Showing Posts Upvoted By Reborn.2934:

Restrict free accounts in WvW to EOTM only

in WvW

Posted by: Aggrostemma.1703

Aggrostemma.1703

+1 to restrict free accounts to EOTM.

They can get the feeling of the epic battles but cannot troll the kitten out of the normal WvWvW maps.

#I no words have"

Restrict free accounts in WvW to EOTM only

in WvW

Posted by: xDudisx.5914

xDudisx.5914

+1 to restrict free accounts to EOTM.

Ouroboro Knight’s [OK]

Restrict free accounts in WvW to EOTM only

in WvW

Posted by: Turamarth.3248

Turamarth.3248

+1 to restrict free accounts to EOTM.

Brandar – Kodash [DE]
[SPQR]

Restrict free accounts in WvW to EOTM only

in WvW

Posted by: ArchonWing.9480

ArchonWing.9480

I have to agree here. EOTM is enough to give a sample of the basics, and there’s just too much room for abuse.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

Restrict free accounts in WvW to EOTM only

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Posted by: DeceiverX.8361

DeceiverX.8361

Completely agree. This change makes no sense. EOTM was a testing zone/WvW experiment zone to begin with. Let them get access here beforehand if they want to buy the game.

Restrict free accounts in WvW to EOTM only

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Posted by: Chistorm.5196

Chistorm.5196

I agree as well, EOTM doesnt affect server wide and its nothing but farming. WvW effects the servers and how effective they are.

Restrict free accounts in WvW to EOTM only

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Posted by: Nekster.2657

Nekster.2657

totally agree with this. Just give them EOTM

Restrict free accounts in WvW to EOTM only

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Posted by: Luvpie.8350

Luvpie.8350

Hi Anet,

Please limit free accounts to EOTM. It is one of the easiest ways to control them trolling WvW. Otherwise you will need to restrict supply carry, commander tags, upgrades etc for them in WvW which will be more complicated. Restriction to EOTM only will entice them to purchase the game more if they like WvW and want to help their server ‘win’. Level to 60 before WvW is not a restriction at all for serious trollers.

Restrictions listed here : https://help.guildwars2.com/entries/95982157
Free accounts need to be limited to EOTM only.

Apply @ Fang-Gaming.US
Follow @twitch.tv/Luvpie

(edited by Luvpie.8350)

[Guide] Lockdown Mesmer Tactics & Techniques

in Mesmer

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

QUESTIONS & ANSWERS
Have a question? See it answered! Hopefully that answer will go on to help dozens of others.

VIDEOS
https://forum-en.gw2archive.eu/forum/professions/mesmer/Videos-Lockdown-Mesmer-in-the-Mists

New vids coming soon!

OTHER LOCKDOWN LINKS

https://forum-en.gw2archive.eu/forum/professions/mesmer/The-Lockdown-Mesmer-Thread/first

(edited by Chaos Archangel.5071)

[Guide] Lockdown Mesmer Tactics & Techniques

in Mesmer

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

UTILITIES

  • iDisenchanter/Nullfield/Arcane Thievery These make up your boon/condition manipulation options and usually you’ll only be able to pick one. The safest and most reliable choice is Null Field, offering an ETHEREAL Field (already wrote why chaos armor is a good control ability) in addition to 5 pulses of boon/condition stripping. The drawback here is that the enemy can easily walk out of the field to avoid getting stripped and Null Field isn’t very good when you’re being hit with multiple conditions at once. Disenchanter is my personal favorite, though it can be tricky to use and becomes less reliable the more opponents/allies are in a fight. Every 4 seconds it shoots a bouncing projectile that strips 2 boons and conditions among 5 people, it’s excellent for smaller fights and 1v1s but falls short in big battles. Arcane Thievery is hit-or-miss. It can be excellent to strip boons and can really hurt when you throw conditions back on an enemy, but its rather long cooldown holds it back and sometimes it isn’t ideal spend your condition removal to steal boons. I like Arcane Thievery to use against warriors, engineers, necro/ele (transformations), and guardians.
  • Signet of Domination/Mantra of Distraction While Mantra of Distraction is the main interrupt utility, Signet of Domination offers a stronger form of control in a meaty 3-second stun. Combined with Pistol and Sigil of Paralyzation (and if you’re feeling particularly lockdown-y Domination XII- Confounding Sugestions and Runes of the Mesmer) you can keep someone shut out of a fight for well over 6 seconds… and then why the hell not Moa them for ultimate trolling? Mantra of Distraction requires a bit more finesse, it’s best reserved for when you can predict an interrupt opportunity such as when an enemy is going to heal or when an elementalist is going to do … anything.

