WvW – Structure Upgrade Re-Work idea!
WvW – Art of War Guild Buffs & Keep Claiming Re-Work idea!
(edited by Luna.9640)
I want to thank you people for making WvW playable for me with 0 skill lag or invisible enemy or slideshows or freezing in big battles.
We had a giant 3 way fight last night in Hills where we was trapped inside hills lord room and both enemy servers was 1 on left of the gate other on right.
I didn’t have a single lag spike or skill lag whole fight which lasted a good 1 hour.
(edited by Luna.9640)
Flame and Frost: The Razing has been released, and you may be wondering what to do and how to start. We’ve created a small guide to help keep you on the right track.
“Wait, wait! I don’t want spoilers; just point me in the right direction!”
Fair enough! Here’s a spoiler-free mini-guide to our March 26 Living Story release:
For this update, you’ll meet two new characters, Rox and Braham, and become part of their stories as you help them fight back against the Molten Alliance. Here are a few things about how the content around these characters work:
Rox’s Story
The beginning of Rox’s story occurs in the Black Citadel Command Core.
The second half or Rox’s story occurs at the North Nolan Hatchery. It is located just north of the town of Nolan in Diessa Plateau, just outside the Black Citadel.
Braham’s story
Braham’s story begins in Rytlock Brimstone’s office, near the Command Core.
Part Two takes you to Hoelbrak, specifically Knut Whitebear’s Loft.
The final part of Braham’s story occurs in Cragstead, a village located in Northern Wayfarer Foothills.
Spy vs. Spy
In the open world, both the Molten Alliance and the Order of Whispers are employing covert surveillance tactics in an attempt to get the upper hand.
The Molten Alliance has begun monitoring activities in Wayfarer Foothills, Snowden Drifts, Diessa Plateau, the Plains of Ashford, and Iron Marches.
Meanwhile, Agent Brandubh, an Order of Whispers agent, can be found in the Black Citadel near the refugee camp. His partner has infiltrated the Molten Alliance by working undercover, and has been leaving cryptic communiqués at set locations.
(edited by AidanTaylor.3872)
I’d recommend Gunnar’s Hold. They have a mature wvw playerbase and it was a lot of fun to play alongside them. Given that xaoc are leaving it could be a great choice for prime-time again. They also have the most active community forums/mumble server i’ve seen, if community is important to you i don’t think there’s a better choice really.
Problem with Xoac joining is that we might end up in T3 and be massively outzerged during the day and would have to rely on night/morning capping too much to stay in the race
This^^
As a GL of one of the bigger guilds on Far Shiverpeaks (at least active in WvW) I today got approached by one of the xaoc leaders about one of the branches (no idea which, Russian at least) wanting to discuss the possibility of them coming to our server.
I plain out told them that I really do not want them here. And then further brought it up with the other GMs and Officers.
We’ll see what it brings. We know they are server hoppers, and that they will stick around for a few weeks and then leave again. And I guess that’s just something we have to deal with, if they want to pay the 32g (or whatever) for the gems to come here, let them. Either way we can’t really stop them.
I hope i can buy ascended gear with tokens and without doing daylies for more then a month, because i refuse to do pve.
And i hope their will be again changes so running in one big blob isnt the best tactic anymore.
My biggest hope for tomorrow’s patch is for ANet to stand down from their ill-conceived “free transfers to medium pop servers” fiasco and actually FIX the T8 Glicko Ghetto problem (by adding a floor and a ceiling to the ratings).
Won’t happen, but a girl can dream.
My biggest hope for tomorrow’s patch is that it doesn’t totally break something.
Before you even consider EU servers, ask your members how many of them are willing to completely abandon US servers because guesting will not work once you transfer across water. Guesting back on Sea of Sorrows will not be possible so if that is a problem then EU servers are out of the question.
(edited by defrule.7236)
We are planning to add more stat sets and appearance options that can be purchased with badges in the March update. We’re still working on the full list so I don’t want to dive into details yet, but it is something we’re working on.
I love this skill in concept, but I Laugh at Guardians that use this skill in TPVP or in WvW. Only place I have seen it used well is to block the keep stairs in Forest. Otherwise I’m praying that someone pops sanctuary as ill just auto attack you through it and laugh as you waste a utility skill. When I switched from guardian to warrior in TPVP and I would see a guardian use this ability to Rez a teammate I would just 100B on the edge of the bubble and hit then both.
It’s a great concept, and if you are going to make a utility skill with a 90 sec + cool down that lasts for 6 seconds, than those 6 seconds better be worth it. The bubble definitely needs to be a little bigger, so that it actually makes a sanctuary.
