Showing Posts Upvoted By ArchonWing.9480:

New player here and have a few questions

in WvW

Posted by: Natir.7364

Natir.7364

Because of the absence of these features for so long I think the WvW community now looks at the difficulty of managing these as one of the things that separates the skillful from the newer player in WvW and not something lacking in the game.

I don’t think having a few people only look at the map as something that is skillful but as a boring thing someone is required to do. Why do people need to even be dedicated to looking at the map? Because the devs have neglected that aspect and you guys seem to be complacent with having a few people just stare at a map for several hours. That sounds like kitten work to me, not something “skillful” players do. Please, can someone indulge me with how “skillful” it is to look at a map and relay information?

New player here and have a few questions

in WvW

Posted by: Tofu.1978

Tofu.1978

Because of the absence of these features for so long I think the WvW community now looks at the difficulty of managing these as one of the things that separates the skillful from the newer player in WvW and not something lacking in the game. For instance a skillful group has to have scouts reporting into a commander and someone keeping eyes on the map to see when swords appear rather then a notification on screen. Also a commander has limited knowledge of his zerg’s health during a push. Its up to experience to tell him when to call for a water field rather then looking at all the health bars in a raid ui. I think at this point these things have become part of the “charm” of the game to many.

Personally I think a raid ui would be too much. There are only a few skills that require targeting an ally so that feature of a raid ui isn’t needed. It would really just be about watching health bars and I’m not sure how useful it would be with how much they can bounce around and not knowing if people have their heal or other panic buttons left yet. However I do get annoyed constantly going to the map to look for swords when I could if I wanted have a second account sitting in spawn with the map always up side by side with the account I’m playing on. So why shouldn’t I be able to get that information in one place on one account without constantly going to the map.

Devout Tofu, Hardened Tofu, Cryptic Tofu, Unstable Tofu, Expired Tofu
Knights of the Rose [KoR] – Isle of Janthir

Venom Share and Siege

in WvW

Posted by: fluxit.8247

fluxit.8247

I don’t know if this is a bug, or has always been as intended but I’ve only just noticed now due to the ridiculous popularity of venom share thieves in wvw. What’s the go with venoms applying to cannons? I don’t know about other siege, but the fact that one thief can immobolise you, apply torment and some pretty hefty damage as well bleeding stacks all with one shot of a cannon, seems a bit much don’t you think?

If this is working as intended then I have lost all faith in the balance team.

When Will We See Another WvW "SEASON"?

in WvW

Posted by: gavyne.6847

gavyne.6847

Seasons burn people out, we’ve seen some of the most dedicated and active WvW players totally fall off the face of the earth after a season ended. It also does a good job breaking up guilds and cause drama. While you would see higher WvW activities during a season, what you really get are a bunch of PvE players in WvW, filling up the queues. This directly cuts into the enjoyment of those who are only interested in one game mode, and for those on T1 servers with queues already nightly, it’ll be a nightmare to try to play.

Personally I’m more for something like once a month “push week” kind of thing. Servers do unofficial push weeks off and on by themselves already. Rather than months long tournaments, the game could force push weeks to spice things up at least 1 week out of a month. I think people can better handle such commitment as opposed to a long season tournament. Not sure how they’ll handle rewards but eh that’s up to Anet to decide.

Flying hacking golems -video proof attached

in WvW

Posted by: neptunechild.4831

neptunechild.4831

So our keep in EB was capped. Naturally, I went straight to the top of the tower above the green keep in hopes of dropping a portal later on. But I got killed close to the top.

Then I spotted something unusual at the top of the tower – A GOLEM!!!

Of course you must be wondering like I did, how the hell did he overcome all the jumping-puzzle-like stairs and climb all the way up to the top?

Then I realized he can FLY! He must have invested 1000 pts in Golem Mastery cuz that is just dope!

Video proof here -
https://www.youtube.com/watch?v=jEciP0b_j5M
https://www.youtube.com/watch?v=V7WqBkZtt00
https://www.youtube.com/watch?v=iHslXgeUggc
https://www.youtube.com/watch?v=udTmQnLqbq4

Enough said.