RUNES/SIGILS

  • Runes of the Mesmer Works well with Confounding Suggestions, adding to the daze duration to give nearly 2s dazes, the power/precision it offers is nice as well.
  • Runes of Lyssa Still one of the best condi-removal runes and works well with Mass Invis to save yer cheeks in tight condition-heavy situations.
  • Runes of the Pack An excellent rune to run with the Focus and 30 Chaos, giving 19 seconds of swiftness, Power/Precision stats, AND Might/Fury/Swiftness!
  • Runes of Grenth The big thing here is the Chill-on-Heal. It works instantly with Mantra of Recovery and has a slight delay on the other heals. When you merge this with Runes of Hydromancy, you can start stacking up some major AoE Chill even in a power build. (Chill is a great control ability, putting enemy skills on longer cooldown AND crippling their movement speed worse than.. er, Cripple.)

[Guide] Lockdown Mesmer Tactics & Techniques

in Mesmer

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

WEAPONSETS
Sword is pretty important for a lockdown build, not only is iLeap an AoE immobilize but sword allows you a variety of offhands to chose from. Offhand Sword, Focus, and Pistol all make for good choices, but Greatsword and Staff also provide a hefty amount of control.

  • Offhand Sword: Offhand sword works reeallyyy well in a 6/4/4/ lockdown build because it has the shortest cooldown interrupt (that also happens to be a daze that pierces multiple targets, good for stopping stomps/rezzes) and provides excellent damage. iSwordsman demands enemy attention with it’s rapid heavy hits and even when you’re not using the sword daze, the counter hits like a truck. Out of all the offhands, this is my personal favorite both for the aesthetic of wielding two swords like a total and complete boss, and for the high damaging in-your-face fighting style.
  • Offhand Pistol: The pistol… I never use it.
    Not because it’s bad or sub-par in any kind of way, but it simply isn’t my preference. The phantasm, iDuelist, may not deal as much damage as the Swordsman due to being much more easy to evade but it has the advantage of sitting safely out of range while it unloads shots on an enemy, forcing them to either spend a dodge, reposition, or suffer the consequences. The pistol’s ranged 2s stun is niiice, especially combined with Signet of Domination and/or Sigil of Paralyzation. I’d rate this stun above the offhand sword’s daze because of how it cuts enemy movement and reliably bounces to daze a second target, and blind a third, giving a diminishing form of lockdown for each bounce.
  • Offhand Focus: This is what I currently use. The Focus is the best lockdown-focused weapon in my opinion because of Temporal Curtain’s multi-purpose field and Warden’s projectile nullifying. Though it’s currently bugged, it’s still the best aoe-oriented lockdown offhand of the bunch.
  • Staff Staff is my favorite weapon for many reasons, but it works well in a lockdown build because of Chaos Storm/Armor. Chaos Storm’s lockdown works defensively and offensively. It punishes anyone standing in the field with debilitating conditions, making it very difficult to do damage but also it dissuades people from ever standing within it’s relatively large AoE, which allows you 6 seconds of area denial. Chaos Armor is worth mention here too because of it’s ability to inflict blind/cripple. Blind in particular is the most important here, and is the reason why BLASTing an Ethereal field for AoE Chaos Armor is so valuable as it really hurts enemy AoEs.
  • Greatsword Greatsword offers excellent offensive pressure and a fair bit of control. The offensive pressure is worth noting because that in itself is a form of control; used on an enemy that’s not targetting you, they’re forced to either disengage from their target or soak up a huge amount of damage. Mind Spike, iZerker, and iWave all work as control abilities, spike is an AoE boonstrip while zerker AoE cripples and wave is a push/interrupt. While I personally don’t use Greatsword very often it makes for one of the best ranged options in a lockdown build besides Scepter/Pistol.

[Guide] Lockdown Mesmer Tactics & Techniques

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

THE CHAIN-DAZE METHOD

Mesmer have some of the best chain-dazing potential in the game, capable of leaving a target unable to fight back for over 10 seconds without using Moa Morph. While it’s not hard to learn how to chain dazes one after another, knowing how to effectively daze while still dealing damage can take time and practice.

