I guess the question then is why does it give up immediately if you avoid it?
It seems to cancel it early if this spell fails to hit any target twice in a row. This gives it the opportunity to cast its melee poison spell on players who are close by it. In the open world, the odds of this creature hitting nothing twice in a row are slim, so we almost always see these creatures channel it to full duration. (Unless its interrupted)
Actually, it only needs to miss once. Dodging as soon as it hits the ground will make the first vine miss and then it will give up, unless it hit something else.
Anyways I don’t blame you or anyone for not understanding the vine spell; the way it works isn’t conveyed at all. There is no way to figure out there’s a safe spot in melee range of it except from trial and error. (And word of mouth) It seems to be shaped like a huge doughnut.
I suppose some people would know from encountering Leeching Thrashers that it’s a doughnut, but I think more are probably like me, who figured out that the vines from Leechers will miss you if you’re moving. Except they won’t on this guy.
(edited by gimmethegepgun.1284)
Well obviously I should’ve tried getting close before ranting heh.
Still, soloing it at range is still quite doable since it gives up on the vine attack if everyone avoids it, which is weird.
I guess the question then is why does it give up immediately if you avoid it?
The LS event Defeat the Mordrem champion in Iron Marches is an incredibly badly designed event. It is, quite seriously, MUCH easier to do solo than in a group. And it is a group event.
My experience with the mechanics of the boss are as such: After a long, obivous windup, the thrasher hits the ground and sends vines after things in the attack’s very large radius, much like Leeching Thrashers will. Unlike Leeching Thrashers, however, the vines cannot be avoided by moving, as the time between the vine appearing and it hitting you isn’t enough for you to move out of the way. They must be dodged or blocked.
The vine attack continues for a long time, OR until it is evaded. The problem is this: It will continue, against ALL affected targets, until ALL of them have in some way prevented it from hitting them. As such, the more people there are, the more likely there is someone who does not know how it works, which causes everyone else to continue getting hit. Worse still, it targets pets, and likely minions, illusions, spirit weapons, elementals, etc. that CANNOT DODGE, or in other words, Ranger CANNOT win against the boss due to its pet, unless maybe they intentionally get the pet killed?
The mechanic of the attack continuing until you avoid it is fine, but as it stands, where one person messing up breaks it for everyone, and pets mess it up regardless of what you do, it is broken.
Until it is changed, my advice: solo it, don’t play ranger (you lose automatically), and don’t play mesmer using any illusions at all (make sure to get rid of deceptive evasion too).
There’s an anvil in the town that’ll repair for you.
As the thread has glitched due to someone deleting a post, I am posting to allow access to page 1.
Actually, Anet admitted that they underestimated the player base’s dedication to the game. Exotics were the final tier, until a majority of the players maxed out within months of the game’s release.
I don’t see a problem with this.
So they added the next, and supposedly last tier, which is Ascended. So it wasn’t because of the vocal minority of the game that triggered it, it was a vast majority of active players.
They assumed that since a “majority” of players had exotics that we wanted another full tier of gear? Oh wait, they said it was going to be added from the start but didn’t tell anyone and are implementing it horribly. A player’s actions now does not tell you what they would like to see happen in the future.
And seeing as you have access to anet’s metrics, please let me know the number of full and non-full exotic players in October. If you can’t, then you can’t say kitten about anything being a majority.
Considering that Exotics are pretty common and cheap, that’s enough evidence to back Anet’s position on the matter.
And considering their track record of never once adding any new, stronger gear in gw1 I don’t see why they’d think everyone getting max gear quickly was a problem.
Unless of course they thought they needed to add ascended to keep the locusts here.
Which it didn’t anyway.
Since it’s admitted that the complainers are in the minority, why would Anet make major changes to the game to appease the small, vocal minority?
That’s a very good question. Why did they try to appease the vocal minority of people who wanted vertical progression by adding ascended at all?
Actually, Anet admitted that they underestimated the player base’s dedication to the game. Exotics were the final tier, until a majority of the players maxed out within months of the game’s release. So they added the next, and supposedly last tier, which is Ascended. So it wasn’t because of the vocal minority of the game that triggered it, it was a vast majority of active players.
Was that before or after they claimed they had always intended to add ascended?
Since it’s admitted that the complainers are in the minority, why would Anet make major changes to the game to appease the small, vocal minority?
