Showing Posts For merforga.4731:
Only merf does and he’s already spoken on the issue in favor of the way teq is now.
Of course he would be in favour. This change practically cements monopoly of guilds like TTS on Teq fight. Yes, the majority of players that enjoyed Teq can’t do it anymore, but hey, they are not TTS.
Well actually no. I’m in favour because it made the general member base actually stop and think about the big fights that are supposed to be “epic”. Not a fan of run around and press 1 to win.
In either case, change incoming, so everyone can now calm their farm =)
Your definition of “great spot” is seriously flawed. I have yet to succeed without voice chat or broken traits. So I have to disagree with your assessment of the situation.
Honestly, it’ll just take some time for the general member base to adapt to the new strategies. The health buff with the disabled OP traits have been out for what, less than 3 days? If you were around for the first time Teq was revamped, it took a good month or two at least for people to understand how to take Teq down and then it became just another tick box in the world boss train. Give it some time =)
Most players in the zerg are current or former TTS members who know what to do, while pugs follow the lead.
You use a different strategy to TTS. Just because there’s a few people on the map with the Tag, doesn’t mean they can carry you if you’re not using the same strategy. The current strategy requires a critical mass on the DD spot to be effective. From the whispers I heard, you guys stacked on the right foot for this particular attempt, which to be honest, is extremely ineffective since your zerg is going to be on their butt longer than they’re actually doing damage. This has always been the case, even before the change.
Hello, head of TTS here. I would appreciate if you don’t use our name when there is no official affiliation or partnership with GSCH currently. It’s just…I don’t even know the word for it.
For the record, current Teq is easily doable and we’ve succeeded at Teq since the SA was disabled numerous times and without any issues. Many people here have commented and provided criticisms on how you can possibly improve on Teq and get the kill yet you seem to ignore them for some odd reason citing “exploiting” when things like the double damage spot have been in the game not just for Teq, but for other world bosses since day 1.
Without any evidence of how you ran that attempt, I can only provide you some advice based on my many run ins with Teq and her iterations throughout the years.
1) Melee is king. But also requires a higher skill level to do. Zerg members need to know the animation for the fear and wave and be able to dodge/stability through them. Likewise your commander needs to be able to read them and call for them in time if you’re using voice chat.
2) Bring reflects / projectile absorption / destruction. A few focus eles that know what they’re doing will stop all poison flings from downing the zerg. Just 2 or 3 of those on the zerg, they just need to tick once and good bye zerg. Your turrets won’t be able to cleanse in time.
3) If you’re adamant with range, why not alter your tactic? Iirc a number of “range preferred” classes have piercing trait, just target the opposite foot and hit both feet at the same time. In fact, the double damage from both feet is arguably higher DPS than foot and crit spot.
Teq’s in a great spot at the moment imo. It’s of sufficient difficulty that it requires some coordination and player skill, yet not overly difficult that it’s impossible without voice chat.
Rather than whining about it, try alternative strategies, or proven strategies to see what works for your guild. None of the current strategies are exploity at all if that’s your concern. If it was impossible, there’d be a much a larger out cry by now, but the fact of the matter is, it isn’t. Things change and you just have to adapt appropriately =)
Hello! My name is Merforga, head of TTS. This weekend marks the one year anniversary of our very first TT kill. Our community has been hosting attempts and kills on TT every day since, multiple times a day. We’ve lost track of the number of TT kills we’ve managed to snag for our members and broader player base but it would be around the 1,000 mark.
So, with that being said, after this post went up the other day, we saw an influx of new players during our NA Wurm attempt that day. Enough for three maps (we typically only run two as of the last few weeks). So we thought, what the hell, why not and ran all three and eventually got all three kills for all three maps (2 and 3 failed the first time very marginally!).
As such, to celebrate our one year anniversary with TT, I’d like to formally invite you our Super Duper Awesome Triple Trouble Multi Monster Kill event (name subject to change). We are going to aim for 4 maps, and depending on resources available, possibly more.
We would love to offer the opportunity of a kill to as many people as possible and share the adrenaline and challenge of TT to as many people as possible. Everyone is invited, new players, returning players, devs, your pet! Details below!