  • Chain dazing is mostly used for incapacitating a single target.
  • Never blow all your CC trying to lock down just one person.
  • It’s better to begin chain-dazing after you have a phantasm on a target.
  • [F3] Diversion can chain daze into itself with proper clone spacing, but should be done only if you have no Phantasms or can summon a Phantasms while the clones run to shatter.
  • Superior Runes of the Mesmer work quite well with Confounding Suggestions.

One of the more difficult aspects of chain-dazing is knowing how to do damage while we keep the opponent locked down. A brute warrior with a hammer can mash away on their skills and do considerable damage while keeping an opponent stunlocked, conversely most Mesmer stunlocks do little to no damage at all, which is why auto-attacks, phantasms, and proper shattering all come in to play. Take the following rotations for example (special thanks to Veruah for inspiring me to write these)


(Confounding Suggestions)
Summon Phant > WeaponDaze > Mantra Daze > (Swap/Dodge) > Daze Shatter > Summon Phant + Mantra Daze > Mind Wrack after lulz


This rotation, performed with CS (Domination XII), keeps the opponent incapacitated while you hit them with heavy damage.

Most Lockdown builds that go into CI builds have superior defense, but CS lockdown have better damage and somewhat more reliable control. The CS chain displayed will likely kill or put near death almost any opponent that isn’t a bunker when executed properly. Confounding Suggestions kind of trips over itself by turning stuns into dazes, but a 2s daze in my opinion isn’t as strong as a 1s stun so both effects are welcome. Confounding is considerably more forgiving than Chaotic since it doesn’t rely on interrupts but an opponent can still kite you if they’re lucky. What I like about confounding is how well it synergizes with weapons like Offhand Sword and Pistol. Too many times have I been able to iLeap(2s Immob) >Pistol Phant > MantraDaze(Stun) > Pistol 3s Stun > Sigil of Dom 5s Stun to keep someone locked down for 11 freakin seconds!

So you know, of course.. once in a while I’ll Moa Morph that same person afterwards.

[Guide] Lockdown Mesmer Tactics & Techniques

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

PREDICTING & TIMING YOUR INTERRUPTS
While interrupting can seem random and lucky at times (though you’ll still play it off as epic skill!), there are a few strategies you can employ to help raise the probability that your interrupts will land. As a general rule, it’s never good to throw out MoD randomly in hopes of an interrupt Our interrupt priority generally goes:

1) Weapon Interrupt (spam these! Well.. spam them ‘strategically.’ In fact..the less you spam altogether probably the better. But weapon interrupts/dazes/stuns are good to start off your lockdown with, usually being followed up by…)

2) [F3] Diversion Interrupt I usually save Diversion for a sneaky chain-daze. I’ll use a weapon interrupt, space out some clones (2 or 3) with Deceptive Evasion and then send them out to daze one after another. This usually guarantees either an interrupt or a locked down opponent.

3) Mantra Interrupt These are the most specific and reliable interrupts we have, and thus our most valuable. Try to save mantra interrupts for: protecting yourself in bad situations, securing stomps/rezzes, interrupting heals.


BLIND INTERRUPTING
Reflexes aren’t quite up there to interrupt on-reaction? Not sure what the opponent is gonna do next? You reaallyyy wanna proc some damage/boons/immobilize!? Not a problem! You don’t always have to know what’s coming out in order to stuff it.

  • Interrupting auto-attacks (Any) Interrupting auto-attacks is mostly useful if you want to secure an immobilize, nail a Halting Strike proc, or gain boons. It’s best to not waste a Mantra charge on interrupting auto-attacks; I’d recommend using whatever interrupt will recharge the quickest (usually weapon interrupts). Almost every auto can be interrupted, and it is simply a matter of watching the pattern of the animation to know when to time your interrupt.
  • Interrupting after a dodge (Mantra) While it’s generally best to save your mantra interrupt for very specific moments, sometimes the most reliable way to predict an interrupt is to wait for the opponent to throw out a dodge and interrupt a split-second after. It’s a reflexive reaction to use a skill right after dodging, and in my experience you’re highly likely to interrupt whatever is about to come out.
  • Interrupting a heal Keep an eye on when the enemy is near 50% HP, that is the usual time they’ll try to go on the defensive and heal up. Mantra zap dat fool!
  • Interrupting behind a CC After you stun or daze an enemy, you can keep an eye on the stun/daze status icon on the opponent. When that icon disappears, there’s a 0.5-1 second period when the opponent is likely to perform a skill, usually a high-damage or tide-turner or heal[I observe][This also works for knockdown/pull, harder to tell, though]. There’s also the chance that they might just try to dodge away or, if thief, stealth/shadowstep. I tend to use an interrupt at this time and I tend to be able to chain my interrupts from then after so long as I continually hit in this interval. Always some exceptions, but this is a pattern I find works a lot. (From Dondagora.9645)