Attachments:

(edited by neptunechild.4831)

ENEMY Vets in FRIENDLY camps ***AGAIN***

in WvW

Posted by: briggah.7910

briggah.7910

Well just played for a few hours and it is not happening on my server which is NA. Also you should post a screenshot as that would help any devs reading these. While we are on the point of NPCS spawning in camps that are breaking the game as some are saying.. Well bats and other NPCS spawn as well to try to kill yaks all the time and pop swords on camps. Doesn’t break the game just makes it annoying to find NPCS attacking instead of actually players that I want to kill.

Player Vs Everyone
youtube channel - twitch channel

Stonemist Revamp?

in WvW

Posted by: Dal.5872

Dal.5872

SM is always something of a joke in T1 matches. No-one wants it unless it happens to have a chunk of supply in it. I’ve seen it still grey several hours after reset.

Whilst it has been the base of some really good fights, it is also the place of the most painful lag.

Just as an idea, perhaps the outer wall of SM could be made up of 3 Towers, 1 for each server. Control of SM central tower/keep would be dependent on holding ALL 3 towers.
Unless all 3 towers are controlled the central keeps gates remain wide open.
All towers are outside treb range of each other, and preferably require a decently long run to get to. Making defending all 3 an almost impossible job.

This would make SM more a skirmish point, rather than the normal Friday night 3 way lag monster.

IGN: Dal Brinium

Seeking WvW Forum Specialists

in WvW

Posted by: Jim Hunter.6821

Jim Hunter.6821

Congrats guys, it’s nice to see the positions going to names I actually recognize.

If any of the dev’s are still paying attention, maybe you can give our new forum specialists access to an alt account with a weekly free transfer. WvW plays very differently depending on what tier you are in.

Also known as Puck when my account isn’t suspended
LGN

Commander focus meta needs fix

in WvW

Posted by: Paavotar.3971

Paavotar.3971

… I guess in the lower teir it could be a problem though as the wvw communities are not as developed.

Oh hahaha, good one, oh my. Maybe you should every now and then stop to think what you are about to say so that you don’t spit out stuff like this.

Sounds like you talk about lower Tier servers like they would be some third world servers where people throw each other with rocks and sticks without any knowledge of the game mechanics or anything.

A Pink scumbag of [FACE] and deep inside a [GuM]ster
Mouggari – Warrior – Candy cane Avenger

What about WvW Veterans? [Discussion]

in WvW

Posted by: Smooth Penguin.5294

Smooth Penguin.5294

Anet. Look here, I’m one of the so called White Knights of these forums. I’ve been supportive of many things that have happened in game, from RNG mechanics to rewards. But today is different. The blog post about WvW changes made me do a double take.

Location upgrades

I’ll briefly address this. I like this idea a lot. It prevents spies and trolls from slowing down and preventing much needed upgrades to Towers and Keeps. No more shouting at pugs for stealing the last bit of Supply when a WP is at 99.9% complete. And it gives more emphasis on defending Yaks as then stroll from the camps, and they speed up the guaranteed upgrade progress. Good job on this change.

Player skill changes

In an attempt to make WvW more friendly for Casual gamers, it feels Anet completely forgot about the Veterans. One of the incentives for ranking to high levels was to be able to max out our WvW abilities. By reducing the require amounts of rank to get good traits, Anet took away one of the carrots that made me want to gain as much WXP as possible. Sure I love the competition, and capping a Keep after a 4 hour battle. But playing the same maps over and over, year in and year out, Veterans tend to need whatever carrots you can give them to keep playing.

It’s no secret that WvW lost a lot of good players due to stagnation. Some commanders resort to running raids in EotM just to change things up for their servers. Casual players won’t understand how Veteran feel after playing a map for the last 6 to 10 hours to keep PPT up. Vets need something more in this game mode. A new BL in HoT is a start, but Anet should offer more incentives to reach rank milestones. Perhaps they can offer something for players for each 1,000 rank they get. Free Precusors at Rank 2,000? Gems bonus like Achievement Point milestones. A personal message from Colin? Something. Anything. Because Veteran commanders who lead servers are few, and when a well known and respected raid leader takes a break, servers tend to become headless chickens without anyone else popping a tag. It’s a snowball effect, because enemies who like to combat good opponents can get bored if no one puts up a good fight. Then they leave or take breaks, and the cycle continues.

In closing, it’s my opinion that Veteran WvW players need more than just server loyalty to keep this game mode alive for the next several years. Making Casuals feel welcome is all good. The more players in WvW, the better! But please Anet. Think about Veterans too. Consider our feelings and needs. Give us some sense of progress once we max out all our abilities. Give us a reason to have high ranks besides titles like Gold Invader. Give us a reason to play WvW a lot more than to just meet the daily achievements.

