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[NA]Looking for serious pve/raiding guild

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Posted by: Zanthrax.6538

Zanthrax.6538

If you’re keen would love you to check out our guild.

http://mist-op.enjin.com/recruitment

We come from an experience as Guild and Raid leader in WoW raids too.

LF semi-hardcore NA PvE

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Posted by: Zanthrax.6538

Zanthrax.6538

I would consider us quite a hopefully serious / hardcore raiding guild. Not sure if its a bit beyond what youre hoping for but regardless feel free to check out our recruitment.

http://mist-op.enjin.com/recruitment

[NA] LF Hardcore pve guild

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Posted by: Zanthrax.6538

Zanthrax.6538

Not sure how lenient you’re hoping the 100% rep thing is but feel free to check our guild out see if its something you’re interested in.

http://mist-op.enjin.com/recruitment

LF Raid Guild

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Posted by: Zanthrax.6538

Zanthrax.6538

Keep in mind arenanet won’t release the first raid wing until a few weeks after HoT release with that said feel free to read over and apply to our guild or PM me in-game.

http://mist-op.enjin.com/recruitment

[NA] Mist Opportunities - Raiding Guild.

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Posted by: Zanthrax.6538

Zanthrax.6538

Raid encounter testing next weekend with BWE3! We’re very keen to jump in and test this out throw us an application!

[NA] Mist Opportunities - Raiding Guild.

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Posted by: Zanthrax.6538

Zanthrax.6538

Hey everyone, my name is Killchain, leader of a newly formed raiding guild seeking more members to tackle the raid challenges of Heart of Thorns!

<Mist Opportunites> has formed out of a crew of friends that have been playing together for most of Guild Wars 2’s lifespan. A bit about myself and our founding members. We took part in assisting to lead and organise both the first Tequatl kill on an overflow ( while everyone was rushing to Blackgate ) and the first North American kill of the Triple Trouble Wurm event. Some of the more difficult group encounters to come to GW2. Some members also have extensive raiding experience in other MMO’s.

With the announcements of raids officially coming to Guild Wars 2 we are extremely excited to pursue a raid guild and are looking for some more members to round out our raiding crew. NOTE: Please do consider though, to some extent we might come across elitist. We are genuinely seeking skilled and like minded players looking to be a driving force in the raiding community to the best of our collective ability. This does mean applications, trials, expectations of min/maxing gear and many things you may have come to expect from raiding guilds in more traditional MMO’s.

Spots are limited as we aren’t looking to bloat our numbers too much given the 10 man size of the raids. All things considered though, if this sounds like a community you might like be interested in I encourage you to apply at our website.

http://mist-op.enjin.com/recruitment

Please read through the application carefully! If you have any inquiries feel free to contact me in-game Zanthrax.6538.

Please respect your PvE players

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Posted by: Zanthrax.6538

Zanthrax.6538

With all due respect OP, these " more and more rewards " that PvP keeps getting…..is 1 armor set and a backpiece SKIN and 1 minipet. They are all cosmetic and its 8 unique things to PvP……8. Do you complain that you have to get some armors through gem store too?

Furthermore do you hear PvP’ers complain they can’t get the triple trouble wurm armor through PvP? What about fractal weapons? Too often PvE’ers or more casual players feel entitled to be able to get everything that everyone else can get without any effort. This game did something fantastic and finally broke the mold of players like you actually having something to complain about. You shouldn’t be locked out of progression or be behind in stats because you play less. Traditional MMO’s always sucked for that…..these are just cosmetic items and as I pointed out as well there are already skins in PvE that are exclusive too.

Game Updates: Traits

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Posted by: Zanthrax.6538

Zanthrax.6538

I never understood the QQ about this, they went from a system where you buy your traits….to a system where you can buy OR unlock your traits and people are complaining? I don’t understand….just unlock them with ingame gold if you don’t like PvE. JUST as it was before.

PSA: Beta Ladder Starting in 1 hour

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Posted by: Zanthrax.6538

Zanthrax.6538

I assume the test season hasn’t officially been turned on yet? Phanta on stream just got courtyard pop for ranked.

PSA: Courtyard Rule Changes

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Posted by: Zanthrax.6538

Zanthrax.6538

Personally I’d rather deathmatch be a 5v5 perma death with 5 minute max time. It would be quick matches and a great test ground for actually implementing arena style game mode in the future, should it be a success ( Yes I’m well aware conquest would remain the competitive gamemode for balancing purposes etc )

CDI-Guilds- Raiding

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Posted by: Zanthrax.6538

Zanthrax.6538

I’m aware this may come across as harsh but a couple of things I want to touch on about all this " ANET please don’t change your principals its why we came here in the first place ".

While its true " everything is endgame " the reality is its sort of not from the beginning. Orr can be cleared at level 1, Shatterer can’t be done at level 1, High level fractals can’t be done at level 1. Niether can any of the dungeons. Tequatl and Wurm as well.

I’m willing to admit a flaw here, but the primary drive is that this content happens to be tailored for those at level 80 that have at least exotics, want difficult content etc. Just the same way as the ruins being added in WvW didn’t effect PvE, why should one type of content please players of another type of content? It should encourage yes, but not be entirely re-written and changed so it displeases its original intended audience to keep its secondary audience happy.