Gather on Teamspeak at 11:30PM, Friday 6th February UTC
Begin setup at reset, 12:00AM, Saturday 7th February UTC
Wurm spawns, 1:00AM, Saturday 7th February UTC
Yes I know it’s a bit early, but given the number of maps we need to run, the briefing and training for people new to the specialist teams. We’ll also need to find suitable maps to attempt the kills on which can take some time during this period. We’ll pop Tequatl afterwards for all attendees to get your daily Teq kill
For those that don’t know how to convert server time, if you are in NA, it will be Friday afternoon/night for you. If you are in OCE / Asia, it will be Saturday day, and for EU, it will be basically the times above.
While we are providing an invite to everyone to attend and pushing our resources to the limit, we do ask that you please do some preparation in advance to help make your life, and our lives easier.
- Read up on the Triple Trouble guide so you are somewhat familiar with the fight. Most notably, consumables and personal buffs. Setup methods may differ from map to map depending on the commander in charge
- Download Teamspeak. The mechanics of the TT fight are extremely basic and easy to grasp. The challenge comes with mass coordination and Teamspeak is the best way to do this. Our TS address is ts.ttsgamers.com.
- Understand the Taxi system and how it works. This is most critical in ensuring you are able to get into the right map and to participate. We have a basic guide here
Basic rules and etiquette
While we’re pretty easy going, we do ask for a few things for attendees to make this event as fun, accessible and successful for as many people as possible.
- Please don’t AFK at setup, there is plenty of time before, and after to do it. If everything goes smoothly and quickly, commanders will generally provide a window for going AFK.
- Please listen on teamspeak. As mentioned above, coordination is key. Most of our commanders and team leads have significant experience at killing TT.
Hoooray! Would definitely be interested in continuing the Raid CDI.
My top 3 priorities for an effective raid:
1) Challenge/Skill : I feel a lot of people in this thread are still in the “traditional raid” mind set. As you’ve stated before Chris, this is a chance to completely overhaul the raid system and come up with a raid system unique to GW2. As mentioned in my earlier post, GW2 strength in raids will be that any skilled player can contribute to a raid with no hard roles set forcing meta builds. The challenge comes with coordination and Triple Trouble is a perfect example of this. At it’s core, the mechanics and concepts are extremely simple to understand, the challenge comes with execution and coordination.
Further to previous points, as a CC example, rather than trying to hard CC the boss, a mechanic could be where you need to hard CC multiple adds at the same time. Again, simple to understand (interrupt x mob) but difficult to execute and coordinate (organise cc groups and simultaneous interrupts)
TL;DR : Challenge of raids should be about simple to understand but difficult to execute mechanics.
2) Availability: It makes sense for this to sit in guilds as per point 1, most of the time, high level coordination only exists within guilds. That said, it shouldn’t just be locked to guild members but the guild should still have control over the players they allow in and out of the instance.
TL;DR: Allow control of players able to participate in the raid by the raid lead/commander
3) Raid Setup: There should be specialised skills required for specific fights but that aren’t restricted to a small subset of classes, e.g. condi and reflect in Wurm is a good example of specialised groups without ostracising the majority of classes
TL;DR: Require specialists roles that aren’t completely restricted by class selection
I understand that sentiment exactly. Raiding is a part of PvE though, and we should be trying to make it more so instead of make it more of a fringe thing like you have in other games where there’s ‘the entire game, and raiding’ almost diametrically opposed to one another.
A million times “no.” Raiding is a PvE activity, but it is a very specific flavor of PvE, and not for everyone’s tastes. Those who like raiding can have raiding, and it should be fun for them, but those that do not enjoy raiding, do not enjoy raiding, just accept that, move on, and leave them in peace.
Exactly this. It is a specific flavor of PvE. It is like farming World Bosses, or farming Cursed Shore events, or farming anything else for that matter. Even with what challenge that is introduced by the raid encounter it’ll still amount to farming if drops/rewards are exclusive to it unless all necessary exclusive items are given the first time through making it so that you never have to go back. Even then people shouldn’t be forced or feel forced to do something that isn’t fun for them.