In GW2, Trading Post plays you!

Please reset our WvW points

in WvW

Posted by: Reanne.5462

Reanne.5462

@Malediktus and Vavume…
Your counter arguments to a reset are overwhelming,

but maybe if they give us the option to reset, they could also create an ‘auto fill’ option for people who have more points than places to spend them.
You do realize that if you click the last box in the bar, it will complete the bar, you don’t have to click each individual box.

Longbow Confirmed

in Guardian

Posted by: PistolWhip.2697

PistolWhip.2697

Lol there is nothing wrong with admitting you’re wrong when you are. I’d rather that then people being misled by my false post on short bow.

Learning is the wise man’s art.

MORE BEARDS OR RIOT

Engineer bad for zerging?

in WvW

Posted by: LunacyPolish.4602

LunacyPolish.4602

Engineers do just fine melee or ranged, pound for pound they are different from but not inferior to any of the GWEN classes. However the emergent first order optimal metagame that arises from the gestalt of GWEN is arguably superior to fielding non GWEN professions even if the player is excellent.

There is absolutely nothing wrong with the engineer it’s just that if you are organizing a raid it can often be better to ask that player to run GWEN. That is not the same thing as the engineer being weak or incapable.

Expecting a solo player to be as good as the GWEN gestalt is a stupid comparison.

Why does the engineer not fit meta?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

But that’s not the question nor the topic of this thread.
Just cause you can command or participate in WvW it doesn’t mean you isntantly belong to the meta. The meta is what is best and engineer isn’t in there for WvW. That doesn’t mean you can’t make such profession work, but it’s just not as good as the profession you would replace.

The meta is what is perceived to be best. Every time I hear someone preach GWEN I shudder hoping they aren’t on my server. GWEN is optimal most of the time but there are some builds and strategies that break the meta.

That… is a contradiction. You cannot counter every possible scenario anymore than you can do open field 20v80 and expect to survive. GWEN however is optimal most of the time as you say, hence its the best composition. Strategy can break any group so that isnt really a consideration.

Same reason the thief is considered the best roamer, except he pops like a balloon if he meets someone built to counter it. It doesnt change the fact he is still the best roamer.

How do I Cele engi?

in Engineer

Posted by: ArrDee.2573

ArrDee.2573

Hmm, nice info here as I’m doing a little pvp (yay profession dailies! Don’t kill me!)

Just some Qs:
— The way I understand, I really shouldn’t be defending a point because engis don’t really have stab and all that jazz. So what should happen if I’m the only one near a point and some d/d ele comes and starts crapping up the point with that fire field while chasing me with drake’s breath? My first idea would be to knock/pull them away but it’s not always successful.

—Elixir S is a great skill, but I note that it will not contribute to point defense/captures; is this actually an issue?

— Is jump shot a legit gap closer? I guess I could use it to jump across various ledges.

— How do you not instantly die when a necro shows up? Every time a necro is on the other team, my chances of winning go down into the toilet. Everything else I can at least buy time for my team, but the necro just renders me ineffective. I get that necros beat engis 1v1, but they just fear me and my health just plummets even in a team situation. And as for power necros, they are easy to fight, but they will resort to lich form which seems to warrant me running away.