(edited by Chaos Archangel.5071)

[Guide] Lockdown Mesmer Tactics & Techniques

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

LOCKDOWN TRAITS

  • Bountiful Interruption Works great in any lockdown build by rewarding you with an extra 175 power (5x might) per interrupt AND a random boon. People often forget about the extra boon it provides, which can be anything from Protection/Vigor to Might/Regeneration. In fact, Bountiful is so good it works well even outside of lockdown builds as long as you have the right weapons.
  • Furious Interruption Like bountiful, it’s not so great that you could focus a build around it, but it works well in a 6 Dom 6 Dueling lockdown build. It takes a while to get used to but can be really worthwhile with Sword and Greatsword, especially with the new Sigils of Rage
  • Chaotic Interruption One of, if not the best lockdown trait. Chaotic hits with an immobilize AND cripple/chill/blind on itnerrupt. There isn’t much to say on this trait that hasn’t already been said. It rocks, even outside of lockdown builds depending on your weaponset.
  • Power Block Power Block isn’t a bad trait, it’s simply one that suffers from the “why take this trait when I could have.. THIS TRAIT!!”-complex. It simply can’t compete with Confounding Suggestions and Chaotic Interruption. While it can really hurt an opponent’s play, it’s hard to tell in a group fight and hard to rely on since you really can’t see enemy cast bars. Still, it works well with chill to really slow up enemy cooldowns when it works.
  • Confounding Suggestions Some people dislike how this skill seems to contradict itself with either a daze OR a stun. I find that it’s more a matter of perspective: both effects are a win/win, it’s just that you can’t predict what you’re going to get. A longer daze duration, combined with runes of the Mesmer, make for excellent chain dazing but the stun still ends up being superior because of how it cuts enemy movement. Since most of our dazes are single-target, I’ve found Confounding better for smaller groups and 1v1 situations.

TYPES OF LOCKDOWN MESMER

Lockdown traits are pretty flexible, and can produce a number of different builds. Here are a few reliable templates to get you started. In general, you can make almost any weaponset with an interrupt of some sort work… and torch, too. That’s a thing apparently.

Chaotic Interruption (4/4/6/0/0) : My personal favorite and, in my opinion, the best all-around lockdown spec. Chaotic Interruption relies on timing interrupts to be effective, but in this build every single interrupt will net decent damage (and perhaps proc fire/air sigils), 5x Might, a random boon, immobilize, and a random condition. Chaotic Interruption works with almost all weaponsets and there is a lot of flexibility in build choice.

Confounding Suggestion (6/6/0/2/0) : Shares the same role as CI, but instead of focusing on interrupts, Confounding Suggestions encourages chaining dazes/stuns one after another to keep the opponent shut down.

Condition Interrupt (0/4/6/0/4) : I can’t personally speak much for this build as I’ve rarely played it, but condition interrupt is a fun spec that can definitely be made to work effectively, especially in single-target fights.

(edited by Chaos Archangel.5071)

[Guide] Lockdown Mesmer Tactics & Techniques

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

UPDATED FOR 6/23/15 PATCH

Who doesn’t love causing people untold frustration? Who doesn’t want to experience the glory of an opponent that can do nothing while you beat them down? This guide is meant to help people learn to play lockdown Mesmer, and where lockdown vets can share their tricks and tactics. If you play shatter, some of the following info could also apply to you.