So by that notion, dungeon and fractal skins should be attainable through every single activity in the GW2 universe? It’s the same concept as a raid unique skin. Why should this logic apply to raid items but not other exclusive items?
The core is 100% there and there is a huge amount of opportunity here to make really unique forms of raiding.
I’m curious why it took you guys more than 2 years to realize this.
I can list some issues preventing the possibility of me taking GW2 pve seriously, specifically raids.
Defiant, spamming a bunch of rupts only to have someone passively trigger the 9000 defiant stacks again is probably the worst system I’ve ever seen when it comes to boss interrupts in MMO, no offense.
GW2’s particle effects. I have no idea how anyone is expected to melee one of the many bosses you can’t see attacking just to get instagibbed. Particle effects need to be addressed, it is a serious issue.
I concur. Particle effects need to be addressed unless all the bosses are going to be designed like WoW where they tell you what skill they are about to use with recorded speech.
Two possible solutions that could work:
1) Make bosses gigantic. There’s no issues with reading tells from Teq and Wurm.
2) Add cast bars similar to Moa from Dry Top
(edited by merforga.4731)
Merforga’s post is a good example of the challenge. The post is detailed, cristal clear and well constructed. Splitting it in many categories while keeping the coherence of merf’s idea is really tough. I’m not saying you should change merf, keep it up and I’ll do my best to do justice to your ideas.
That’s me! =D. Awesome stuff with the summary. I’ve found it extremely difficult trying to keep up with the CDI and definitely stickying this for future reference!
And like wise, keep up the awesome work
Merf here, Head of TTS in Guild Wars 2. For a bit of background, I was a hardcore raider in WoW for 4 years. I joined TTS in the first few weeks of its inception and have been in it since.
Jack has touched on our views already regarding the tools for raiding and to make it successful, so I won’t rehash his points. After some discussions with other leaders, I’ll talk more about the ideal raid might look like (though it might be a bit more skewed to my personal opinion =)).
Goal of Proposal
Create multipath instanced raids that groups as small as 15 to as large as 150 can participate in. This will allow small guilds as well as large guild participate, make progress and all experience the same content while shooting for unique rewards (skins, titles)
- Instanced raids. Who and how this is accessed has been addressed in earlier posts. My main point here would be, anyone can join, but the instance owner is able to control and remove people where necessary (in the event of trolls or whatnot)
- The instanced raids would have numerous paths, similar to DnT’s proposal. However with a slight twist.
- Each path would be capped with a set number of players (say 15-20).
- Each path however, could be run simultaneously. Therefore, a small guild can take their time to clear all paths at their own pace, while larger guilds are also able to clear the raid and rotate each day.
- Each path would be of sufficient length culminating to a final boss fight at the end of each path.
- Once all paths are cleared, a final boss area would appear with a boss that is scalable (this might be a bit more tricky)
- As a checkpoint initiative, you could receive a special item at the end of each path to tell the instance that you’ve completed it.
- Mechanics I feel should be on par with TT at the easier end of the scale. The fundamental concepts should be easy to understand, but execution and most importantly coordination will be where the difficulty lies.
- Abuse of kicking powers (exploiting by kicking and getting someone in for rewards)
- Checkpoint system might be “abused” for farming
- Could be overly promoting the advantage of being in a large guild because you can clear the final boss every day compared to a smaller guild which would be focused more on progression.
All in all, I think even having a discussion about this is a step in the right direction. Due to lack of trinity, the difficulty in end game content therefore lies in mechanics that require coordination and this is where I would like to see raiding in GW2 focus on from a raiding point of view.
Related to transition between phase one and phase two. If all three wurms are decapped at the exact same time (or more or less within a second of each other), the phase one timer does NOT reset and continues ticking down.
If that phase 1 timer hits zero, then the wurm fails , even if the phase two timer still has time on it left.
Basically this means Phase 2 doesn’t have as much time to kill the wurm head
See attached screenshot! The event failed when the first timer ended even though we should have had another 30 seconds
EDITL: This was 1AM – October 12th UTC spawn
(edited by merforga.4731)
If you have a game account for the original Guild Wars, can you play it?
Where are you playing Guild Wars 2 from?