  • You can defend a point in a 1v1! Engis are a really good 1v1 class! You should definitely be able to hold your own against a DD Ele! The majority of Ele damage comes from burning and Burning Speed! Time your Healing Turret for when you get burn bombed, and dodge Burning Speed, Earthquake, and Fire Grab! All their other skills don’t hit hard at all! A good time to use Tool Kit is when you see them swap to fire! It’s pretty much guaranteed they’re going to use Drake’s Breath or Burning Speed as soon as you see the attunement swap! Swap to Tool Kit so you have the Gear Shield ready! Also land your Prybars! DD Eles don’t stop spamming skills because of the way their heal works! Confusion really hurts them!
  • Defensively, Elixir S is great for securing stomps, reviving, and for disengaging! You can use it offensively for a stealth pull or some other kind of stealth opener! The fact that it doesn’t hold the cap isn’t really a problem! If you’re being overwhelmed, you should leave the point and Toss Elixir S is one of the best disengage skills the Engi has! However lots of Engis have swapped to Slick Shoes because of the really short stunbreak cooldown and the ability itself is a great defensive utility (especially against Thieves) as well as an offensive stunlock! Also the stomping aspect of Elixir S is somewhat negated because cele Engi is one of the best down body cleaving builds in the game!
  • Jump Shot is a very good gap closer! To get the full damage of Jump Shot, you need to hit them when you take off and when you land! The animation and wind up are too long to be able to reliably use it to its max potential! However, the landing does double the damage so if you hit your landing, you can count that as a successful Jump Shot! Also don’t forget it’s a leap finisher so you can use it with Regenerating Mist/Healing Turret to recover some health, use it inside your Poison Grenade to proc weakness, which is amazing btw, or use it inside an Ele/Warrior fire field to stack more might and burning!
  • Cele Engis do better against condi Necromancers than condi Engis can! But it’s still an extremely rough fight! If you can, kill their Flesh Worm! Then they will be helplessly trapped by your Slick Shoes and you can try to burst them down! Most Necromancers run Carrion Amulet so they don’t have a lot of armor! Land Grenade Barrage and Prybar for loads of damage! You’ll want to absolutely dodge their Dark Path or else it will remove your might stacks and you’ll do pretty bad damage! Also dodge their condi transfers but staff marks are pretty OP so good luck! I’d say try dueling some Necromancers to get a feel for it!

Hope that helped! Wahoo! Bye frands!

#1 Engi NA and world first rank 80!
#1 Frandliest person NA!
http://www.twitch.tv/Livskis <-It’s back!

(edited by ArrDee.2573)

What each class feels like in GW2!

in Guild Wars 2 Discussion

Posted by: Terissimo.6852

Terissimo.6852

My paint skill XD

Attachments:

Character Name Wipes?

in Guild Wars 2 Discussion

Posted by: Lil Puppy.5216

Lil Puppy.5216

Permanently banned accounts should have their names wiped, but just inactive ones shouldn’t.

The Ascended System - How to fix it

in Guild Wars 2 Discussion

Posted by: Duke Blackrose.4981

Duke Blackrose.4981

The November 2012 patch – which introduced Ascended Gear – is the most controversial one in the game’s history. It represents a line that has been crossed, and cannot be uncrossed – a betrayal of the horizontal progression crowd that did little to satisfy the vertical.

Undoing the system, however, is an impossibility which would cause even more harm to the community. There is only one way to improve on it – and that is to address it’s underlying issue.

What is the primary issue of the ascended tier? It’s not inclusive.

The number of ways that Ascended Gear can be obtained is simply too restricted.

What is the system? Trinkets aside, Ascended Gear is obtained through either expensive (and in the case of armor – ABSURDLY expensive) crafting or RNG. And by RNG I’m not referring to a realistic likelihood. No, I’ve seen it referred to as being comparable to the chances of being struck by lightning – and then you’ve got to be struck by the specific kind (stats) of lightning that you want. Multiply this for each piece of the armor and weapons that you want.

The way to fix the Ascended Gear system is to make it more accessible.

By this, I am NOT referring to reducing the cost/effort required to obtain it. I am simply referring to a need to broaden the acquisition system such that all playstyles are rewarded and all playstyles can be used to obtain this gear – realistically, and without the need to craft or to be luckier than a lottery winner.

So, with that said, I’m going to cover individual ways that it should be obtainable.

A new Ascended Mat – Ascension Energy

Crafted by throwing 250 of each Ascended Mat (Bloodstone Dust, Dragonite Ore, and Empyreal shards) into the Mystic Forge along with an Augur’s Stone. This material, in larger numbers, is used as a Vision Crystal substitute for non-crafting Ascended paths.

Gifts of Ascension are now obtainable through Dungeon Tokens, Laurels, Badges of Honor, and Karma.

FotM would remain the best source of them, due to prices on the other methods. This is a foundational change meant to increase the importance of these underused Gifts and broaden the system.

Dungeon gear should have an upgrade path into Ascended Tier.

- Obtain a piece of the dungeon gear that you want with the stats that you want.
- Obtain a Gift of the same dungeon that gear is from (ie: Gift of Ascalon).
- Obtain a Gift of Ascension.
- Obtain several Ascension Energies.

Combine these in the Mystic Forge to upgrade your dungeon gear into the Ascended Tier.

Ideally, this would come with a new (or modified) skin, but it does not need to.