That said, again as always I’m going to suggest compromise. I think this would be a genuine boon ( teehee ) to help coax newer players into the idea of raiding too. What about 1 low level raid for varying new players to experience. If you dislike the idea of creating an entire raid take existing world bosses like Shadow Behemoth and create a level 15-20 raid instance with just that one boss ( or only a few ) crank up the difficulty and make it so it scales any higher levels DOWN to a set level and have your gear scale to a set rarity too ( we already have these systems in place ). From there obviously the higher level raids ( level 80 ) would be designed around those at level 80 with exotics and likewise maybe even some achievements like kill this boss under x constraint is designed around full ascended gear with all infusions crazy stuff like that.

Also remember and please note, how many people CURRENTLY playing the game don’t have an 80? The reality is the complaints about " everything is end game " tapers off a bit for me when we look at the fact it rakes quiet little effort to level and get full exotics. Longer if you have less play time, in which I’d argue would you have the play time to be able to raid often? Would that instead actually provide LONGEVITY because you’re like " kitten son, all this leveling experience is crazy and even then when I get to 80 I have even more stuff to do ".

Now the " principals " I don’t want to ever see them throw down the toilet is things like, gear progression, I’d rather see all content be tailored around the exotic and ascended levels of gear forever, and then just make the challenge and difficulty through encounter design. From here every raid ever created would remain relevant, imagine down the track we have 10 raids each with 6 bosses, thats 60 bosses that all take the same amount of skill as when they came out. New players will have this PLETHORA of content and you won’t EVER see the WoW syndrome of having an old tier of content instantly become redundant because of stat bloat.

Also if I had it my way I’d make the combat even more dynamic and awesome, combat is already one of the driving forces of why this game is amazing but I’d love to see the following. I want REAL choice between damage CC and support.

A hammer for example does 1034-1166
A Greatsword does 1045-1155

Why are these 2 options remotely close? Would it not be better to see say a real decision be made between crowd control or damage? Instead of both? Now in a PvE setting I understand that yes at the moment its all pure damage craziness, but there is still an inherent problem when a glass guardian can still take his hammer into fractals and do solid damage and provide boons that his greatsword otherwise couldnt. There is no trade off.

Some encounters are going to be hard to design around when you emphasis those alternative roles without first at least taking a pass over them, making an encounter or mechanic around condition cleanses will just mean classes and specs will still go pure damage but run condi cleanse. Remove boon duration and make healing power give boon duration too, healing power could also alter the strength of boons 20% base protection up to capped healing power gives 50% reduction from protection as an example. Differing thresholds of healing power can alter the duration and power of combo finishers, number of aegis charges, number of condi’s cleansed per skill.

Reducing the damage of CC orientated weapons would give purpose to crowd control require mechanics, instead of just " Oh I’ll just sacrafice a little dps and still just aoe cc everything down, go team! ".

Anyway rant over. The main draw from this is yes principals like gear treadmill shouldn’t be changed, but don’t fall prey to assuming something can’t be tailored for max level, compromises can be made like lower level introductory raids.

CDI-Guilds- Raiding

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Posted by: Zanthrax.6538

Zanthrax.6538

Hi guys!

I thought I’d swing by and leave a quick introduction as I’ll be working with Chris to monitor this thread (and because I don’t post nearly as much as he does on the forums so most of you are unfamiliar with me in these CDI discussions).

I previously worked on some of the Fractals, Tequatl/Triple Trouble, and the Boss Blitz. Much like you all, I have an invested interest in raiding and I’m extremely excited to discuss what that could mean in Guild Wars 2!

There are already some really great discussions going on! I’m trying to get caught up on everything now and looking forward to reading more of your ideas.

Yay thanks Crystal, so who from this thread is getting a job at ANET cause of all these awesome ideas? =P

CDI-Guilds- Raiding

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Posted by: Zanthrax.6538

Zanthrax.6538

Jesus christ…..Sorry everyone didn’t realise how kitten big that entire thing came out to be =S……brb writing PHD on raiding…..

CDI-Guilds- Raiding

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Posted by: Zanthrax.6538

Zanthrax.6538

Concept (5) – Reward Structure.

Man I’m almost done, this will be the last thing I want to touch on….whew…..okay.
There are a few questions within this one idea that you sort of want to ask yourselves.

  • Do we reward per day? Per Attempt? Per week? Per kill? Per account? Per Character?
  • Is there any room for overlap?
  • Will it be RNG or Guaranteed? or Both?
  • Token system = god?

Traditional MMO’s did the whole reward over the week as raids reset weekly likewise it was all RNG based. I don’t think weekly based rewards should ever be touched. Daily is certainly good I like that. But in tandem with normal rewards as is.

Assuming you have a raids with little trash, just enough to give a hint at the upcoming bosses mechanics. I’d assume said trash would have loot tables for things like tier 5 and tier 6 materials, lodestones, usual stuff like that. Ensure they aren’t exploitable aka no respawn and farm situation ensure it doesnt SCALE to give more champions etc.

As for bosses there should be 2 catergories imo.
Everytime you kill a boss rewards and….
Once a day you kill a boss rewards.