That’s a very good question. Why did they try to appease the vocal minority of people who wanted vertical progression by adding ascended at all?
When a crafting material costs more than a higher tier material of the same variety (ie doubloons) something is wrong. Drop rates need adjusting, or the crafting recipes need to be changed, or both.
The general consensus is that you pretty much should just wait until your server is a different color so you can get a different side of EB and a different BL without too much difficulty.
Ascended > Exotic. Therefore remove Ascended gear.
Exotic > Rare. Therefore remove Exotic gear.
Rare > Masterwork. Therefore remove Rare.
Masterwork > White. Therefore remove Masterwork.I think the complainers would be happy if everyone was on the same level – Basic White gear. But they fail to realize that WvW is not SPvP. If they’re not happy with WvW, they should stick to the structured PvP part of the game, where everything is even.
But hark, there’s more:
Superior Runes can give an unfair advantage as well, since they add bonus stats to a player’s attributes. And since Superior Runes are so hard to come by in WvW… well, you know how the current argument goes.
The “complainers” appear to be the majority of the people who play WvWvW. Maybe you should go over to those forums and tell them exactly how their game mode is supposed to work and why their opinions mean nothing? Clearly, you’re the only person who’s opinion actually matters, right?
Actually, the complainers are the minority of the WvW player base. When you’re an active WvWer, like myself, you don’t see people having this argument in chat. What you’re seeing is just a few people upset that they can’t get Ascended gear.
Complainers are in the minority of EVERYTHING. Most people don’t speak up, regardless of their feelings on the matter. Do not mistake the silence of the silent majority with agreeing with the status quo.
And perhaps people aren’t complaining about it in chat because it clogs chat with things that aren’t, say, scouting reports or orders.
Vulnerability affects all direct damage (it doesn’t matter what form it takes, there’s no elements or whatnot, all direct damage is the same), but does not affect condition damage.
Check out the advance information from the ESO devs … they see what’s going on here and are clearly targeting GW2’s inability to properly handle mass battles.
Unfortunately they failed to learn from everyone else’s mistakes and have already killed their own game by making it P2P.
They need a waypoint at the TP in LA, so I don’t have to run from the bank side to the TP side and back again 50 times a day.
You could just go to Rata Sum, you know.
Did you miss some exotic gear for your exotic dummy? Because I get 104% crit damage not 86% crit damage.
edit: In fact you must of missed something since even without food buffs, bloodlust or might, with d/p I get 2239 base power for exotic zerk/zerk orb/ruby dummy not the 2089 you list.
Check your trinkets and rings and such for the extra jewel. The calculation I used were for the base item only. …
Isnt that cheating though? There is no reason why anyone wouldnt use a jewel with their trinkets. That changes things quite a bit. by adding jewels power goes up to 2239.
Ergo going with basic damage no buffs etc…
(981×2239×2.4) / 1836 = 2871 vs 3108 which means increase in damage is actually 8%
going with the max damage, food buffs, critical whatevers
(981x 3306×2.4) / 1836 = 4239
4239 × 257% = 10,894 vs 11909 = 8.6%
none of it is close to the 24% you calculated.
If you have a good reason why you think adding jewerly to the trinkets in exotics is not fair feel free to share but personally I think they should be there considering those stats are build in ascended gear anyway.
I’m guessing what he means is, he did the calculations for both sets of gear without jewels. If you add them in on the exotic, you then also add them in on the ascended, and nothing really changes.
No, Galen is right about that. Ascended trinkets have an ascended jewel “built in”. They have no upgrade slot, only the infusion slot, and instead their stats are as high as they’d be if an ascended-level jewel was slotted in it.
Considering how rapidly pets, minions, illusions, turrets dissolve in zergs, I very much doubt they have much of anything to do with the lag.
I haven’t noticed much change over time. Except that part about having only been able to open the chest once. Ever. In all the times I’ve done it.
According to the wiki its end chest shares the timer of Weyandt’s Revenge in LA, so if you do that every day you can’t get the chest from Chaos Crystal Cavern.
really weird, i have the same settings that you have and just now when i checked the cave again, it looks super shiny like on my old screenshots and yours… but an hour ago, with exactly those settings, it looked like dead…. very strange..
Well, like I suggested, it might look different between day and night.
Don’t forget the POI in the middle of the lake that you can’t reach.
Probably should just wait until next week to finish that.