Karma Gear should be able to upgrade

In a similar fashion, use the Mystic Forge to combine a piece of the desired Karma Gear with a stack of Obsidian Shards, a Gift of Ascension, and several Ascension Energies.

WvW armor should be able to upgrade

Use the Mystic Forge to combine a piece of the desired WvW gear with a Gift of Heroes, a Gift of Ascension, and several Ascension Energies.

Introducing – Guild Mission Armor

Unlike current Guild Armor which is easy to obtain and is nothing more than a reskin with the ability to wear the guild emblem, this variation is its own, highly attractive skin set (with the same ability to display the emblem). It is obtained through Guild Commendations and Gold and it (along with the similar Guild Weapons) can then be upgraded into the Ascended Tier via a similar method. Combine it with a Gift of Loyalty, which is obtained via 10 Guild Commendations, a Gift of Ascension, and Ascension Energies.

[Suggestion] Currencies & The Wallet

in Guild Wars 2 Discussion

Posted by: Mitch.4781

Mitch.4781

Firstly, let me say I think the new map is fantastic and some of the new monsters are really creative and tough. It is certainly a level 80 map for sure.

However, we have yet ANOTHER new currency with these badges that we CANNOT store in the wallet. Please let us store these things and Geodes and anything else you continue to introduce in our wallets please or else what is the point of it?

My bags are already still full of the stuff I need to make the ascended vine backpiece and other tonics and stuff with less space for loot and materials.

It’s a small QOL thing that really improves the game and causes less annoyance.

pigeon hole or play as you like

in Profession Balance

Posted by: DeceiverX.8361

DeceiverX.8361

It has to do largely with the complexity they’ve created, though. The meta builds are taken for reasons because their exclusive usefulness relative to other classes/builds is far better.

I’m not disputing that players will not choose the most efficient method. I actually said this exact same thing in my thread regarding why Ferocity was a failure before it was released (since it changed nothing regarding dungeon compositions as it was intended to and only increased toxicity while nerfing the effective yield of berserker’s damage per health which is already lower than PTV). I’m not also arguing against class compositions. The only way to incorporate other classes into a universal meta is make them all the same. Now, I’m not saying that some classes should not have their uses, either; just perhaps different areas of expertise across all modes. What I do believe, however, is that multiple build options within a class should be viable, even if these translate to different game modes and styles, and that this community is far too toxic about its meta strategies because simply put, the meta builds are just way too good relative to the rest.

One example being that I was recently kicked from a PvX guild, as were several other very old or even founding members, on the basis that we did not main classes/builds directly assigned to us by the guild leader for WvW. ANet talks about the NPE and player retention being a critical part of the game’s success, and my professional research in this industry makes me agree with them (though their execution of the NPE was poor but that’s another topic). With this said, toxicity in the community stemming from the meta being way too rigid with zero room for fluidity is ANet’s own fault by failing to make the game deliver on their promises of diversity, and has lead to many people just leaving the game. Yes, players are going to try to build most-optimally, but that does not excuse an absolutely abysmal balancing/role systems job where most specs are considered so non-viable that it leads to players not playing alongside their friends.

(edited by DeceiverX.8361)

Commanders On Empty

in WvW

Posted by: X Factor.2641

X Factor.2641

You all know what I mean, at some point or another your server has had a commander that has been able to rally people and run effective WvW groups and everyone in the server knows. I can think of 3-4 such commanders from my server like this.

Then something happens, the commander just disappears. One of the main causes of this is that the commander simply gets burned out. It’s one of the reasons I don’t command in WvW much anymore, the monotonous grind eventually just burns you out as you HAVE to command for an extensive amount of time on the same stale maps. In most cases the commanders then either change servers or leave the game entirely. So how do we resolve this?

Well, obviously one of the answers is ask the devs to shake up the maps a little kittenange them and what have you. But until that happens, if it ever does, what happens then? I was thinking about this and thought to myself “Self, with all the people who bought tags before the feature patch while they were still relatively cheap, how is it that a commander has to work things by him/herself?” I’ve seen one commander moving between EB and the BLs because no one else tags up. So why aren’t people tagging up then if we have so many tags and so few commanders?

Well obviously a tag does not a commander make. I also am aware that some people got the tag as a “just in case” they ever want to try it. Now I don’t know how it is in other servers but perhaps one of these solutions to “Commanders getting burned out” is to simply train new commanders. Even if they start at “second-string” commanders they are there to tag up if the current tag needs a break.