At what time and in which time zone do you play Guild Wars 2?
Around 9am to 1pm server time
Lag only started happening after yesterday’s patch, used to be all good
Same here < Australian Player. Never had lag until after yesterday’s patch, now it’s virtually unplayable
Do you want to kill Teq? Do you want to experience the Wurm fight in all it’s glory (140 of our members just got their wurm’s bane title!)? Do you want a shot at 1500 citizens when your main server can only get to 800? Do you usually play between midnight and 6am server time?
Well you’re in luck! [TTS] is currently actively recruiting! Especially if you’re in the OCE region (Australia, NZ surround Asian countries). Join our growing positive casual community with thousands of members and 12 guilds. Regular raid times to suit your play time as well as our own 500 slot teamspeak server.
Our only requirement is that you rep during our runs and that’s about it. You can find out more information and apply to join us at ttsgamers.com
If you have any questions, please feel free to contact myself or Zarzag in game.
Yup. If you’re looking for NA, go to TTS. ttsgamers.com =)
We just did an attempt on Wurm. It seems like the HP has been reduced slightly in phase 2 (about 10%?). Still need uber DPS but it’s not as high ceiling as pre patch.
World firsts are incredibly stupid, it creates nothing but a toxic atmosphere amongst players.
These two new bosses have done nothing but bring the elitists of this game to the surface, so much fighting and name calling in map chat its toxic.
This game is NOT World of Warcraft, if i wanted to do hard mode raids and compete for world firsts i would go play WoW.
I thought GW2 was meant to be different from other mmos, why then have ArenanNet copy/paste hardmode raids from WoW?
Actually, for a celebration post like this one, the only ‘toxic’ thing I see here is your post. Fighting and name calling is not the result of the introduction of these new bosses, is the result of people not wanting to cooperate, and people not being tolerant. Both types of players exist in the game with or without these bosses.
Now, to call something that can be completed by > 100 random people a ‘hard boss raid’, really confirms that you don’t know what you are talking about:
- You either don’t know hwat a hard boss raid in wow was like (I downed the marionette after 6 tries, all with different, random people, and it takes like 50 tries to down a hard mode boss in wow, playing always with the same people using a very studied strategy), or
- you haven’t stopped to analyze the marionette (or even the wurm) and see that the tasks you have to accomplish during the event can be carried out by any casual player.
Here here! If anything, the wurm boss has brought the community a lot closer (well those that want to be a contributing part of the community). I know over the last few days before the world first, myself and a few deso commanders were having regular strategy meetings talking about what works, what doesnt and if we learnt anything new.
The people crying are usually the people that go “but why can’t I” solo this and do it myself instead of trying to work together with the community. Not everything is about you
It’s going down tonight, just saying
Nope we still have fun =) Morale is still an all time high!
Just to add my thoughts to this from TTS perspective. Since it seems to be a scaling bug, if you don’t scale it at all, we’ve found that we don’t encounter this issue anymore. What i mean by this is that each wurm is presumably normalised for when 50 people are fighting it and then scales accordingly. So if you have 50 at the wurm, it wont scale and therefore won’t be changing drastically.
We switched back to this a few nights ago and we’ve been getting consistent attempts ever since. Hope this helps!
I would like them to be on alternating hours. If you’re group is listening you can set up teq in 10 minutes.
Are TTS still having fun fighting the worm?
Not sure. After Deso got the first confirmed completion I don’t see them around here much in this forum.
Yes we are still going after the wurm (there’s runs going on right now!) While world first would have nice, our primary goal has always been to make this sort of content available to everyone who is willing to be a part of the community.
NA first is still up for grabs. I guess one of the things that I haven’t seen brought up much here is the disparity between what is required to down Wurm compared to teq.
What i mean by this is as follows:
TEQ: Requires some coordination and strategy. However once people know the strategy, it’s pretty much straight forward spam 1 fest.
WURM: Requires insane coordination and strategy. Not only that, it is heavily reliant on player skill. It only takes a few people to screw up harpoons or kegs to fail the fight. I think that is the wall that most people attempting to down this boss are dealing with. Because it’s less forgiving on mistakes, people really need to be on their A game for any decent attempt. E.g our OCE members are just learning how to might stack….