Everytime
Should mimic the ward of doing equivalent content else where lets say average boss takes 10-15 minutes including trash and setup? Average path of dungeon gives 1-2 gold? Some champ boxes and loot, karma. Therefore as an example, everytime you kill a boss give 2gold, 5 champ boxes and like….5k karma or something like that.

Once a Day
This is where you get a chance at your RNG shenanigans, if you want a full set of gear to come from x raid, a piece of gear per boss would mean minimum 6 bosses per raid, something like that personally, with all due respect, is something I don’t see ANET maintaining quality content in a decide time frame between raids being added to get 6 bosses per raid.

So a better system might be a multiple token system. Lets say the first raid has 3 bosses in it and its called " Firey Mc Fire Raid Place ". Each boss has the chance to drop each individual one of 6 boxes. 6 Boxes of 6 pieces of gear then YOU choose the stats. The RNG comes from whether you get it AS WELL as whether its the piece you need, You could even say perhaps the last boss gives a higher chance, or even ONLY the helmet and shoulder come from the last boss, things like that. Furthermore….
Each boss you defeat gives you x " Firey Mc Fire Raid Place " tokens to spend on those same boxes that give that gear, so if you don’t get it by RNG you can still work towards the pieces over time. Likewise there should be something there that is ONLY pure RNG, something like a unique tonic, mount ( if only ) something liek that, that is pure RNG. Also give an option to spend " Firey Mc Fire Raid Place " tokens on an item that increases the chance of that unique tonic / mount by X%. Something like 5000% increase for the next 24 hours. This will take it from say a 0.2% chance to drop to a 10% drop chance. Obviously the disparity doesn’t have to be that extreme but lets take a look at what that would achieve.

It gives maintains the excitement of getting lucky drop and having unique piece of gear before others without ruining the unlucky and giving them NO chance to obtain that same gear, ( those poor souls still farming for tequatls hoard ). Likewise having 1 item be still PURE rng based gives additional purpose to tokens after all the gear has been obtained. Perhaps even throw in a tokens -> karma option too. Or make the pieces of gear you get through tokens account bound but salvageable to ensure tokens are never redundant

CDI-Guilds- Raiding

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Posted by: Zanthrax.6538

Zanthrax.6538

Concept (4) – Progress and Gating. " How should progress be gated? If at all "

Now we come to yet another interesting discussion to be had, do you literally not gate any of this content? So anyone from any guild or guildless without spending gold karma or influence or merits, no currency spent on unlocking these raids, can waltz into a raid and then in turn go to any boss in any order to attempt to defeat it. Well…..no that sounds insane. There definitely has to be some form of gating behind the progress you make.

I saw people mentioning the idea of influence and various things like that but because we are talking instanced content I don’t feel like it needs a gating by the way of currency in any fashion. A smaller guild shouldnt feel punished because they can’t meet the unlock demands and likewise there will be guilds out there that form solely for the purpose of briefly repping and coming together at a set time and doing raids then they go back to their own social guilds.

I don’t think the shear entering of the instance to begin with should be gated by anything. Now lets take a look at actual encounters within a raid. ASSUMING we have raids with more than one boss in it, each subsequent boss stereotypically needs to be defeated before doing the next, this alone can be played into from time to time, what about bosses that upon being defeated effect the remaining bosses in some fashion.

Super brief example. 4 elemental bosses and final super mega god boss. You CAN attempt any boss at any time but killing the god boss with all elemental bosses up is like nigh impossible…..literally ( but perhaps there is a title if you can pull it off thus providing longevity )

  • Killing fire boss takes away fire aura mechanic from god boss
  • Killing ice boss stops random player getting frozen for 5 seconds every 20 seconds
  • Killing earth boss stops random aoe rocks falling down that instantly down state you
  • Killing air boss stops the boss from auto attacking with lightning arcs to everyone aka only auto attacks one person.

Something like this is amazing gating taken to a different area. While other raids could have your typical beat x boss to goto y beat y boss to goto z etc etc. Also again tapping into the various mechanics like pressure plates jp’s all that craziness you could even say heres unique boss someone in your raid has to have completed every jumping puzzle in the game to be able to open this hidden pathway and complete THAT jumping puzzle to unlock x unique boss….that kind of gating, at least in my opinion would be friggin epic.

Another typical gating method in traditional MMO’s was always gear, GW2 is amazing in that assuming no additional vertical tiers of gear come, every raid ever made will still remain relevant in difficulty for new players etc. If you take a look at what WoW is now 80% of its raid content is outdated and any new player coming to the game misses out on the experience of beating lich king or illidan etc. The lack of gear treadmill is a massive massive positive for GW2’s raiding if it were to be implemented.

Also another thing to consider is the following…..You implement 3 raids, does raid z require all of raid y to be completed before entering? Does raid y require all of x prior to entering? Is it completely free of one another? or is there a PSEUDO gating of raids? Say raid instance owner must have 2/5 of raid x to open raid y? This is where I personally don’t have too much opinion because I plan to smash it all out anyway =P But definitely something to consider.

