half the map to be lost and the taken keep not held.
(edited by Sigmar.2185)
List of DO and DO NOT in WvW – Part 1 of 4
General:
DO:
-commanders to ask say often in map chat, press x if u need a party, then everyone who presses x make sure they get in a party.
- Report any enemy movement and their rough numbers to team chat.
- Report own movement if moving in an organized party or squad.
- Call for reinforcement where required.
- Respond to reinforcement calls if at all possible. This is something that we are VERY weak on and need to improve.
- Have supply at all times if at all possible.
- Have at least one siege blueprint, more suggested.
-Upgrade all siege to superior when possible.
- Fall back to a defensive position when outnumbered or outflanked
- Push through AoE walls and attack on the other side. Dodge roll as required.
- Revive downed but not defeated allies when engaging the enemy.
- Stall enemy captures by getting into the circle. Any one allied person stops capture progress entirely. Do this to stall for tick, or stall for reinforcements to arrive.
- When running in a group, stick together until the fight fully breaks out. It keeps everyone safe from getting straggler-sniped, as well as presents a formidable wall of red text for our enemy to worry about.
- Take any arguments to whisper. Team chat arguments both clutter the screen and weaken the morale of the people reading it. It’s okay to disagree, it’s not okay to be public about it.
DO NOT:
- Do not take supply from a keep or tower unless…
— It is under heavy concerted attack and siege or repair needs to happen now.
— It is fully upgraded and supply is within 100 of max (1,600+ of 1,700 in the case of a keep)
- Do not clutter team chat with random talk
- Do not insult other people who you disagree with
- Do not get wiped out attacking an objective
- Do not claim a location for your guild when you do not intend to put up guild buffs.
-NEVER claim a camp unless you are going to give it +5 camp buff.
- Do not get stalled at a chokepoint. Any numbers advantage disappears if they can just AoE everyone at once.
- Do not revive defeated players when engaging the enemy. Takes way too long and removes too many people from the fight. Also makes the reviver a sitting duck.
- Do not call an objective lost, ever, for any reason. We’ll all know when it’s gone for good when it changes color. Stating it any time before then in chat typically causes people to quit trying to stop it.
- Do not attack a force that is clearly superior. If they’ve got an arrow cart and 5 people defending a supply camp and it’s just you, don’t attack. Report what you see, fall back to somewhere safe, and wait for reinforcements.
Dolyaks, from opponent servers:
DO:
- Always attempt to deny the enemy dolyaks. No dolyaks making it to their structures means no upgrades.
- Use 1-3 people to snipe a dolyak.
- Never be afraid to suicide to kill the dolyak. What your repair bill costs is nothing compared to the upgrade that just got stalled.
- Force the enemy to station full groups as escort just to keep you from killing them.
DO NOT:
- Do not let dolyaks supply run unimpeded. This is especially true on enemy borderlands where the northern routes out of North Supply are extremely long.
- Do not worry about numbers defending if you can wipe out the dolyak fast enough. Again, the cost to the enemy is far higher than the cost to you.
(edited by Sigmar.2185)
(…) I can’t wait for this season bs to be over and we can go back to fighting Vabbi
^(…)FoW does the same when we are up against vabbi and wsr. (…)
I begining to realize how much Fissure of Woe are bounded with Vabbi, at the point to re-edit this song from Mariah Carey:
No i can’t forget last matchup
When i think of all my sorrows
When i had you there but then i let you go
And now it’s only fair that i should let you know
What you should know
I cant live
If playing is without you
I can’t live
I can’t give anymore
Can’t live
If playing is without you
Can’t give,
I can’t give anymore
soon we will be together again