People can knock TTS if they want, but some of them took the time to guest to GOM and lead us in killing Teq the first time and help our commanders learn it. If you’ve done Teq you know how boring the setup and wait is.
So knocking people that are willing to do that to help some guilds and pugs is just plain pathetic.
And we’ll be doing it for Wurm as well for any servers willing once we have it on farm =)
I just wanted to pipe in here and provide some clarifications as it appears some people have misconceptions.
1) We never claimed world first KILL. We know as much as everyone here that unless that little gold star appears saying event succeeded that it is not a successful kill.
2) Whenever we make ANY progress, to the next phase, we like to share it with the community so that others may hopefully emulate and get a bit more progress on their attempts (DESO / BG etc)
3) TTS is a community more so than a guild. We have our rep requirements purely for the fact that we need our members talking to each other and working together during our events, that’s the whole point of a community right? If we had enough resources to efficiently manage everyone we would never have closed registrations. Unfortunately due to restrictions within Guild Wars 2 guild system, we need to be able to provide the support our community needs. As mentioned on our website, we will be sending out invites from the 1st of February. Ideally we’d like to have one guild in game with all our members rather than our current 11…
Also slightly off topic, regarding the new world bosses. To be honest, I love Anet to bits for introducing something that’s finally more challenging than Teqatl. Just to provide my opinion on some complaints here.
- I wouldn’t say that Anet specifically catered this content to big guilds. It’s focused on bringing people together and getting them to work together (and it’s working!). I mean Deso and BG are about the same progress as us and they’re server groups. We’re the only big ‘guild’ that I’m aware of that are actively trying to get this down. I know other servers have had progress too due to their server community.
- The problem that I see at the moment isn’t so much the content, but more the player culture. We’ve been hand fed everything up until Teq and Wurm. Not really needing to care about other people and work with other people. We can just rock up and spam 1 win. Unfortunately, this develops a somewhat selfish and entitled culture among the player base (not saying everyone is, but there is a noticable proportion). THIS is what is hurting the server communities and is what is the problem.
- On the note that TTS is ruining other servers, the BG and Deso community didn’t pop up overnight. It took a lot of effort and dedication from the members of their community to be where they are at today. If everyone has the freeload mindset of just joining a server or guild for the sole purpose of looting and getting achievements, then that’s where server communities will fall. TTS became what it is today because like minded people banded together and dedicated time and effort to build a community. Anyone can do it on their own server, it just takes the right people willing to do it. A good example is the WvWvW community now. After the introduction of Season 1, there are now heaps of server WvWvW communities that have popped up and stayed together.
- On a related note, it is really frustrating when people feel like they can do whatever they want in an organised event. The only reason we move overflows is because people just want to do whatever the hell they want and not work together. If more players would be more willing to work with one another regardless of who is in the overflow, we wouldn’t need to find an empty overflow to fill up with people. We’re always open to working with anyone not in TTS, provided that they are willing to work with us. However if your guild of 10 is sitting around the campfire afking and not listening to commanders then we’re just going to have to move and get more willing people because we don’t want to waste the other 140 people’s time due to a small handful. It’s not fair.
tl;dr Try and build communities and work together rather than complaining about it all the time.
PS ANET, please give us a TTS server =D
(edited by merforga.4731)
It’s like CHASING A GODkitten PUPPY DOG
It definitely was bugged in one way or another. If it was a straight fail, the wurm wouldn’t have persisted after the timer ended…
^ From Crimson point of view.
For those that don’t believe the wurm is possible, we are so close…so very very very close. This time tomorrow we will have it down!
Nice work! TTS got the kill 5 minutes after you =(
Either that or there’s something we need to do to decapitate the head…
So we got Cobalt down….then it became invincible. And regend it’s health again. We suspect all three heads need to die at the same time!
Last 5 minutes of the fight from Crimson Wurm view http://www.twitch.tv/merforga1/c/3589184
I really hope we’re missing something….if we do need to kill all three at the same time…holy cow. It’s going to be an interesting week
Friendly bump for anyone who is looking to joining out TTS community =)
Please head to ttsgamers.com to submit an application and get an invite!