My vision was gleefully throwing grenades at poor slobs on the ground when I was defending an objective.
Sadly, AoE spam on the wall makes it near impossible to get near the ledge, and even if you can get there half the time you can’t get the shots over the lip.
the extra players works out fine in the lower tiers it is solely a problem because they stacked their server. again they made the problem on their own and know exactly how to transfer off if they don’t like it no one cares about their qqing.
The server stacking worked out fine in the higher tiers it is solely a problem because of the achievement hunters.
That sentence looks familiar somehow.
it’d be weird to have 1 weapon with 2 skills that cure it.
Warrior GS with Mobile Strikes already does.
stacking is the problem. you seem to ignore non stacked servers don’t have the problem at all.
Stacking is part of the problem, obviously
Reading comprehension.
no its not part of the problem it is the problem. the que times everyone is qq’ing about are exclusive to the stacked server’s. you guys made your bed, sleep in it without qqing.
So obviously the lack of problems before the season started, but after the transfers happened, shows nothing about the season and its achievements causing problems.
lol as if there are no pve acheiv hunters on any other server but t1’s. its a problem because people recruited like crazy and got the supe rserver’s they wanted despite being warned it would be a problem. they dev’s gave the answer to your problem weeks ago it is simply no one’s fault but your own you chose to ignore it.
Who ever said only t1 has achievement hunters?
The achievement hunters cause more of a problem there because there’s more people playing, but it was pretty much fine before they showed up. Meaning, the problem isn’t solely the stacking, it’s also due to the influx of achievement hunters that aren’t even interested in playing WvW. Which is entirely ANet’s fault for putting the season achievements in.
I can somewhat understand the complaint on skill lag and super duper long que’s but blaming it on the JP? It literally takes 10-15mins to complete and when I went there to get the Meta done I’ve seen at most 5 people from all 3 servers, including myself. If those 5 people at a time are causing the 3240985320985 hours of que time and horribad skill lag then imagine what the 285 other people are doing. I think the JP should stay and everything else removed.
It’s not just the JP’s. http://www.youtube.com/watch?v=IH8lWtjxdUM
stacking is the problem. you seem to ignore non stacked servers don’t have the problem at all.
Stacking is part of the problem, obviously
Reading comprehension.
no its not part of the problem it is the problem. the que times everyone is qq’ing about are exclusive to the stacked server’s. you guys made your bed, sleep in it without qqing.
So obviously the lack of problems before the season started, but after the transfers happened, shows nothing about the season and its achievements causing problems.
Charrs would never have these walmart mortars pass quality control.
Doesn’t the very first heart in Plains of Ashford involve clearing out unexploded mortar shells and testing mortars that explode in your face?
stacking is the problem. you seem to ignore non stacked servers don’t have the problem at all.
Stacking is part of the problem, obviously
Reading comprehension.
Perhaps it changes with the day/night cycle? (don’t know if it does, just stating a possibility)
Hi Anet, still waiting on developer feedback on all these queue times and skills lags/ etc that have been brought up since the Seasons started? In other words any news on removing all JPs from WvW maps on the next patch?
you got your response before the season started. don’t stack on server’s. feel free to look it up in devon’s post history.
Yes, we’re all well aware that you disregard the lack of problems before the season and its achievements started, despite everyone already transferring by then, in order to blame transfers and not the achievements.
lol yeah i’m sure just because its only the stacked servers with the problem that stacking isn’t the problem. i’m in gold league on a non stacked server and no que problems at all. we have acheivement hunters too but since we didnt superstack our sevrer there is no problem.
Stacking is part of the problem, obviously, but you plainly ignore the fact that the problems really started occurring once the season began even though the stacking had already occurred. Which, you know, indicates that the stacking wasn’t causing many problems until the season began and the achievement hunters clogged the queues.
Hi Anet, still waiting on developer feedback on all these queue times and skills lags/ etc that have been brought up since the Seasons started? In other words any news on removing all JPs from WvW maps on the next patch?
you got your response before the season started. don’t stack on server’s. feel free to look it up in devon’s post history.
Yes, we’re all well aware that you disregard the lack of problems before the season and its achievements started, despite everyone already transferring by then, in order to blame transfers and not the achievements.
Please note I mistakenly took marginal gain (aka viewing from the top down) at the end when comparing the two critical hits together. I should have looked at the pure damage gain (aka viewing from the bottom up, because that is where we are heading).
