Yeah, there’s that huge problem with the 50% food, but then again does the other guy have his lemongrass poultry soup up?
I agree that a food being mandatory because of another food is stupid and both should be removed at this point, but dying without lemongrass is just normal currently and should be expected.
So how is the condition stat going to be addressed?
http://wiki.guildwars2.com/wiki/Condition_removal#Skills_that_remove_conditions
You’re welcome.
While playing last night I noticed the Outnumbered buff come up and it sent me into a spiral of thought about logical fighting scenarios. If you had 40 people in a small area all trying to swing swords wouldn’t it be much more difficult than a smaller group?
This is already in the game. It’s called skill lag. :P
Hiding in plain sight as in hiding in plain sight, not the name of the D&D ability.
It’s stupid to suggest that. What’s even sillier, however, is that I can’t aoe people under the wall, while they certainly can aoe me. I don’t really see it as a huge problem, but I do find it stupid.
Has any MMO actually done the invisibility mechanic right?
Eve-o. You can’t cloak anymore once someone locked you. Meaning you die if you uncloak, giving stealth a very good utility in scouting and surprise attacks, but other than that, it’s kitten.
Other than that, I have no idea. Probably not.
That said, we could use the same mechanic in this game? Can’t stealth if a hostile player has them targeted. It makes sense really, you can only hide in plain sight as long as people aren’t paying attention. :P
Walls being higher would make it even harder for defenders, as your range from the top would be even worse than it already is.
All that’s required to “fix” “defending” is allow people on top of the wall to ignore line of sight with their skills. On more than half of all the walls, I need to jump onto the border barricade that would prevent the enemy from pulling me down, to cast aoes under the wall. Meanwhile, the enemy can easily cast aoes on top.
I play an ele and I can jump out of most towers once gates/walls are down, and cast aoes from outside onto walls+bridges+lord room in perfect safety, dealing tons of damage and getting tons of bags, while the other 5 people inside will just die to the zerg and do nothing of value.
Ed: Hell, even if we have our own zerg in the tower, I sometimes jump out and cast aoes and heals from outside, not having to worry about my health at all.
(edited by Truga.5897)
My point I guess is that I would hope everyone who plays on a T2 or higher knows better places to put siege but apparently I’m wrong.
I’m on a fairly low tier server I think and I figured out where not to put siege after I placed the first arrow cart and it got destroyed by the first meteor storm. Once you figure out where not to put siege, there really isn’t any question about where you can put it, since the spots are pretty obvious. People are just stupid and don’t understand the message AoE circles are giving out.
I only play one character, but they’re useful to me anyway. I can’t play much during weeks, and when world ranker daily is up, I drink some if I can’t get two ranks in.
What I do these days is AoE the vicinity. After all, two loot bags is better than one.
It happens to me when I’m lagging. 99% of the time it’s fine for me though.
My main is a Staff Ele in WvW and dungeons (PvE is S/D). I love staff. I won’t willingly switch out of it unless the situation really, really requires it (which is pretty uncommon). Our trait choices suck (primarily because we don’t really have any) but the actual gameplay is pretty solid.
This is pretty much my experience, too.
I, too, am using 2x monk, 2x water, 2x major water.
As for sigils, am I the only one using a sigil of energy? It’s 1 extra free dodge every 9 seconds, makes playing much more fun without having to look at that endurance bar.
Also as an ele you are one of the most effective people for finishing off the downed and making sure they stay downed. You should get alot of bags from that alone. Downed people don’t dodge and aside from thief they are immobile sitting ducks for locational AOE.
I do get tons of bags from that alone, yes, but they seem to never contain any badges for me. It’s just my RNG luck, I guess.
Other than that, yeah. I generally open with earth 4, followed by earth 2 + frozen ground + ice spike behind the cripple line thingy, so people dodging backwards over/out of that dodge into chill+damage. Then I start the damage into the ice field.
I finished my 300k damage achievement thingy. Does that count?
Why run when you can just cast and when faecal matter hits the rotating air displacement unit, you just lightning flash out of range again.
Just spam ranged aoe and profit.
I’ve always used powerful auras, it’s just too good in dungeons and wvw (I don’t really do spvp, so I dunno about there), but yeah, it’s not that water/arcane is good, it’s just attunement cooldowns, coupled with the fact that most fire/air/earth traits only work for specific builds, and specific builds generally require specific weapons. I can’t afford to be locked into staff when doing WvW or dungeon, because fights do happen in melee. I can’t afford to be locked into d/d either, for the same reason, fights do happen at range.
So I go for 30 water, 30 arcane. 30 water gives me heals, condition removals, and +10% damage all the time, rather than in just one attunement, and arcane cuts a large portion of the attunement cooldown while also giving me evasive arcana, blasting staff/vigorous scepter/windborne dagger and elemental attunement, which is worth it for the protection on demand alone.