So please, if you have a tag but are not sure whether to use it, contact your local commander and follow him/her, watch what he/she does and ask any questions you have. And please, if you see a new tag or someone who recently got one with questions, answer and be as helpful as possible, everyone wins. Obviously they aren’t going to be your server’s best commanders overnight but every commander starts somewhere so just be helpful and welcoming and give them a chance, save the current commanders from burning out. And remember, ask not what your new commanders can do for you, but what you can do for your new commanders.

I’m Asthelion Darkstar and I approve this message. (felt necessary)

[TMW] Darkstar
Leader, Driver, Lover
DR

(edited by X Factor.2641)

Why not add wheel of color for hair?

in Guild Wars 2 Discussion

Posted by: tanf.8917

tanf.8917

make it so we can use it when we use a hair kit, what is the idea to add only a few selected colors? all we had since release is some blue, pink, and some ugly pastel colors.
With this wheel there’s so much options opening up for the characters.

Attachments:

Maguuma's Pugs

in WvW

Posted by: Tricare.2946

Tricare.2946

Video of Mag still kicking

Those Feels

in Guardian

Posted by: Fashion Mage.3712

Fashion Mage.3712

People’s fragile egos are showing in this thread, and I’m not talking about Tiibags.

When will they really fix rangers?

in Ranger

Posted by: Prysin.8542

Prysin.8542

which ranger has that?

6 sec from a 60 (48) second CD utility
3 sec from a BM GM trait on a 16 sec CD
2×3 sec possibly from sigil if RNG favors you…. (and if you use that sigil, you are dead)

i repeat – whatever ranger sets out for a xxxx6 2x invuln + QZ utility – you are such a bad scrub you deserve to get rekt. And if the enemy cannot kill you, they deserve to LOSE.

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

if you think the LB changes aren't OP

in Ranger

Posted by: DeathPanel.8362

DeathPanel.8362

You’re deluding yourselves.
1500m, high velocity, tracking, 8 sec recharge skill that does THAT much dmg that fast is a kitten to the profession and game modes.

I have 2 lvl 80 Rangers which i’ve always loved playing, but last night running around wvw was a complete joke. I specc’ed full berzerker 6/6/xxx just to see the changes at thier full potential and it was the least fun i’ve ever had playing my ranger, Fights didn’t feel hard won at all and very very cheesey.
But unfortunately for every player like myself that likes to feel like they’ve earned a wvw kill, there will be 1000 players who just want the ‘i win’ button.

Please think before you defend or justify these changes.
Do you want Rangers to become the fotm cheesemode scrub class? because thats exactley the rep they will now get.
Have some pride in your Ranger and in your own skills because being OP gets very old very fast.

I don’t know what up lvls you’ve been fighting with but with your spec the most you’ll be is a rally bot.

Should you just go full Soldier gear ?

in Guardian

Posted by: Crius.5487

Crius.5487

Never go full soldiers, it’s a waste. I play in T1 where 60vs60 man blob fights can be common and never use full soldiers. My warrior is all zerk except for weapons and my guardian only has two pieces of soldiers gear.

http://gw2skills.net/editor/?fVAQJARWlsApVo1CxZI8DNRCRlZREgY/BhQKc5FEAA-TlCEABaq6DMqB4kyAuUCykSPDeAAJt/Qb6CA4IA8wlAgUAMpMC-w

Stat Goals:
2k Power (unbuffed)
2.8k Armor (unbuffed)
200% Crit Damage
30% Crit Chance (unbuffed)
18k HP (minimum when buffed, 20k max)

NOTE: The added toughness from Strength In Numbers will actually boost your armor to over 3k while in combat which is not reflected on the gw2skills.net build editor.

If running as militia or in a pug raid you might want to trade out Pure of Voice for Altruistic Healing unless sustain isn’t an issue.

You can run this build as GS/Staff, Ham/Staff, or GS/Ham. For Ham/Staff swap out Purging Flames for Judge’s Intervention.

If you’re new to guardians you might want to run a 0/0/6/6/2 trait setup with both Altruistic Healing and Pure of Voice unless you really need the added stability from Indomitable Courage. It is common to see people apply immobilize and chill conditions on the first engagement since the opposing melee train will almost always have stability up. This is why the added condition cleanse from running Trooper Runes and Pure of Voice (which affects your entire party) is more important for sustain than Altruistic Healing (which only affects you.)