Love the skill concept, but the area is too small.
Edit: And if you are using sanctuary as a ranged interrupt, that’s good for innovation but for a 90 sec + cool down its not very efficient.
Personally, I think hammer is the tankiest weapon and is more flexible for a number of builds but since you mention you already have narrowed down to clerics and traits, then Mace would probably best suit you.
Whatever you do, Don’t go crazy trying to stack your toughness to the highest values. It’s effectiveness lessens as you continue to increase it. I would aim for a minimum of 2800 armor if you want to attempt to tank.
I agree that the size kind of sucks and that the cd is pretty long, but that said…for those haters, I found a REALLY good use for it lately:
This works INSANELY well for point defense, especially against multiple targets. If you combine it with shield #5 you can pretty effectively hold a point for a LONG LONG LONG time.
Nothing more fun than pulling kittenes into your sanctuary, knocking them down, leaping onto them and then doing some silly dmg while they are downed.
Outside of what I mentioned above I wouldn’t consider using it because it can be incredibly broken in certain cases. However, the technique I use it for works the vast majority of the time(unless I’m facing 2+ Guards with stability :| )
I call it the troll bubble in WvW. There so many funny things u can do with it.
The damage reduction between a light and heavy armored class is about 5%. The difference here is almost unnoticeable. So when light armored classes talk about the advantages of having the “extra” armor, it’s really just bull crap.
Right here. Nail on Head.
This is my BIGGEST freaking complaint….
Heavy ARmor……
HEAVY ARMOR…
Wait, Dev’s, let me just spell it out…
~H~E~A~V~Y ~A~R~M~O~R
Spread between medium and heavy is what, 140 toughness? 140 Toughness at 3k+ armor (which rangers easily run with), is a whooping 3-4% dmg rreducton?
Really? 3-4% damage reduction from wearing Heavy Armor?
Please correct me if I’m wrong… but this is just BAFFLING.
The damage reduction between a light and heavy armored class is about 5%. The difference here is almost unnoticeable. So when light armored classes talk about the advantages of having the “extra” armor, it’s really just bull crap.
I’m a fairly casual GW2 player in terms of the time I can commit to the game. But even my limited time in WvW has made clear how many different the ways GW2 rewards giant clusters of players traveling together over a divided force.
Here is an incomplete list:
1. (Unintended) Culling.
2. Objective rewards. Capturing an objective provides a set reward to each player. So if 100 players capture a supply depot, then the rewards collectively are 20 times greater than if a group of 5 captures it. Yes they reward bronze, silver, gold badges for contribution but the overall effect remains the same. With regards to experience and Karma, it is a bad idea to capture an objective with a small group. You have cheated your allies of a scoring/reward opportunity but probably worse you have provided a much bigger scoring opportunity for the enemy’s larger force.
2. Rewards for player kills. Along the same lines, as long as a player makes enough contribution to qualify for a kill, the rewards are the same as killing a player solo. From a reward standpoint it is much more efficient and rewarding to run in a large group and score many kills at once when you overwhelm a smaller group.
Both of these are consistent with what is clearly a core design principle of the game: allied players never compete for rewards; rewards merely compound. You never have to race to get a resource node before another player does in GW2. You never have to argue about dividing loot. For a PvE game this makes complete sense. In a PvP game, this system translates to a reward system that balloons with the number of players. 100 players filling 20 enemies in 20 seconds will generate much more loot than the same 20 enemies being killed by a solo thief over the course of an hour.
3. Out of combat run speed. Makes hit and run tactics by smaller groups much harder. Once the smaller group is in combat the rest of the zerg is able to catch them by virtue of being out of combat. GW2 effectively has “mounts”: its just that there is no graphic to accompany the faster move-speed.
4. Downing Mechanics – both in terms of speed of revival and the fact that the zerg can always rez their dead. The smaller force is forced to respawn at a way point. The smaller group can’t really knock an enemy out of the fight for long.
5. Lack of collision detection- (again worthy of its own thread).
6. AoE cap. The zerg provides tremendous protection for its inhabitants. The AOE cap means the enemy AOE gets distributed and manageable. Whereas, against a smaller force all damage finds its intended target. Numbers normally win anyway, but this mechanic exacerbates it. It means that even when the smaller force gets the jump on the larger that their advantage is diminished.