CDI-Guilds- Raiding

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Zanthrax.6538

Concept (2) – Size of raid. " How many people can enter one raid at one time? Should it scale? "

This is an interesting topic but again lets break it down as best we can.
Having a set raid number for instanced encounters makes balancing said encounter 100 frickin billion times easier to promote real competition among guilds and communities. Likewise it helps players form clearer and more concise plans and strategies around encounters. While on its surface it sounds like it would cripple guilds by saying “Sorry champ this raid is only for x people, you miss out” this does have an inverse effect that is positive it will promote and help grow MORE guilds. 10-20 man raids will help promote smaller guilds and make it far easier to manage for them. While larger guilds have the opportunity to create multiple raids, help other guildies on alts, things of that nature.

Though I am willing to admit it isn’t all sunshine and rainbows as some larger guilds would experience more " cliques " and segregation among members. I would argue though that this more so comes down to how the management of that guild handles it. My vote here would be 100% be behind 10-20 man raids ideally 10-15 man.

Concept (3) – Encounter Design.

This is the part I really feel most passionate about, the encounters really need to be next level. Don’t be afraid to make difficult content layered with multiple phases and things that seem next to impossible. Definitely don’t under-estimate your playerbase either. Tequatl showed us what seemed impossible is actually easily achievable. Play into seldom used traits and utilities. Give true purpose to your unique soft trinity roles like CC / Tanky / Support / Healing players.

An example could be 2 very simple mechanics, every 20 seconds x boss puts a damage over time effect on people that deals 200% of their maximum health can’t be cleansed. This forces people to group up and aoe heal, then every other 20 seconds ( aka 10 second intervals of each mechanic rotating etc ) have a mechanic that puts an AoE around every player x diameter and after 2 seconds if anyone is in each others AoE they both die.

This straight away creates a simple stack and spread out mechanic in an encounter now imagine if we throw in other phases with other mechanics and say in the final phase you’re dealing with lots of things suddenly that seemingly easy mechanic of stack and spread out gets layered in with everything else and it becomes far more tricky. This is intrinsically where the difficulty comes from within most raid encounters.

Likewise as I mentioned giving more purpose to alternative roles like CC and Support.
An example for CC could be the following. X boss stands in the middle and never moves. Every 30 seconds a mob spawns on the outer ring of the encounter and takes 10 seconds to run to the boss suiciding the mob and making the boss AoE everyone for 90% of their maximum health. However after 15 seconds whether the mob is at the boss or not he explodes regardless leaving an AoE on the floor that ticks some damage for the rest of the fight.

This example provides so many things.

  • CC required to stop mob from making the boss one shot you all
  • If in the event you know you can’t cc it you still have a window of opportunity to group up mass heal and hope you’re all above 90% health aka there is small windows of counterplay should you screw up
  • Creates a soft enrage timer that means if you dont kill the boss by the time the entire room is filled with these aoe circles slowly ticking damage you’ll wipe regardless.

These are the kind of mechanics that should be played into with GW2’s combat system and this doesnt even REMOTELY touch on what can be explored by way of jumping puzzle platforming, pressure plates as someone else mentioned, splitting up raids temporarily, environmental weapons. So many reasons GW2 would kick butt with raids.

CDI-Guilds- Raiding

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Zanthrax.6538

WARNING
This will be long winded but hopefully worth the read.

Hi everyone! My name is Chad aka Killchain, I am the leader and founder of Attuned. A guild theorized after the World First Tequatl kill and implemented after Blackgates collective NA first Triple Trouble wurm kill. I also have a vast amount of MMO experience and have at the very least tried every single MMO since World of Warcrafts inception except Guild Wars 1 and The Secret World. In World of Warcraft I had experienced the game from a PvP’er to casual raider and as I grew up out of highschool performed in high end raiding including various raid leader, officer and guild leader roles. I just wanted to highlight as a frame of reference my experience in various mechanics and implementations of “ raiding “.

Now to the fun part! Man I’d never thought I’d see the day where we were discussing raiding like this to be honest. <3. I believe the best approach that I can convey is breaking up the whole concept of raiding into various sections and then providing the pro’s and con’s from there.
__________________________________________________________________
Concept (1) – Format: “Open World or Instanced”

As I read some of the replies thus far it seems as if the general consensus is that this is specifically refering to instanced raiding however I still want to touch on this.

Open World Pros

  • Builds community
  • All inclusive
  • Encourages scaling of events therefore LOSELY determined by minimum or maximum amount of players ( aka not rigid 10 man only ).

Open World Cons

  • Hard for guild to get 100% of their players in.
  • Although not required promotes capped maps aka the full 150+ people.
  • 150+ people difficult to manage
  • High turnover of players who manage to get in limiting improvement.

Instanced Pros

  • Guaranteed to determine who gets into the raid
  • Will emphasis more squad features thereby helping WvW in the process
  • Controlled enviroment so the mobs, encounters and players in there are 100% determined
  • Clearer sense of progress ( 2/5 bosses down etc that mentality is good to be able to quantify like that ).
  • Easier to fine tune encounters, no taking down a whole map cause triple trouble bugged etc.
  • Promotes vastly superior sense of competition in a PvE environment ( the players themselves determine whether its hostile or not don’t fall for that fallacy that you are at fault for causing elitism )

Instanced Cons

  • Lose broader sense of community
  • Less likely likeminded players will " find " each other
  • Open World " may " begin to feel smaller as players segregate around the instances or cities ONLY.