1) Lockdown Traits, Builds
2) Predicting & Timing Interrupts
3) Chain Dazing
4) Weapons for a Lockdown Mesmer
5) Utilities of a Lockdown Mesmer
6) Questions & Answers
7) Videos
8) Other Lockdown Links


KEY
CI – Chaotic Interruption (Chaos XI)
CS – Confounding Suggestions (Domination XII)
MoD- Mantra of Distraction
Stomp – To kill a downed opponent via ‘F’ interaction
Rezz – To resurrect a downed ally.
Proc- To cause an effect to occur (“Sigils of air has a chance to proc damage on crit”)
RNG – Random Number Generator ; A chance for an effect to randomly occur (Chaos Storm procs RNG conditions)

KEY OBJECTIVES

  • Interrupting Rezz/Stomps. With Mantra of Distraction, Focus, Greatsword, and offhand sword all offering multi-target interrupts –combined with our ability to strip boons- lockdown Mesmers are more equipped than most to prevent rezzing and save allies from stomps.
  • Stripping Boons, especially stability. With the dominance of Guardians and the rise of Celestial + Might Stacking, our boon stripping ability makes us uniquely suited to rip away the defense and offense of many classes.
  • Shutting down the targeted opponent. Whoever is targeted should be the main focus of your lockdown… most of the time. You’ll often have to keep an eye out for ranged enemies trying to safely take allies down from range.
  • Locking down Lich Form/Plague Form/Tornado/Rampage/ect. Most of the dominance of these elites relies on a long-lasting stability. Take it from them and yank them around hilariously. Or simply use Signet of Humility to counter their elite.

(edited by Chaos Archangel.5071)

Nightcapping,ever gonna be taken care of ?

in WvW

Posted by: Pinkamena Diane Pie.8054

Pinkamena Diane Pie.8054

SO let me get this straight you would like a Global 24/7 MMO to cater to you and your time zone only?

Not sure if ignorant or arrogant?

It is a legitimate concern really.

WvW is supposed to be a 24/7 battle, but when anet split apart NA and EU they helped to prevent that. It is 24/7 but it isnt global for most servers expect the T1 servers.

You have people moving to top tier servers, and players ended up queued, in some cases for hours!
There is simply no balance!

I have mentioned it so many times, anet can easily solve this issue by monitoring activity and offer transfers to players who can fill an inactive slot on a server.
They are already going to do this with the megaserver coming in this patch, players will be asked to move to a more populated zone when spaced become available, so that players dont end up alone in a zone.

Anet can do this if they want, and make all fights almost equal and fully active 24/7. But they dont/wont. WvW is not a priority to them, which is just insanity as WvW is pretty much the only thing to do after completing PvE.

Apparently in T1 servers there are no longer hour long queues on reset kitten many players have left the game already.

The WvW Forum Poster Formerly Known As Omaris Mortuus Est

What is guardian "Supposed" to do

in Guardian

Posted by: CMF.5461

CMF.5461

Game mode changes perspective.

PvE/Dungeons – Build for dps, provide projectile reflects and aegis blocks, as well as stability when needed. Some mixture of blind debuff support as well when the encounter utilizes it.

PvP – Build for team fights with staff might typically and group multiplied heals via altruistic healing, this provides fast self heals by distributing boons to multiple people, and makes it harder to focus you down when in a group. Again provide blocks via aegis or even mace if being utilized. Also huge is group condition removal as well as area denial via wards to hold off point captures and keep points ticking as long as possible.

WvW – Stability is huge in ball zergs frontlines, after that contribute to the blast finishers with hammer if you are built that way to provide water field heals or fire field might stacks, provide some more group condition removal, and help dps and spam VoJ blinds.

Roaming WvW – Many times people rely on your blocks/blinds/grouphealing/condition removal in various ways. Again Stability is a huge contribution to allow other players function better.

In the end we provide a lot of group utility with decent damage or healing. Not the “best” at anything but strong in many things. Solo you may have mixed results in how powerful you feel, but in a group others will promote you as highly helpful, even if you don’t feel it.

That was a quick blurb as I could make it, I’m sure others can go into more detail.

Season2 tickets work with Season3 tickets?

in WvW

Posted by: Jessica Boettiger.2563

Jessica Boettiger.2563

WvW/PvP/Skills Principal QA

WvW Tournament tickets do not expire. You can combine tickets earned in the upcoming fall tournament with tickets saved from past tournaments.

Improving objective-claiming

in WvW

Posted by: LionZero.3479

LionZero.3479

Some suggestions to improve the claiming of objectives.

-Claims work only if you have an active wvwvw buff.
-Everyone can claim instantly, no more claims based on which guild had the most active players during the cap so others have to wait 3 minutes till they can claim.
-Claims dissapear when the there is no more wvwvw buff active so other people with an active buff can claim instead.