I notice another error there: at the end when you divide them, you mistakenly put in the wrong number for the ascended damage (11,090.115 instead of 11,909.115 like it should have been), which makes it an even bigger disparity.
the OP doesnt want progression, and he wants WvW to be fair. Its meant to not be fair. what part of 50 versus 10 people is fair? what part of 20 seige golems versus your door is balanced?
Yea it’s unbalanced, so lets just make an orbital ion cannon available for 400g. Why not! Makes perfect sense that because something is unbalanced they shouldn’t in any way strive to make it as balanced as possible. +1
Exaggerating doesn’t help make your point. Ascended gear don’t unbalance the game any more than allowing level 2 players who don’t even have a full set of white gear into wvw does.
Yet no one complains when they have to fight an up level do they?
In fact you could make an argument that allowing up levels into wvw hurts it more than ascended gear does using all the same anti-ascended arguments presented in this thread.
I didn’t see anyone complain about WvW ranks either, and that has more of an effect than pink gear does. But hey! THAT GUY HAS PINK GEAR AND IS RUINING MY FUN!
If you haven’t seen anyone complaining about WvW ranks (especially guard killer/defense) you haven’t been paying attention.
This would trivialize JPs.
Considering every class except thief can apply swiftness to themselves, and thieves (and rangers, eles, necros, and warriors with a trait) can get a 25%, JPs really don’t have anything to do with it.
I see your point, but it does mean that you as a player have to then use those skills in the JP which may not be a huge challenge, but it is still part of the challenge to know when to use them, at least on some classes of course. I honestly don’t see any real need for a permanent speed buff. Besides, there are consumable speed buff that you have to make them or buy, which is part of the economy of the game.
By the way, not one single JP in the entire game requires a speed boost to do. Every last jump is doable at regular movement speed.
Considering every class except thief can apply swiftness to themselves
- on dodge roll (trait)
- when using steal (trait, can be triggered without a target, best option for JP)
- on kill (trait)
- when disabled (trait)
Dodging in a JP is a bad idea, on-kill and on-disable won’t be present there either.
Forgot about traited steal though.
This would trivialize JPs.
Considering every class except thief can apply swiftness to themselves, and thieves (and rangers, eles, necros, and warriors with a trait) can get a 25%, JPs really don’t have anything to do with it.
ballistas are crucial for quickly taking out enemy siege i.e. cannons and oil and anything else. also for destroying people coming through choke points.
they’re under-used but not under-powered imo
Cannons and oil are nearly worthless because no one can even stay on the things when facing a zerg, so ballista being good against them is meaningless.
Then lagfests hamper their capabilities in choke points where they’re supposed to be useful, whereas carts will hit more people and aren’t subject to the whims of the targeting system.Don’t know about how your server plays…but cannons are crucial if you are sentrying your keeps. Garri and Hills both have inner cannons which can take out rams/alphas at outer gates. Inner cannons at Bay can hit behind inner gates taking out rams etc as well.
As for the OP, Solstice is spot on to what I was going to say.
And since inner cannons can’t be hit by a ballista unless they’re already inside anyway, it’s still moot.
ballistas are crucial for quickly taking out enemy siege i.e. cannons and oil and anything else. also for destroying people coming through choke points.
they’re under-used but not under-powered imo
Cannons and oil are nearly worthless because no one can even stay on the things when facing a zerg, so ballista being good against them is meaningless.
Then lagfests hamper their capabilities in choke points where they’re supposed to be useful, whereas carts will hit more people and aren’t subject to the whims of the targeting system.you dont generally build a balli to take those out when you have a zerg unless some kitten threw rams while oil is up. and actually with oil mastery 3 (and hell 5 too) you can sit on oil for a really nice amount of time while a zerg is trying to kill it.
if you 5 man something or prep for a large scale attack with a small group, then a balli is invaluable for deleting cannons and oil.
additionally, theyre quite useful defensively in any lord room or choke on the way to the lord and in any place where they have sight of the outside of a gate (or wall) but are out of reach of attackers.
Why would you burn your very limited supplies in a 5 man on making a ballista to take out a cannon/oil? If you’re spotted by someone the much greater concern than the cannon/oil is that they’ll report your position and get reinforcements. And the supply spent on that ballista will make it take longer to finish, which increases the likelihood of someone noticing you.