I genuinely think instanced raids are vastly superior to anything open world can offer personally but I’m willing to admit a bias there. Perhaps a compromise that could be worked out is providing an easier open world alternative to raid bosses as well. My example would be something like keeping Tequatl as is but also providing a harder instanced version of Tequatl with different rewards to reward prestige etc. ( Please note prestige is not something to shy away from, people shouldnt complain if something aesthetic like a title or a unique skin is availiable from something that is hard. )

Attuned [Att] is recruiting! NA / PvX!

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Posted by: Zanthrax.6538

Zanthrax.6538

Still looking to recruit oceanic and NA players!

Attuned [Att] is recruiting! NA / PvX!

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Posted by: Zanthrax.6538

Zanthrax.6538

Still looking for members contact me in-game @ Zanthrax.6538 or via our website at attuned.enjin.com/recruitment

Attuned [Att] is recruiting! NA / PvX!

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Posted by: Zanthrax.6538

Zanthrax.6538

Attuned [Att] is a cross server NA PvX guild looking to bolster it ranks on a multitude of fronts. Our niche is organising world boss content including the more difficult Tequatl and Triple Trouble Wurm encounters as well as speed clearing normal world bosses like Shadow Behemoth and Golem Mark II.

That said, we provide a community outside of these events to do various PvX content like dungeons, fractals, sPvP, WvW ( if you’re on the same server), and more. We don’t have a requirement for a server, as the majority of the content can be experienced together through megaservers; but a decent portion of our members are located on Blackgate.

We have set “raid” times for our Mega Boss kills which is always just after reset, keep in mind these times will be pushed ahead by 1 hour when daylight savings leaves American Time come November.

North American – Thursdays.
8:30pm Eastern
5:30pm Pacific
11:30am AEST ( Australian Eastern Time ) ( Friday Morning )
8:30am AWST ( Australian Western Time ) ( Friday Morning )
1:30am CEST ( Central European Time ) ( Friday Early Morning )

North American – Saturdays.
8:30pm Eastern
5:30pm Pacific
11:30am AEST ( Australian Eastern Time ) ( Sunday Morning )
8:30am AWST ( Australian Western Time ) ( Sunday Morning )
1:30am CEST ( Central European Time ) ( Sunday Early Morning )

We are also making a push to start recruiting OCEANIC players and setting up oceanic wurm and tequatl runs. In turn this will promote more consistent activity outside of our raids as late night NA players can dungeon with early oceanic players etc.
DISCLAIMER: There will have to be a growing period for oceanic players prior to our first oceanic wurm run, in the meantime you can come to any runs you happen to be able to make ( especially note the sunday morning run ) and chill in TS, run dungeons or fractals etc.
When we are able to commence our Oceanic runs they will be as follows.

Oceanic – Wednesdays
10pm AEST ( Australian Eastern Time )
8pm AWST ( Australian Western Time )
8am Eastern ( NA )
5am Pacific ( NA )
1pm CEST ( Central European Time )

Oceanic – Saturdays
10pm AEST ( Australian Eastern Time )
8pm AWST ( Australian Western Time )
8am Eastern ( NA )
5am Pacific ( NA )
1pm CEST ( Central European Time )

None of these raid times conflict with lock outs of the others, so if you’re able to attend all of them, you’ll get rewards each time you defeat them. If you are interested you can either apply
at attuned.enjin.com/recruitment or drop an ingame whisper / mail to Zanthrax.6538 or Airleas.4301

New Player Experience Bugs - Multiple Characters

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Posted by: Zanthrax.6538

Zanthrax.6538

One thing I’d really like ANET to think of implementing is what someone on reddit suggested / brought up. The new dodge tutorial is cool, add something similar for the learning of combo field and combo finisher mechanics. This would be a huge help for new players.

CDI- Guilds- Logistics and QOL

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Posted by: Zanthrax.6538

Zanthrax.6538

Proposal Overview
Guild World Boss pops for ALL world bosses. ( NOT TEMPLES )

Goal of Proposal
This is quite a niche change honestly I’ll admit that, but I want to provide the ability for guilds to pop any World Boss at a convenient time for them.

Proposal Functionality
We already see the following implementation with Tequatl and Triple Trouble Wurm. We can pop these world bosses whenever we want while still only getting the rewards once. So while this might be unique to our guild, it also be the case with other guilds that share our frustration. Due to our times of play, most of our guild often finds that miss out on some of the later night world bosses if we wanted to do them. EG: Golem Mark II in Mount Maelstrom.

I’d love a system where we see the number of stored charges for the world boss pops be increased from 3 to X. 10? 20? 25? Is there a downside for allowing more? I honestly don’t see one. By providing this you do the following for our one guild. You let us pop bosses when we want so we can blow em up in record times. What you do for other guilds is the following…..
Lets say a guild has an hour or 2 one particular night and they say hey lets do some world bosses, it’d be awesome for them to pick and choose which world boss ( EXCLUDING TEMPLES ) they do for that night. It’d get annoying doing Shadow Behemoth all the time.