Another off topic suggestion that i consider an improvement would be to equalise the capping speed regarding of the numbers of people taking an objective so smaller groups or even solo players aren’t punished for trying to cap off-zerg.

What are you hoping for in the next patch?

in Thief

Posted by: shinigamith.7120

shinigamith.7120

I hope that…when i go into stealth, people who targeted me with a chaneling skill stop following me with their attack… yeah i find this terrible..really…

A thankless job, no more

in WvW

Posted by: Darkfalcon.8176

Darkfalcon.8176

That’s right folks , I’m talking about defending! Defending the borderlands in WvW (running yaks, buying upgrades, siege up, etc.) is the least profitable and most expensive way to play GW2. If you do your job right as a defender, you go through loads of gold on siege and upgrades, waste time chasing small groups of roamers, and get little to no reward for it. On top of that you may even spend time sitting and waiting for things to happen so that you will be able to alert the zerg when it does. Offensive play rewards you with decent loot drops, champ bags, dragonite, and a lot of WxP. The WxP for defending even SM is equal to that of taking a single camp! On top of that you get no champ loot and dragonite for all your hard work. At the end of the day your are left bitter, broke, and feeling like you wasted your time.

THIS CAN’T GO ON

As it stands WvW rewards are unbalanced and need a change. My suggestions:
1) Allow the people that purchase an upgrade to receive a percentage of the cost back to them per tick the item is owned. For example, if they spend 75 silver upgrading a keep they gain 10% -20% of it back to them per tick the item is owned. After they reach their base amount it keeps returning it back to the upgrader as profit so they can make money by upgrading and keeping it for long periods of time. This encourages more people to upgrade and gives a reason for those that do to defend it.

2)Give people that earn the Successful Defense event completion award a chest equal to the award they would have gotten for taking it every time they earn it. Also up the WxP for the defense events so defenders can actually level up. This may need a little tweaking since a champ bag and dragonite bag every 3 minutes you defend a keep ( if you get the successful defense award which you don’t get that often) may be a little OP but it gives rewards to defenders that match that to those taking things. Making it more rewarding to defend then taking also encourages more people to defend and hold onto stuff then to let it go and just retake.

3) Finally, I think they should give a reward chest to all people that WvW that week. The reward can be small but there should be some reward based on ranking that encourages people to try and earn first outside of the tournaments. 10 gold for first place and 250 badges of honor for first, 7 gold and 200 badges for 2nd and 5 gold and 150 for 3rd is my suggestion. This gives just something to reward people that play WvW all year round. Also adding their upgrading returns to their end of the week chest would be a easier idea then giving them gold every tick. With these changes I think that WvW will take a small step into becoming more balanced.

WvWvW and Guilds

in WvW

Posted by: chrisgr.3849

chrisgr.3849

also making guild important then ppl thing twise before they transfere….they gonna loose the high tier guild and take time to build up again in another server
with that way we have more dedicate players on the servers

but well lets face it…transfer works good for som1…no need names cose for sure this post will be remove…..most of you you know what im talk about

(edited by chrisgr.3849)

WvWvW and Guilds

in WvW

Posted by: chrisgr.3849

chrisgr.3849

My guild has been recruiting every new player we can find and training them on some of the basics of WvW in order to improve the overall quality of our server. Because of this we are seeing a lot more regulars in WvW and a lot less people making silly mistakes like throwing down a light field when we are trying to stack might.

ikn what you talk about but im talk about difrent issue
im talk about what is the benefits for the wv3 that players gets

let see some of the bufs that we have…
health-power-precition-helth -suplly etc….what from those is the most usefful?
of the 5 suply…all the others is just for anet to say "here wv3 you have wv3 bufs but those actual realy helps?..when face a 10 gollem rush or a bloob? the one that saves a tower is the zilions of ACs

also how many times we r looking for scouts?
if a guild claim a tower and get some rewords then they will have scouts almost all the time…claim a tower will have a meening…

having npc there that seels mats to craft -lets says food- will bring some profit to the guild and with trhat will upgrade the tower

is eazy to find soloutions to make worth to be part in a guild-i was having big guild..i was member of a big wv3 guild and now im back to my 6 players guild….it was th same in all of those…dint get anything from that exept frends and teamwork…
ikn that is the most important in a guild but im talk about the mechanism in this game of the guild not the comunication betwin gamers/players