Since GW2’s combat system was designed around group synergy healing power was made to only have a marginal impact. This is why running clerics is also not a viable option since you gain more healing from using a blast finisher inside a water combo field.

You should be able to survive by timing your invuls and dodging. Having shout warriors in your party further helps with condition removal especially if you get chilled or immobilized. Warriors should also give you vigor and clear crowd control conditions by using their war horns. This is where group synergy comes into play. Your party should be able to keep itself alive through having proper traits and skills while your gear is still focused on damage.

Take a note of the double Energy sigils in this build. This might be expensive but it’s also a life saver. When regrouping for a rerally I can immediately swap from GS/Ham back to Staff and gain an extra dodge which allows me to save my invuls.

Shelter should not be your primary heal but your primary invul for getting through chokes and getting back to your pin if you were CC’d and you used all your dodges. Renewed Focus is your secondary invul and should only be used as such and if you’re out of dodges and shelter is on cooldown. You want to make sure all your Virtues are on cooldown before using Renewed Focus. However, you can start casting Renewed Focus and pop any virtues during the cast, once the cast is complete they will reset.

I hope this helps people to understand how to play Guardian better in a Frontline setting (Melee Train) and why you don’t need full Soldiers gear. It is better to avoid damage through using your skills, dodging, and having proper positioning over trying to mitigate it through armor.

Jade Quarry since Beta

No Credit For Kills

in WvW

Posted by: Nutjob.9021

Nutjob.9021

Uh, I think the ANet employee is incorrect in their explanation of why you don’t get credit. This lack of credit for kills occurs EVERYWHERE in WvW, not just near spawn points. It’s been in the game for months. I’ve noticed because I am very much into doing my daily achievements. I also noticed that when my guildmates, (who are not berzerker thieves for the most part like myself get way more loot bags off the enemy than I do), even though I tag way more enemy than they do. I do MUCH more damage overall than the majority of my guildmates. They’ll talk about getting 30 loot bags off an enemy zerg we stomped while I only get 8 or so. It’s very disheartening and has made me lose much of my interest in WvW.

This has not always been the case. Up until a few months ago, if I tagged someone for 2000 points of damage, I got credit for the kill.

I think the reason is that some types of attacks get you credit for “tags” better than others. For example, if I do an area attack and hit 5 enemy players for 2000 points of damage each (10,000 damage total) versus a melee warrior who hits 3 players with melee for 3000 damage each (9000 damage total), he may get credit for all 3 if those enemies die while I may not get credit for any even if all of the enemy I hit die as well.

Dagger storm, which is one of the thief’s elite skills that can only be used every 90 seconds (typically once per encounter with the enemy) may not give credit for many kills even if I tag 20 enemy. Area effect skills like choking gas or cluster bomb seem not to count very much either. This may be because a minimum amount of damage is required per enemy to count.

The end result of this is that if you play a class or build that can survive close range melee against an enemy zerg (such as most warriors), you will get way more xp, loot, and kill credit versus squishier classes or builds even if you do significantly less damage overall. I don’t want to play a warrior. It’s not a class I particularly enjoy playing. Guardians are fun, but way too slow by my standards. I leveled a guardian to 80, gave him full exotic gear, and just could not get past the lack of mobility in WvW. Kudos to those that enjoy these classes. I don’t think it’s fair that I get penalized for playing a thief.

One way to mitigate this is to make sure you are always in a group as it drops the damage threshold for getting credit. Does that make any sense whatsoever? Is there any logical reason for it? No. It’s stupid. But it does help somewhat.

On a side note, because of the megaserver feature, we now have enormous crowds at world boss fights. That’s great, but it has an unintended side effect. As a berzerker thief, I never had a problem getting credit for kills. Now, with world bosses getting burned down so much faster, I try to make sure on certain fights that I am always in a group. Ulgoth and the 3 champs that spawn before him are prime examples of this issue. I’ve unloaded on these champs and on Ulgoth and done over 100k damage to Ulgoth and about 50k damage to the champs without getting credit for the kills. I know those numbers aren’t big, but you have to understand that they melt pretty fast, so we are talking maybe 30 seconds to kill each champ and 60 seconds to kill Ulgoth. Even in a group, I sometimes don’t get credit for a champion. The avatars that spawn before the jungle wurm are another example of this problem. I can do a ton of damage to them, way more than most players, and still not get credit if I am not in a group. It’s very annoying to the player that likes independence.