If you’d like an invite, head to ttsgamers.com and submit your application there =)
Indeed we do. Hit us up for an invite =)
I thought it might be worth posting here to =)
I just wanted to quickly provide an update on TTS! For those of you who don’t know me, I primarily command the Zerg during Oceanic runs, and some of our regulars will recognise me as the one who does the pre fight spiel in a somewhat…unorthodox fashion.
But before I go into it, I’d like to say a HUGE thanks to everyone on this reddit and the wider GW2 community. And also a thank you to Anet for introducing this piece of content that caused this community to begin!
It is because of you that we are now at 3,500 + players, 8 guilds, over 200 killsand counting!
For people who have never heard of TTS (you must be living under a rock XD), we are a community hell bent on killing Tequatl five ways from Sunday each and every day. We run regular Teq runs at 5:00am, 4:00pm and 10:00pm server time. We accept any and all players provided they contribute to our exponentially growing community. There is only one rep requirement, and that is you rep up during our fights.
Given the significant growth of our community, we have been hard at work putting into place systems and services that will be able to sustain and keep this community alive and growing. That said, here are my shameless plugs:
Website : www.tts.guild.com – Check out our website for raid times, latest news as well as who to contact if you’d like to join. We also have a forum that we plan on growing and using frequently so hop on there!
Twitter : www.twitter.com/ttsguild – Follow us on Twitter to get updated on when we run raids as well as some special giveaways! ( Spoiler alert )
Facebook Page : COMING SOON!!!!!
Though we did start off as a Tequatl killing guild, we’ve realised it is becoming much much more. It’s a community and our focus will always be to help maintain and grow it….alongside killing Teq and any other similar bosses Anet throws our way.
From my point of view, it has been the greatest gaming experience I’ve had commanding the Oceanic Raids alongside the other Leaders and I can only see it getting better. I really do hope this grows and grows and grows and look forward to seeing everyone here in the Overflow
Merforga – Asura Mesmer, Oceanic Raid Leader
PS: If you do join us for a raid, it would make our lives so much easier if you would just listen to the commanders =)
Mantra of Pain has been my go to since I started mesmer. I really really hoping for a small AOE or bounce or something. oh well
That would be great. That mantra’s such a bummer… 2.75s casting time for piddly little damage. I think it’s less than just auto-attacking for all my weapon sets. :-(
It’s good in a heal bot Mesmer setup though!
The real "joke’ is how you will used the word “forced” when it comes to mesmer, while misrepresenting the truth of the matter by attempting to make it seem that mobility doesn’t have its price. Every profession has to sacrifice 1/3 of their utilities, 13% of their total trait points, spec for it, or use a specific weapon for it.
Take Engineer – ONE kit and 10 Trait points = Perma Swiftness. So a wheres the 13% traits – to me that comes to 7% Then you get the bonuses and minor traits with it as well.
Learn to maths please. 10/70 = 14%, not 7% unless you’re suggesting Engineers have an uber buff that allow them to have 142 trait points.
Can I get an invite please? Will help out with whatever is needed =)
Posted by: merforga.4731
Wow. Did you forget Anet said that getting the stats you need would be easy? If your going to argue against that I can’t comment against your non-argument.
Again, you are dodging my question. Why do you need the stats? Why do you need the extra couple of points in stats an exotic gives that a masterwork doesn’t also give? What area of GW2 will this unlock for you that you couldn’t get to before without?
You can get all the stats you need for your character’s level via normal course of play from leveling from 1-80. You just want the optimal stats for your character, which is a luxury, a want. Not a need.
Posted by: merforga.4731
I need the stats.
Doesn’t that count?
And as stated the hardcore might make up part of the player base but the casual is the majority. Keep that in mind.
Again you are confused. Why do you need the stats? What will an extra couple of points on an exotic give you that will allow you to experience content that you couldn’t experience before?
Let me put it this way:
You might need a car to get from A to B, but do you NEED that $50,000 Turbo charged sports car as opposed to your $2000 Corolla to do the same thing?