Associated Risks
Some risks, well as mentioned we already have the technology and it’s already used with Triple Trouble Wurm and Tequatl. Likewise the system is in place where you can only get loot for doing it once a day. HOWEVER could this be used to grief a map? Could troll guilds use this to delay regular spawn times? Could we have the same system of wurm and tequatl where they can’t be popped 1 hour either side? Is that too long given the events only last 15 minutes?

Thoughts?

Standardized Models in TPvP (Picture Inside)

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Posted by: Zanthrax.6538

Zanthrax.6538

For those that might be looking for an actual look at all the gender and profession combinations of the new Standard Enemy Models.

Potential sPvP build come Sept 9th

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Posted by: Zanthrax.6538

Zanthrax.6538

Yea the lack of double endure pain could be the biggest risk for a zerker build of this, theres a few other builds I’m thinking of but will definitely start with these 2 iterations. As for rune of eagle while it synergies well with the build the downside is I genuinely think might stacking through runes of hoelbrak / strength is too strong to ignore atm.

Potential sPvP build come Sept 9th

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Posted by: Zanthrax.6538

Zanthrax.6538

Hey guys Killchain here!

I’ve been kind of toying with a few specific builds I’m very keen to try out come the Sept 9th balance changes. I have made a video showcasing my thoughts including showing the direct change we can expect to see to Arcing Slice. The video can be found here

I’m aware that some people prefer reading information rather than watch it so lets detail some of the ideas in this post.

OVERVIEW

4/0/4/0/6
55% crit chance with fury, I don’t feel comfortable leaving 45% to not crit as such I’d want to test out sigil of intelligence on gs to guarantee a crit on arcing slice.

0/4/4/0/6
74% crit chance on arcing slice with fury and burst precision minor trait. Feel a lot better about that, would potentially want to try sigil of fire and sigil of air on gs for that snap burst.

DO NOTE

Arcing slice ( according to tooltip from Skill Bar ) does NOT change damage depending on adrenaline level, as such I do think Burst Mastery providing constant minimum 1 level of adrenaline will allow us to Arcing Slice on demand even if we just did Combustive Shot.

Runes – Hoelbrak / Strength
Amulet – I want to try this build with zerkers amulet but depending how it fairs alternatives could be explored like Soldiers or Cavaliers etc.

PHILOSOPHY

Your 4 in Defense and 6 in Discipline will most likely stay the same.

Defence
Dogged March ( Stance Duration could be worthwhile exploring on zerker amulet )
Cleansing Ire

Discipline
Warriors Sprint ( Signet Mastery an option if you need signet of stamina etc )
Destruction of the Empowered
Burst Mastery.

Now we explore the variations.

Strength
Great Fortitude
Slashing Power

OR

Arms
Rending Strikes ( “maybe” consider Deep Strikes if you’re using Signet of Stamina?!? )
Forceful Greatsword.

The big decision here is do you want to sacrafice 200 power and 10% flat damage to GS to get that 74% crit chance on Arcing Slice. You would need significant might gain from " Forceful Greatsword " to bring it on par with running the strength line, that said, do keep in mind you get the 20% reduction to GS skills from " Forceful Greatsword " as well. What testing I’ve done so far suggests 4/0/4/0/6 will probably outshine the alternative but I will definitely be testing both.

What are you thoughts?!? Any builds you have been toying with?

ToL2 EU Finals! 21 CEST / 12 PDT

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Zanthrax.6538

Quality options now availaible

ToL2 EU Finals! 21 CEST / 12 PDT

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Posted by: Zanthrax.6538

Zanthrax.6538

how about adding a “6th man” to team rosters for dealing with DC’s? The network stability seems to crop up in every tournament and since there’s no pause function (I don’t like the idea of having one anyways) how about just having a 6th man on the roster waiting in the wings as a spectator and if someone DC’s he simply joins the side and rotates in. That way matches don’t get decided by the network stability.

just a thought.

Hmmm interesting idea actually, not sure if there would be enough spectator space to allow a backup that said this could be an interesting alternative for dealing with DC’s.

ToL2 EU Finals! 21 CEST / 12 PDT

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Zanthrax.6538

Also LIVE NOW! " Next match 15 "

ToL2 EU Finals! 21 CEST / 12 PDT

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Zanthrax.6538

ToL2 EU Finals! 21 CEST / 12 PDT

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Zanthrax.6538

Hey guys, ToL2 EU finals starts in just half an hour. AKA 21 CEST / 12 PDT.

Stream can be found at http://www.twitch.tv/guildwars2

Blu and Jebro will be doing giveaways for viewers as well. So who do you guys think will take it?

[NA][Sama] Team looking for two

in Looking for...

Posted by: Zanthrax.6538

Zanthrax.6538

I’d recommend perhaps waiting for the sept 9th balance changes to come into effect, if you have already taken that into consideration then apologies but you might find the changes may influence a change of composition or builds. =D

You want a Competetive Esports game?

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Posted by: Zanthrax.6538

Zanthrax.6538

With all due respect,

1) No esports are 100% perfectly balanced.
2) Most top tier players adapt as balance and meta shifts anyway.
3) What makes an esports is strictly 110% return of investment, if you get back the money you put into tournament broadcasting etc you are esports. How does this happen? From advertising sponsorships which all revolve around exposure to viewers.