Put traits into fire, air and earth that work in every situation, like the ones in water and arcana do and people might move. I know I won’t move from arcana (the cooldown reduction is mandatory IMHO), but I might drop water for fire if it gave something worthwhile.
I think meteor storm is 360 radius? 750 would be from one side of the map to the other, pretty much… :P
There’s only “one” build that works well with any weapon you choose. It’s the 0/x/y/20+/30 build. Since most of us don’t like to be forced into using just one weapon until we get a chance to visit the book dude, we pick that.
I also think 30 arcane is almost mandatory. Attunements should be off cooldown as soon as possible so that versatility people talk about actually exists…
I do most events with staff. Meteor shower on them large hitboxes = lol 500k damage. As for dungeons, I swap between staff, d/d and s/d, depending on the situation. Oh no!
This is the kind of build/play that makes warriors valuable in wvw.
Explain to me please (I only play an ele as I said) what exactly that guy is doing. I see barely any damage numbers. I do more damage with one meteor shower than he does in his entire vid and I’m bunker/support spec’d… What am I missing?
Off-topic: what’s with the terribad screeching noise everyone keeps putting into their vids lately?
No.
Out of combat, yes. In combat, l2p.
Yeah, have to agree on grenades. They have been nerfed already though, so you’re probably safe for a while longer. By instant I mean instant damage, of course, rather than damage over time like with meteor storm/lava font or conditions.
As for switching weapon, I still think we should get an OOC weapon swap. Just for the convenience of not having to run around with my inventory open all the time. It kittens me off.
So basically we should have a weapon suitable for a single situation only out of thousand?
We may as well make an entire profession and call it “Defender”, give it the ele staff and you’re good to goIt’s high damage over time aoe+some control mixed in. If you want direct, instant damage go D/D.
What if I want direct, instant damage at range?
Use RTL. Or roll a warrior, use rifle. It’s not aoe, but oh well, it’s instant damage at range.
It really is that simple. You can’t have everything. Pick 3. Range, Aoe, Damage, Instant. I don’t think any class has all 4 on the same weapon.
So basically we should have a weapon suitable for a single situation only out of thousand?
We may as well make an entire profession and call it “Defender”, give it the ele staff and you’re good to go
It’s high damage over time aoe+some control mixed in. If you want direct, instant damage go D/D.
Since it’s high damage over time it’s obviously very useful for area control. But no, it’s not only useful for area control. Like I said, I don’t get too many badges when using staff, but I do get them. When I have time to play gw2 decent amounts I get something like 250/week. That’s really not all that low, considering I don’t like joining zergs, and escorting dolyaks for swiftness, which I often do, doesn’t even award badges.
Staff is very high damage, especially on large groups, because it scales well. You kinda need 50 people to have 5 constantly in your aoes anyway, most aren’t dumb enough to just stand in them. And this goes for every class…
Rifle is brutal from what I hear, so warrior isn’t really melee only…
As for ele, I only play elementalist in this game, and it’s very fun. And no, you don’t die fast. In fact, it’s one of the harder classes to kill. Don’t listen to losers who can’t learn their class properly. Other than that, staff is slow and awesome, with high aoe damage output, d/d is fast and deadly in small skirmishes.
Don’t underestimate zone control. This game isn’t solely about DPS. If you can decide where your enemies can and cannot stand, you’re already most of the way towards winning.
This this this this this. I keep saying this but people just dismiss it and keep on going about damage and kills and badges and thieves.
Zone control is often more important than damage. Do arrow carts do damage? Sure, about as much as my meteor storm. Do they make people not use rams? Yes, yes they do. And people not using rams are the people who aren’t taking your castle today.
The same stands for staff AoEs. I don’t even get that many badges, unless I play against complete scrubs who just stand in AoEs. But I dare you to use that ram while I’m inside the tower. Even with 30 people under the wall, meteor shower + lava + ice spike + eruption is going to hurt bad if they don’t move. And if they do move, they’re not using rams.
Not to mention having 2 or 3 eles makes building siege outside walls worthless. They’ll just suicide cast ice bow+meteor+lava font on your siege in 3 seconds and you can go back to camp for supplies. They don’t need to survive, two of them just need to get their three spells off, which isn’t really a problem with the confusion of 30+ people running about. Ever had to defend against an enemy zerg that outnumbers you 4:1 (late at night, your zerg elsewhere or whatever other reason) attack a tower with catas/trebs? No problem, go in with mist form, cast your aoes, die, laugh as you see them pack up because they’re outta supplies and 10 catapult/treb/arrow cart blueprints.
(edited by Truga.5897)
FWIW, blasting staff does NOT increase the hits from Meteor Storm.