Posted by: merforga.4731
Let me ask you this; what can you do in a 70 gold set of exotic armor that I cannot do in a 5 gold set of rare armor?
Everything you can do, but better, assuming equal skill.
I didn’t ask what you could do better in exotic than someone in rare, I asked what you could do in exotic that someone in rare cannot. If grinding for exotic armor is required, as has been stated in this thread, then for what content is it required? I’d like to know exactly what content players donning exotic armor have access to that player in rare armor do not.
Let me make an analogy. A computer is required to play Guild Wars 2. A top-of-the-line computer would be optimal, but a top-of-the-line computer most certainly is NOT required. You can participate in literally any aspect of this game with just rare (or worse) armor. You can’t do so as optimally as if you had exotic armor, but you can still participate at more than a competent level.
Because ALL content is available for anyone regardless of their armor quality, players are IN NO WAY required to grind for anything. They may choose to grind for better armor, but they are absolutely not required to do so. That is a statement of fact. And it’s a point to which the other side has NO counter.
Are you trolling?
No. Are you?
You’ve lost the argument just accept it…=)
I believe you just don’t have anything to argue against what s/he just said. Everything he said stands true. There is MASSIVE difference between NEED and WANT.
You don’t NEED BiS gear to experience all the content GW2 has to offer. You only WANT the gear because, yes it’s optimal, but at the end of the day, it’s still a want because it is not NEEDED to experience the full suite of content GW2 has to offer.
Don’t know when this was fixed, as I do no longer run fractals frequently, but – dodge clones work now in the Charr fractal.
This. Oh god this!
I cant remember exactly which runes, but I’ve stacked Toughness primary and Power/Vit secondary. Reason I use s/p + s/f compared to others is because of the close quarters fighting when defending a capture point.
The point is to hold them off as long as possible while your team can come and rescue you.
For traits I get :
Rending Shatter, Crippling Dissipation and Mental Torment
Blade Training, Deceptive Evasion
Debilitating Dissipation, Illusionary Defense
I run weapon swap sigils on my Swords and Sigil of Might on my OH weapons.
Basically when someone is trying to cap, they’ll charge into the circle. You can trap them with illusionary leap, drop your pistolier/warden, weapon swap and set up the other phantasm.
You’ll be able to spam clones non stop while BF will prevent a good deal of damage they try to do you. With utilies, the must have skill for me is Arcane Thievery. This is god and by far my favorite utility in sPVP.
If there’s more than one, they’ll most likely be killing clones as well which will apply conditions and cripple them as well. It’s a very CC build so I take blink to close the gap between any ranged characters.
With all of this + shatters, you can last quite a while against 2-3 people. By the time they kill you, your team should have arrived and mopped them up. Focus wall pull is also good for stopping them from ressing. I take 2 stun breaker utilities as well (Mirror Image and Blink).
Against up to 3 players, if you drop a time warp, you can usually kill 2 of them and well on the way to killing the third one.
I really don’t get why people are whining about the dailies.
1) You don’t NEED to complete them.
2) It takes literally no longer than 5 minutes to do something you don’t like
3) 1 dungeon run and you complete half your daily while still doing you enjoy, likewise, if you’re doing PVE content in the world, just doing this will give you the daily in 30 minutes.
I too work full time and run my own business on the side and I have no issue with the new dailies. If I don’t have time play then I forego that daily. No biggie. Not everything will be handed to you on a plate, kinda defeats the purpose of playing a game….
I’d like to see you try and manage a team of dev’s trying to keep a game this large up to date and bug free. With nearly infinite scenarios possible within the game itself, and not to mention the infinite possible combinations of software/hardware combinations on the client end, it is impossible to foresee each and every bug.
Compare GW2 with TheWarz and you’ll see you’re nitpicking compared to the issues they have over there.
Honestly, I think you’re trying to do too much of everything. Do you want a bunker build? A condition build? Or a power build? What role do you want to play in sPVP? Choose the build that will be allow you to perform your role effectively.
You can’t really be too effective in sPVP with a jack of all trades build.
I currently run
30/20/20/0/0 with s/p + s/f as a bunker build focused mainly on defending capture points. Can usually hold my own against 3 enemies =D.