Viewership is what drives esports. As such it doesnt matter whether they are casual average or hardcore players, nor does it matter whether those players are good average or badly skilled players. If they are invested in watching tournaments then we are esports. The game must be easily understandable and watchable, something that gw2 can struggle with at times. It must also be exciting, when a close match or epic comeback or nail biting lord rush happens its hype as a motherkittener. When its not close its dull as with all games. A 18 minute domination in league of legends isn’t fun to watch either.

That said in its current state MOST of the matches are these dull blow out matches where it was clear that one team was just too strong the entire game. Better comeback mechanics need to be employed into all maps of conquest.

To improve esports of GW2 my top tips would be….

1) Provide SERIOUS incentives for casual players of varying skill levels to want to spend more time in pvp. Whether through gamemodes, leagues and ladders or even tangible incentives.

2) Try your best to improve the spectator mode, I’m unfortunately at a loss what specifics could be done here but an example is move away from AI pets n kitten.

3) Tweak secondary mechanics of all maps to provide better comeback mechanics, example is every 3 minutes the buffs on forest give an additional 10 points. SOMETHING like this.

[Question] Standard Enemy Models

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Posted by: Zanthrax.6538

Zanthrax.6538

Please consider it for Solo Queues, solo queues are and SHOULD be a competitive platform for those that aren’t able to team queue at the time. If there are reasons why you aren’t doing it for solo queues like " We want to test it out first " or " We aren’t adding it to solo queues because of ladders / leagues we want to add some day " then if theres any chance of transparency let us know!

All things considered awesome blog posts so far keep it up and EU 4 ALL STARS! RAWR! =P

Spectate Mode should be removed from Hot-join

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Zanthrax.6538

I think setup hotjoin SPECIFICALLY for team death match / capture the flag / any other game modes you guys eventually bring in, then have conquest as STRICTLY unranked or ranked play as thats the main game mode you guys want to focus on and balance around.

With that said I’m sure many many players would appreciate the following idea. Take existing maps clip and trim it to a smaller area and use that for deathmatch. An example lets say unranked and ranked conquest becomes a thing and hotjoin remains for the other game types. Trim Forest of Niflhel to ONLY be the beach….you keep spawns as is….block north doors, block all three exits from the beach to the actual nodes so the map is tiny just the beach….no capture nodes….go nuts …. this one map can be used for 2 game modes….team death match, 2v2 arena ( if thats ever implemented ) and hell even a Free For All mode would be fun….make everyone spawn in the middle of the beach facing outward to each other….timer counts down and BOOM! Free for all. You have the map would take a little time to trim….you have team deathmatch as a system already that could be implemented so quickly.

Now lets look at some other maps…..Battle for Khylo….why not have a Team Deathmatch where its its just a map of the clocktower tiny thing and periodically an NPC fires the treb at mid. Its a team death match in clocktower….not saying these ideas are great….but they seem like little effort for big reward….functionality for a new game type people would thoroughly appreciate.

PvP Guide for Newbies - Map Awareness

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Zanthrax.6538

Thats true, that situation is where lets ASSUME they do at least know, theres that mentality of who cares, winning matches has the stigma that it ultimately doesn’t mean anything with leaderboards being the way they are…./shrug it does suck but im sure that’ll change in due course.

PvP Guide for Newbies - Map Awareness

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Zanthrax.6538

Maybe there are too many engineers and thieves around these people IRL? =P

PvP Guide for Newbies - Map Awareness

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Zanthrax.6538

Lol marvin <3 …. Olrun time to put on my big boy pants =P Thanks for the support everyone appreciate it sincerely!

PvP Guide for Newbies - Map Awareness

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Zanthrax.6538

I’ll keep that in mind for next time! Thanks Evan =) I actually have my nice little notepad for things to improve on, haha.

PvP Guide for Newbies - Map Awareness

in PvP

Posted by: Zanthrax.6538

Zanthrax.6538

Hey guys,
I’ve come up with another PvP guide video designed to help newer pvp’ers out at improving. Some of my previous videos include the Stomping series which helps teach players about the various downed state skills of each profession and how to counter them when attempting a stomp.

The playlist for the Stomping Guides can be found here at
https://www.youtube.com/playlist?list=PLAhX2Vt8fhBZclmnw3k8GvNBZx-zWW8cH
From there you can navigate to whichever profession you’re specifically looking for.

My new Map Awareness video can be found here
https://www.youtube.com/watch?v=Fyj1r5GahjM

The intent behind this video is to help those in solo queues to communicate and make firmer decisions based on the current situation their team may find themselves in through the use of the minimap and other means. Should I push far? Is that guy at home okay by himself? Where is that enemy thief? etc.

In tandem with this video I have the opportunity to give back to you guys, promote the youtube channel and get some feedback. Massive props to ARENANET for providing me with gem codes for you guys. I’m new to doing giveaways through youtube so this will most likely change in the future, however here is how this giveaway will function.