And I already pointed out that targeting and lag problems make ballista far less useful in choke points than they should be, while ACs are far less affected due to their ground targeting.
ballistas are crucial for quickly taking out enemy siege i.e. cannons and oil and anything else. also for destroying people coming through choke points.
they’re under-used but not under-powered imo
Cannons and oil are nearly worthless because no one can even stay on the things when facing a zerg, so ballista being good against them is meaningless.
Then lagfests hamper their capabilities in choke points where they’re supposed to be useful, whereas carts will hit more people and aren’t subject to the whims of the targeting system.
I’m still amazed that warriors have access to torment and confusion yet rangers don’t have any torment (apparently a sword in your chest causes torment but a flock of birds eating your face doesn’t) and thieves have no confusion (wind rider venom, I’m still waiting on you)
Don’t thieves with dual pistols have confusion on skill 4 or is that dazed? Sorry, Im not at home so can’t confirm.
No, it’s dazed. Except with perplexity runes it’s the best confusion applicator in the game.
Also it’s one of the few crafting materials (all doubloons) that don’t have a slot in one of the crafting bank tabs. Why?
Because it is categorised as an upgrade component not a crafting material.
Very much like a Jewel according to the tooltip.
Exquisite Jewels dont go into the collection tab either.
And those are crafted items. Gemstones aren’t, and neither are doubloons, but gemstones are stored while doubloons aren’t.
The tooltip is added due to steel packed powder, however it doesn’t actually cause vulnerability unless acidic elixirs is also traited.
When harvesting plants it should say what tier sickle it requires to harvest it, because the large variety of plant nodes makes it difficult to remember which sickle gathers what, and looking it up by reading the description of the sickle can take a long time if you don’t pick the correct one first.
Metal nodes are simple and don’t need it, though the case is somewhat arguable for trees as well.
I wanna play as a skritt :I
So I can go ‘haha you ran from skritt!’ in WvW.
Or how about quaggan? Quaggan soccer would be much more entertaining than Asuran soccer.
Quaggan thieves will pretend to be backpacks and sneak up on your back instead of stealthing. You’ll be like ‘hold on a minute I never bought a b-’ stab
Quaggan with quaggan backpack: yeah, it’s pretty much quaggan all the way down.
Also brings up interesting questions about quaggans with engineer hobo sacks.
I wanna play as a skritt :I
So I can go ‘haha you ran from skritt!’ in WvW.
Or how about quaggan? Quaggan soccer would be much more entertaining than Asuran soccer.
Maybe if you work with these people rather than be hostile towards them you might encourage them to follow whatever commander is out there, get on server teamspeak, with the promise that it will contribute towards their achievement? Long-term rewards will be more WvW players already on your server rather than having to buy more guilds from elsewhere
WvW has been in the game for a year.
Many s pve’r didn’t play it.
Anet added easy achievements.
Now there is a massive influx into WvW.
Obviously they are there for the achievements, not the WvW.
Logical….I know.
Another thing you might want to add to your list: exploration was already a part of WvW, presumably entirely for the purpose of exposing people to WvW
WvW is being destroyed because lots of people are playing WvW?
No, it’s being destroyed because lots of people are in the WvW maps but not playing WvW.
ummm…. yes they are.
So people doing the JPs (and those farming the people doing them) are playing WvW?
they are when the jp campers kill them
So what benefit does either server involved get out of the people in the JP instead of near objectives?
WvW is being destroyed because lots of people are playing WvW?
No, it’s being destroyed because lots of people are in the WvW maps but not playing WvW.
ummm…. yes they are.
So people doing the JPs (and those farming the people doing them) are playing WvW?
WvW is being destroyed because lots of people are playing WvW?
No, it’s being destroyed because lots of people are in the WvW maps but not playing WvW.
I’m not familiar with the gw1 elite concept how would mortar be affected by a gw1 type elite?
Elites were often more or less stronger versions of other skills. Their cooldowns weren’t horrendous and useless, usually having reasonably short cooldowns or having a lasting effect of similar duration to the cooldown. Builds were usually based around the elite, instead of them being some tacked on thing like they are now.
In gw1 mortar elite would most likely pretty much be a better version of grenade kit. However, there would be a large selection of elites instead of just 3 so you could actually make varied decisions on what to bring, unlike now where nearly everyone uses the same elite due to how few there are and how useless many of them are.