(edited by chrisgr.3849)

WvWvW and Guilds

in WvW

Posted by: chrisgr.3849

chrisgr.3849

ok
what is the point of ppl to be on a guild
yes they can do guild raids on on EB/BORDERS and also gvg
but exept those what?nothing
they dont get anything that help them on the game

for example
a)why not the guilds that claim something dont get any more influense or some silver/gold profit or some taxes-that will go on guild stash and can be used ONLY for the tower siege /upgrade..no1 can use that to get profit- that they help them to upgrade siege up the towers
Wv3 playres dont have lots of monay to spend them all the time on upgrades etc…

b)why not some buffs that will speed up building etc

c) why not some items that we need for craft to be available only on some guild npc..and to avoid the players that will join only for that you will have the guild leader to give a perma guild member permition ..

d) why not a point system that shows what guild can hold longer a tower /keep even a camp..difrent points for deferent objectives

to make a strong Wv3 that will have dedicate players you need to give power to the guilds..
maybe the ideas that i say is stupid or wte but if anet dont change the way of how guilds works atm then nothing will change on Wv3

List of Cumulative Changes to WvW.

in WvW

Posted by: Asurastafarian.9708

Asurastafarian.9708

They don’t care about WvW, just quit it like everyone else has.

List of Cumulative Changes to WvW.

in WvW

Posted by: Gorani.7205

Gorani.7205

On topic on what kind of changes have been made:

We have to differentiate between
1) general game mechanic changes
2) quality of life changes
3) bug fixes
4) and new/altered content

The fix of culling problems has improved WvW a lot, but also was the base for allowing those massive PvE zerg events in the open world during season 1 of LS.
Account bound (picking it because it was one of the last ones) is a quality of life change, allowing you to manage WxP better and branching out to other professions, too.
Bug fixes are self-explanatory, but we all know that there are still a few more that are burning under our nails for a while now.
So that leaves us with “content”. Those updates (or the lack of them) are the ones that are causing the most discontent among WvW players. EotM was a huge update in terms of map design, some new mechanics and events. The problem is that EotM is not the “fun playground for WvW/competitive players” it was intended to be. Instead it is a mindless loot/karma/WxP train for the simple minded. Why is that so? The rewards are so insanely good that you practically have to be stupid not to take advantage of it. It is Anet’s fault alone for letting this happen for months now without making any changes to the loot.
Why do the WvW core players have no chance of reclaiming WvW? Cross server factions make it hard to coordinate, so why waste your time trying to ferry people to one map when you can do the same on BL or EB with less set-up time. No use in upgrading anything, because nobody every stays behind and feels the need to defend, knowing it gets flipped in 10 min anyway by a zerg.

Member of The Guildwars Online Guild [GWO]
Still keeps a volume of Kurzick poems ;)

List of Cumulative Changes to WvW.

in WvW

Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

lets be honest here guys.

culing got fixed, and lag got much better. those 2 things really made a difference in improving the game experience.

but yeah, content adding is a fail still. i remember them saying they wanted to focus on making the base of the game as solid as possible in the 1st year, and still, no commander system… is there anything more important for the base of wvw then commanders?

List of Cumulative Changes to WvW.

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Posted by: Sarrs.4831

Sarrs.4831

40 instances of the word “fix”.
3 instances of the word “adjust”.
6 instances of the word “disable”.

only one way we’re gon trim dese posts

Nalhadia – Kaineng

A thankless job, no more

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Posted by: Hule.8794

Hule.8794

20 Tournament tickets every week to winning server.
10 Tournament tickets to 2nd server
5 tickets to loosing server

Elementalist upcoming balance

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Posted by: LightningBlaze.4913

LightningBlaze.4913

There’s no skillful gameplay at healing yourself backup easily per cast/sec, traits, weapon skills. With the latest updates bunkers no longer deal low damage specially if they stack might with rune of strength and have good enough crit chance and ferocity. Also, can you say a bunker condition damage built player deals low damage? Hell no. As I mentioned above, every build and profession have their counter. It is either by a different build within the same profession or from another profession playstyle. That has nothing to do with the topic that bunker is too forgiving on gameplay and needs adjustment.

Heidia- The elementalist is the #1 most OP profession in this game since beta!