I’ll be doing giveaways for THREE lots of 800 gems via gem codes.
To be eligible you have to be subscribed and comment on the “Map Awareness” video.
In a week’s time I’ll draw the three winners ( you can’t win more than once ) and announce the winners on youtube and via twitter. I will PM you the gem codes through youtube. Winners will be drawn randomly.

I’d thoroughly appreciate any feedback on other ideas you guys would like to see and how I can improve. Have a great day everyone!

~Killchain.

Sun Crystal NOT breaking Aerin's Shield

in Living World

Posted by: Zanthrax.6538

Zanthrax.6538

Yea turns out that was the problem thanks heaps good sir!

Sun Crystal NOT breaking Aerin's Shield

in Living World

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Zanthrax.6538

Oh….my god…..if thats how easy it is im ACTUALLY kittened….let me go ahead and try that now thanks heaps man wow. GG

Sun Crystal NOT breaking Aerin's Shield

in Living World

Posted by: Zanthrax.6538

Zanthrax.6538

So over the last 2 days Ive attempted about 5-7 times now to complete Cornered, but the Sun Crystals are consistently not breaking Aerin’s channeled shield now. Its really starting to do my head in. ANET can you PLEASE look into this and fix it! I will provide videos if I have to ><

New Finisher ( Mystical Dragon )

in Guild Wars 2 Discussion

Posted by: Zanthrax.6538

Zanthrax.6538

Hey guys, I’m Killchain

I with the new patch out we had a few things changing including the withheld WvW rewards for now full patches notes as always can be found just below.

https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-June-03-2014/first#post4086267

If you are looking to know what the new finisher looks like prior to purchasing it heres a video.

Giving Up On Festival of the Four Winds

in Festival of the Four Winds

Posted by: Zanthrax.6538

Zanthrax.6538

you dont have to be good at the game to get these achievements =S like at all….in aspect arena all you need to do is damage someone if someone else then kills them you get the credit etc

Boss Blitz: super unfun

in Festival of the Four Winds

Posted by: Zanthrax.6538

Zanthrax.6538

gold event reward as in not silver or bronze etc.

Boss Blitz: super unfun

in Festival of the Four Winds

Posted by: Zanthrax.6538

Zanthrax.6538

Our guild farms gold and you get so much loot its ridiculous and a lot of fun.

Liadri and rage

in Festival of the Four Winds

Posted by: Zanthrax.6538

Zanthrax.6538

This fight is not hard, its challenging and fun but she is 100% scripted, if you pay attention and take note, the orange circles the rotation of the orange circles the spawns of the visions and rifts all of it is a pattern. Learn it and it is easy.

I did make a video yea yea yea shameless plug you do NOT have to look at it. Maybe it might help some people out though https://www.youtube.com/watch?v=Zj6q479uoew

Liadri: The L2P Issue

in Festival of the Four Winds

Posted by: Zanthrax.6538

Zanthrax.6538

Liadri is as scripted as they come, its a fun and challenging fight because of its mulititude of mechanics woven into each other, but the orange circles that drop the dark kitten….the spawn areas of the visions and the rifts are all 99% the exact same….learn the patterns.

If people are still struggling perhaps this video might help out a little bit shameless but feel free not to look at it at all its that simple. https://www.youtube.com/watch?v=Zj6q479uoew

Unused Stat Combinations

in Profession Balance

Posted by: Zanthrax.6538

Zanthrax.6538

First off I wasn’t sure where to put this….I’m sure this has also been mentioned before, but after reading the new traits ideas etc, I’m looking to revitalise the discussion to bring unused stat combinations forth.

Healing Power and Boon Duration are the 2 ideas I’ll present here.

What if we had a system where without boon duration parties can only blast or provide boons for a max of 5-8 seconds but with boon duration it scales far further than it currently does, and boosts us to like 45 seconds. YES this would mean we deal with 45 seconds of retal, 45 seconds of 25 might etc etc, but requires a full boon duration set.

Numbers could be tweaked, but the premise is give boon duration more oomph. It’ll shake up metas enough. Now what about healing power?

Why not healing power scale support boons in power? Lets say the base protection reduction gets changed to 15 – 20% and with max healing power set that goes up to 40% damage reduction. Again numbers can be tweaked. Aegis in certain tiers of healing power you can provide addition procs of the aegis blocks instead of just 1 it has like next 3 attacks are blocked etc.

These are the things I’d love to see ANET at least think about to help keep this soft trinity but put more emphasis away from the zerker pve meta, and shake up pvp meta too, support could have so much more NEEDED depth!

Thoughts?

*Spoilers* MIND BLOWN right now! A++++ ANet

in Battle for Lion’s Arch - Aftermath

Posted by: Zanthrax.6538

Zanthrax.6538

Loved the animations and aggression from kasmeer, one concern. With the debate on whether or not LA will get rebuilt yet again. In the event that it DOES get rebuilt the Living Story is promoting that its not a living breathing changing world at all, its episodic in a fashion of a sitcom. At the end everything goes back to normal there is 0 change.

With Jory NOT dying and if LA gets rebuilt, you’re essentially saying that the threat of the entire last year has had 0 consequence. You’re teaching people to not care about the living story. You HAVE to be brave enough to make significant changes everything can’t keep ending up all fine and dandy ><