You’re right. Somehow I remembered this wrong.
If you’re aiming for bags, that’s great, and it works. If you’re aiming to change the flow of battle, you’re better off running something other than staff.
The only other useful weapon in siege is scepter because dragon tooth doesn’t require line of sight…
Well, to be honest, I didn’t like berserker, but since I bought a full set of power+toughness+vitality jewellery, I’ve been using berserker armour almost everywhere. The accessories give me enough hp+tough to survive in WvW. I also have a cleric’s and a shaman’s set, though I haven’t used shaman’s in a while.
I really loved my full carrion armour+jewellery set, but a friend of mine runs a condition necro, and I was literally losing 10s of bleed stacks to 25 stack cap, so I swapped to power now.
Now it’s basically either berserker in a zerg or cleric when in a smaller group or when using D/D, with full time soldier’s jewellery.
Downed isn’t the problem anyway, AoE cap is. If there’s nobody to raise downed people because they all got AoE’d, downed isn’t really a problem, is it…
As for zergs being effective, this won’t change. 2>1, 20>10, 200>100…
AoE cap does little to your main damage source, the meteor storm, which should be critting enemies for at 3k/hit with no might stacks. More if you trait fire+air. Stack some might and it becomes very dangerous. Drop it onto people and if they don’t move they will get downed. Blasting staff also seems to make it rain more fire.
I run a permanent 0/10/0/30/30 build (it just works with every weapon), and use soldier’s jewellery with berserker armour and 40% boon duration runes (2x superior water/monk, 2x major water). Also, omnomberry chocolate cream. This gives a total of 90% boon duration increase. The boon duration increase allows me to stack might and fury for long periods of time, giving a fairly large boost to damage output of everyone around me.
Casting healing rain over your team gives everyone 12345 seconds of regeneration as long as they keep shooting at something, while also removing tons of conditions. Since the AoE is gigantic, you can often get 30+ people into it or shooting through it.
Then there’s the really juicy stuff. Static field stuns everyone walking through it for 2 seconds. No 5 target limit. Drop it onto a bridge or into a valley/some other chokepoint when a zerg is passing and they’ll eat your meteor storm and any arrow carts you might have prepared. Instant death to everyone in there.
Frozen ground behind your meteor storm so that people who retreat out of it get frozen. Stack unsteady ground on top of it. A cripple or chill you can’t dodge out of because you just dodged the meteor storm usually means death in wvw. Also, projectiles over frozen ground stack chill. Cast it between two zergs and laugh as your zerg stacks literally hundreds of chills on the enemy with piercing/bouncing projectile attacks like trick shot.
Then there’s magnetic aura. Run into range of the enemy, wait a couple seconds for the enemy zerg to notice, pop it, laugh at them while they kill themselves, all while casting your meteor storm and frozen ground onto them, then lightning flash back out of range. Or, hop on the cannon and share it with the dude that’s using a cannon, laugh at the idiots trying to hit him/cannon as they kill themselves, while you press F while laughing manically.
Also, as you already said, meteor storm is useful for area denial. This is huge in itself, as this is generally what the arrow cart does, and that thing costs 30 supply and can’t move. We were nerfed by proxy a bit in this area since the buff to arrow carts, but when you’re in a freshly taken tower this is still great to have. Meteor storm + lava font + static field + ice spike + eruption the door and everyone either jumps out or gets downed, instead of build/use rams.
Lemme guess another thief player?
Bingo!!!
I got my thief to level 4 before I got bored with her. Sorry to disappoint you, but I play elementalist pretty much full time.
(edited by Truga.5897)
Want into an organized WvW group. Roll a D/D build that is best in 1v1 or 1v2 situations in sPvP, worthless in a real siege or even a 15v15 fight for a camp. Get denied. Whine on forams.
Seriously, staff is the only thing you should be using in WvW outside graveyard shift, it’s so awesome it’s not even funny. Other classes can only dream of the things you can do with it.
It’s not that D/D is so bad, per se. It’s actually good in small skirmishes, very good in fact. But WvW isn’t a dungeon or sPvP, small skirmishes aren’t the norm, and while D/D stays just as good as ever, staff scales. The more people, the more power the staff has.
No, for most people, server transfer is just the thing they need, the ability to move their character to a server they will enjoy playing on.
ANet can’t fix people, so anything they do won’t really help with population, as long as transfers are available.
Can u really defend a tower with few ppl manning siege weapons ? I dont think so… atm a zerg isnt getting any real harm from these. Instead, if that small group could actually kill ppl with stronger weapons they could have a chace to defend…. then ofc the zerg can counter treb that tower… but it would surely take them a much bigger effort.