Rapid Fire

in Profession Balance

Posted by: DeceiverX.8361

DeceiverX.8361

This post explains your crusade against any thief build not D/D.

Thank you for clearing up the source of your l2p issues.

That being said I will have to laugh at the entirety of your argument because it’s VERY misleading and chocked full of untrue statements.

1. That pic of thief burst is only doable on a full signet thief. That means there is no initiating from 2100 distance. Also it’s got 2 HUGE tells as in 2 1 second casts before combo. The next point I like is the fact you are from the Maguuma server if memory serves me right……the last time you fought kain was a LONG time ago before ferocity.

2. RF requires zero set up besides pushing a button vs the sequence required to do a full signet steal CnD bs combo. 2nd you are landing RF 1900-2400 units away faster than the above mentioned combo well under 2 seconds which puts the above mentioned thief dead before finishing casting his basilisk venom.

3. If backstab can hit for 20k you’re kitten sure RF can too since it’s multiplier is higher than the 2.4 backstab one.

Now this is where i can tear into your comparison based solely on range/ttk/ease of execution, or I can flip the script with just how miniscule the risk/reward of RF is. Don’t forget ya got great mobility on that ranger build as well due to GS, but keep up the good fight mate I’ll be laughing

1.) So is the high damage from a super-power all-in RF ranger, which will only be applied to one RF every ~ 70 seconds. Wrong. Infil Signet is 1200 Range castable at infinite range (as long as there is a target selected) and will guarantee a 1200 range blink in the direction of the target regardless of how far away he is. Steal has a 900 range baseline. Combine the two, and you have a 2100 range increment at instant speed. No. the screenshot is me from when I was on FC. I’m also now playing on Dragonbrand, and never played on Mag since I prefer not to bandwagon. If you look at the skills in the screenshot, Revealed Training is there and locked. Revealed Training was implemented the same patch as the ferocity implementation. So now you’re wrong again.

2.) RF requires setup in the form of knowing when to cast it. It also will not land 2400 units away. Traited, at max arrow fall-off, the skill will reach 1800. Also, my thief blink teleports to the target faster than my RF arrows with RtW traited even reach the target. Wrong a third time. RF also has a hard counter in the form of reflect and requires positional setup in the form of not being hindered by LoS or body-blocking, unlike a D/D signet stab. A good thief will have already seen the ranger at well beyond 3-5k range and would have pre-casted BV then since it has a 30s duration and rangers do not have access to aegis to need to apply it after getting into combat. So wrong again, number four. Infil Signet and Steal also teleport/break stuns. A good thief has zero excuse to be hit first by the ranger, and even if he is, he has ample time to infil signet/steal through PBS and lay waste to the ranger as well. Wrong a fifth time. Y’know what, I’m gonna stop counting since literally everything you just posted was incorrect. Thief also has a hard-counter to longbow ranger in the form of Dagger Storm since it will directly reflect the damage and prevent KD’s while crippling the ranger and the pet. If a thief cannot execute any of that, or let alone dodge roll and just bypass all of the damage, that thief is bad and needs to L2P. I run a signet thief, and I win these fights. I see zero reason for SA sustain and tankier thieves with better access to stun breaks and evasion have any reason to complain against this matchup. These players are strictly bad players who as I said earlier, refuse to learn how to counterplay.

3.) Wrong again. I’ve taken my thief to over 4.5k power on a 40% damage modifier due to self-stacking boons a opposed to the ranger’s ~3000 at maximum at 20% best-case scenario if flanking and with full endurance. The power difference alone accounts for the lower scaling since it’ll yield an effective 3.6 coefficient before considering the scaling on either. Backstab hits harder on a burst signet thief, sorry.

Except thieves still have better mobility due to shortbow and HS allowing for a faster land speed than swoop due to its excessive cooldown.

So you’ve proven yourself incorrect about every statement you just made.

And lastly, if you’re not playing D/D thief, you’re not playing a real burst-oriented thief. Sorry your damage is lower; maybe next time play with a setup that actually allows for damage to be dealt than sitting in a blind field/perma-stealth or being dependent on spamming evade+ boon strip and wondering why your burst is lower.

This is a prime example of what I stated above about whining players needing to learn how to counterplay and understanding these builds by actually playing them.

(edited by DeceiverX.8361)