7. The WvW scoring system. This one probably deserves its own thread, but the capture and hold mechanic really means that the zerg is free not to defend ever. The PvE presence in objectives provides all the defense necessary for the Zerg. They can roam and return. Lockouts only makes this worse. The PvE presence in objectives only provides a real deterrence to smaller groups. To the zerg the PvE presence provides no real challenge.
What’s worse is that the system really rewards a “flip and forget” play-style. A zerg need not stay in an objective past the point of capture. Just go flip more objectives. Even when the zerg loses an objective to the enemy, its only temporary. The zerg never has to “hold” anything. There are free PvE NPCs to do that for them. These same free NPCs provide a valuable time buffer to allow the Zerg to often return to an objective as smaller enemy is attempting to take it. That’s zerg defense.
I’m sure other people can and should add to this list without too much effort. My point is pretty simple. It is not players’ “faults” for zerging. Zerging is the playstyle the game rewards over and over again. The game becomes a contest of who has the biggest, best coordinated zerg with the best “coverage” of the day. That’s the game. It’s just not one I thought GW2 would be, or one that I particularly want to play, except that there aren’t really better current choices. At their peak, I have enjoyed Shadowbane, DaoC, and Warhammer more than GW2 but given the curent populations, those aren’t really options.
I would points out also that culling (#1) is the only one of these (I believe) that will be addressed by the big patch next week.
Does toughness mitigate backstab damage? Was just curious cause in EB was testing with a thief could hit me in mes glass cannon for 10k so I logged into my thief with 1700 toughness and medium armor and he was doing the same damage.
My mage has around 2100 armor…. a heartseeker spammer was hitting me for 7k, 8k, 9k whatever….
I logged to my warrior with 3200+ armor… sucked down a 12k crit (no idea what skill it was) and I just logged off….
I have no idea what they do, or how they do, and I don’t care. As far as I’m concerned thieves are just completely broken.
Sanctuary is amazing in tPvP, I don’t play WvW enough to have decided.
But in PvP you pretty much have to have it, if you’re running any form of support. If it were much bigger it would be sooooo overpowered.
Right now it’s used for stopping stomps or securing stomps 95% of the time and sometimes if it’s your last option to stay alive.
Not as great as you make it out to be sorry even in TPVP. So you can secure one stomp or rez every 90 seconds. Never mind that you could conceivably still be aoe’d to death or even melee’d to death while in sanctuary since most melee attacks have like 130 range so they can reach you in sanctuary. Its a very buggy ability as well if you don’t “establish” yourself as being in sanctuary by moving and stopping it doesn’t effect you. I personally think its one of those things that pro’s use because everyone tells themselves how great it is but if you swapped it our for something else you wouldn’t really notice its gone. Basically you have convinced yourself how great it is based on the occasional high light type play you can make with it even though 99% of the time its not that great at all.
(edited by Kwll.1468)
Still has it’s place in WvW.
You can use it to deny zerg entry for a while when a gate or wall is breached .
With ground targeting it’s main utility is to knock people off towers or ledges.
You can use it to absorb a catapult strike if you place it correctly.
If nothing else it buys a few extra seconds to regroup or run for the hills
Occasionally I’ll switch it in for dungeons to keep rock dogs off the party ( combining with Ring of Warding and Line of Warding ).
I definitely wouldn’t keep it on my bar for any great period of time though, it IS a completely situational skill and the long CD will tie up a slot for a painful amount of time.
(edited by Tarsius.3170)
Sanctuary is pretty terrible tbh. Long CD even when traited. AoE can still hit you, hell even melee can hit you if they get as close as possible without touching it. Add in the fact that if they have stability they can just walk in. lawl
Oh and the size like you said doesn’t help.
Meh… Sanctuary’s CD needs to be at least 60s base to be worth using.
It won’t work against players (stability) nor any mob with unstoppable (basically all mobs you would need to use Sanctuary against).
I don’t mind it being so small. What wrong with it is it’s inconsistency. You can still take loads of damage while standing inside the bubble (AoEs, non-projectile ranged attacks, greatswords, stability, etc.)
FSP does love their zergs, looks like they cant achieve anything if they dont have em.
Everywhere this week atm is a perfect example..
Just imagine the kitten-storm that will appear here on the fora when it’s CoF’s turn to be redesigned to be a bit more challenging and time consuming.
I’m having crappy luck (darn RNG :p) getting ectos out of rares (or runes even) using Master’s Kit so I sell rares and yes, the prices have dropped a bit from the 30s range to the 20s range.
(edited by Behellagh.1468)
It’s already been suggested numerous times. I remember them saying that they’re working on it, but it’s not a critical, game-breaking thing, so it hasn’t really made the priority list yet.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.