3 competent people on arrow carts + one treb can defend a tower against 30+ people. I’ve done it, it’s easy. Not indefinitely, of course (mistakes cost door/wall/siege hp, and supply isn’t infinite), but nobody really commits a zerg to a single tower for longer periods of time so that’s a non-issue really. The issue is, they come back after an hour and all your arrow carts and other siege are gone. Luckily, the next patch will extend the timer to one hour, which isn’t much but still much much better than 30 minutes.
Why would they try to fix it, when the players will just break their fix by moving servers, anyway? If a couple servers have a hard time, tough luck.
Arrow carts: 60 supply, double damage, halved fire rate.
Ballista: 180 supply, 12k – 20k dmg, single target but piercing hit, fire rate: 10s
Catapult: 240 supply, 8k – 14k dmg, on a 240 area, knockback for 300, fire rate: 12s
Treb: 700 supply, 25k – 35k dmg, on a 360 area, knowckback for 450, fire rate: 18s
Golem: 900 supply, higher damage than now and way way harder to kill (atm you can 1v1 a golem easily =.=)
These are already in the game. In these exact same incarnations. Let me explain:
2 arrow carts: 60 supply, double the damage.
7 trebs: 700 supply, ~35k damage per shot.
And so on.
See?
He can’t despawn siege, he can only carry 10 supplies. He’ll have to carry 100 somewhere to fully despawn a treb.
Obviously. But the people that keep going from fight to fight will get a ton of badges, and you will get much less, because not every group will fight your server all the time.
not having siege despawn would have some guy from other transfer into your server and build loads of rams in your keep and reach max siege builted, and if you cant despawn or destroy your entire server would be in trouble.
Yeah, which is why we need something so we can despawn our own siege when we want it to. Not to mention, this would work just fine for sieges in castles/towers only, let the ones outside despawn normally.
How about rewarding scouts? If you knew someone’s going to your tower a minute before they even got there, rather than finding out by seeing swords on the map, surely you’d have plenty of time to get in it and defend.
Currently thieves get absolutely nothing for having a perma-stealth, survivable build and shadowing enemy groups, when that’s probably the best thing they can do. Fresh, constant intel is of such high strategical value, and the person providing it will often only get armour repair bills for it. Staying alone and hidden behind enemy lines, shadowing enemy groups can be a lot of fun, but it stops being fun when you get absolutely no badges for it.
Oooh, I didn’t know that, that’s good news!
Not having siege despawn constantly would make me defend more.
Gandara why do you always expect to defend anything when there’s never any siege in tower’s/keep’s or when there is siege it’s never refreshed it’s becoming a joke.
Refreshing siege isn’t fun. I blame ANet.
Killing a random bunny or wolf isn’t gonna help my team achieve more PPT.
Yes it will. You’ll get better gear, and be able to capture stuff faster.
Variety and gatherer are a bloody nuisance in WvW.
Hahaha oh wow. Please, stop.
This is really simple. Say, you’re rank 20 now, and the other dude is rank 1 (just started). You keep on playing wvw for about a year or two. You hit rank 50 and have gotten 49 chests for it. The other dude also hit rank 50 and has gotten 49 chests for it. What exactly isn’t fair here?
On the other hand, these chests will include expensive items (even precursors were confirmed). They’d have to give out 10s of thousands of these chests on patch days, effectively destroying the market in roughly 3 seconds after the patch hit.
But of course, our population of Ele’s seem to think they are the only one with issues.
Yeah, just about everyone thinks their profession is the least powerful and the most buggy.
When everyone’s whining about their class you know balance has been achieved. As soon as a class is “just right” by anyone’s standard, you know it’s OP, because they’re winning too often. :P
Get rid of stealth-reveal traps and give them to the rangers. Get rid of the supply removal traps and give them to engineers.
IMO, every class should have a special ability tied to siege. Like how if you pick up a boulder on elementalist, you can throw it down as a meteor for extra burning damage, where other classes can just knock people down with them. All of this works with trebs, catapults. Something like:
Engineer: Treb/Catapult stones remove 1 supply per hit.
Ranger: Stones remove stealth.
Thief: Stones apply blindness.
Necro: Stones apply short fear.
Elementalist: Same as evasive arcana.
Guardian: Retaliation or aegis on allies.
Warrior: Stones drop random banners.
Mesmer: Stones apply confusion.
Would make for more flashy effects and a neat mechanic. Also would make more sense to make defensive catapults/trebs. Right now the only thing to use is arrow carts.
(edited by Truga.5897)
In the end of the day, the games I stayed around and enjoyed are the games that gave counters to abilities to cancel them out, thus everyone needed to learn to play, no one got easy buttons like the thief is for GW2.
AoEs cancel thieves. Everyone needs to learn to play.
Small scale wvw and spvp is ok with D/D. I suggest packing a staff when in WvW though. You’ll need it often.
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