Showing Posts Upvoted By Ulion.5476:

Watch Knight Battle Tonic.

in Guild Wars 2 Discussion

Posted by: Ekhos.8342

Ekhos.8342

Please Anet, make the Watch knight tonic great again.

Now that we have the Kodan Battle tonic (without a 30 minute cool-down I may add). I was really really hoping that the Watch knight battle tonic from Scarlet’s era would be updated to have the 30 minute cool-down removed. As it is I have only ever seen one other person use this tonic. Please Anet, update the Watch knight tonic and make it great again.

Cheers!

Remove stealth disruptor trap

in WvW

Posted by: babazhook.6805

babazhook.6805

I main thief and ones that rely on stealth. I see no reason to remove this trap. it something we just learn to deal with.

it not easy to use in the heat of combat, generally limited to one use (burns supply) and takes sometime to set. I do not think they need a buff. The reveal lasts plenty long enough. Any stealth reliant thief that can survive for its duration without stealth deserves to live.

The reveal off a stealth disrupter is not just a “couple of seconds.”

https://wiki.guildwars2.com/wiki/Stealth_Disruptor_Trap

people who think they useless just do not know how to use them properly.

(edited by babazhook.6805)

Remove stealth disruptor trap

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Posted by: Jeknar.6184

Jeknar.6184

A thief that is idiot enough to step in a stealth trap after seeing a person kneeling to deploy it deserve to die.
Stealth Disruptors must stay and should be buffed imo as they are almost useless as they are.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

Remove stealth disruptor trap

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Posted by: Reh.5986

Reh.5986

Eh +1 to removing cast time. Stealth traps need buffed. Thief is more than capable of building for stupid amounts of evade to survive a couple seconds of revealed.

If you’re trolling a group and get revealed you deserve to die anyway.

Remove stealth disruptor trap

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Posted by: Justine.6351

Justine.6351

People don’t lay them because a thief uses stealth as PART of his defense. People use them when thieves are abusing stealth. Well that and for counter to mass stealthing skills.

Get rid of Desert BL

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I actually am beginning to like it strictly because I can solo roam and not expect to get ganked every 10 seconds. Was having a good time there last night and getting some decent 1v1/x’s. The downside is if you die, you have a mile and a half to run to get back to where ever you were.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Get rid of Desert BL

in WvW

Posted by: santenal.1054

santenal.1054

DBL is a verry fun map if you like scouting,small scale fights and soloing/duoing objectives.. It’s not hard to get around now that the barriers are gone + map changed a little. I dont care much about ppt (unfair borderland map distribution). On ABD you could also glitch into objectives but that was no reason to get rid of the whole map (they just fixed the map).

(edited by santenal.1054)

Efficient ways to level Maguuma Masteries?

in Guild Wars 2: Heart of Thorns

Posted by: zoomborg.9462

zoomborg.9462

The best maps for xp atm are bloodstone fen and ember bay.The daily chests alone give a huge chunk of xp and there are nonstop events which are doable without having very populated maps.The downside is weather u got the episodes unlocked….

Efficient ways to level Maguuma Masteries?

in Guild Wars 2: Heart of Thorns

Posted by: Ayrilana.1396

Ayrilana.1396

DS is still the best map to farm XP for Maguuma masteries. The newer living story maps are other options as well but won’t yield nearly as much. I’d personally do those during the downtime when waiting for the DS maps to reset.

[SPVP] Tempest power build by Razor.6392

in Elementalist

Posted by: StoneColdKillah.6027

StoneColdKillah.6027

[SPVP] Tempest lightning rod build by Razor.6392

Posting this for a friend

Build Link: http://gw2skills.net/editor/?vFAQJAodncMAdOgFOA+MAcYilHAzdyeZ/sCBgDQLc4EkB6gA-TJBCABZ8AA0f/BAOBAuXGAA

Abuse shocking aura + lightning rod and win.

Variations:
1. Sigil of Paralyzation for Sigil of Hydromancy
2. Sigil of Paralyzation for Sigil of Air
3. Diamond Skin and Sigil of Paralyzation for Stone heart and Sigil of Generosity respectively.

Great against:
Condi thief, Power warrior, Power revenant, Condi engi, Power thief,

Good against:
Condi mesmer, Power mesmer, Tank ele, FA scepter ele, Power ranger, Power engi, Condi guard

Skill matchup:
Power guard, Condi warr, Condi necro, Tank ranger

Thoughts?

Choice: Remove spyballoon or fortified gates

in WvW

Posted by: Dawdler.8521

Dawdler.8521

No changes needed. Small groups should not be able to take upgraded structures.

Solo players should be able to take upgraded structures on their own if the defending side is too busy not taking care about scouting/defending.

Watchtower hardly changes that though, with the time it takes a single person to take a T3 tower (or more ambitously, a keep), someone will always notice it. If no one comes during those 30 odd minutes you will spend working on it, the red dot wouldnt matter as there is no enemy in the border lol.

For havoc parties during prime it does make a huge difference however. I have never liked the watchtowers, automatic reveals and new sentries dumbing down the gameplay and communications. WvW IMO lost a part of soul with those changes.

Choice: Remove spyballoon or fortified gates

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Posted by: apharma.3741

apharma.3741

standing for hours in towers and scouting was one of the most boring, unrewarding and time wasting activity you could do in this game, so I am glad Anet gave us the opportunity to remove the need for scouts in towers.
Crafting a watchtower tactivator costs 2-3g, so it is not exactly for free either

There are players who like to defend and tend to stay on maps doing just that, including build and maintaining siege for those attacks. It’s not like white or orange swords don’t exist. If you don’t like to scout, you don’t have to.

People kept asking to split zergs up, but then they added something that hampered small groups and encouraged zerging instead. GG.

“People kept asking to split zergs up” = minority
the majority of players seems to like playing in large groups. Personally I prefer playing with blobs with 50+ players, too.

There’s a difference to choosing to play as a large group and behaving like a frightened animal and congregating into large groups.

Gift of Battle

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Posted by: SkyShroud.2865

SkyShroud.2865

LOL. Really? QQing about warning? What about the new players who started without given even a single chance to get easy GOB? If do not want to spend that effort and time to get GOB, then don’t get legendary.

Founder & Leader of Equinox Solstice [TIME], a Singapore-Based International Guild
Henge of Denravi Server
www.gw2time.com

Gift of Battle

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Posted by: Jeknar.6184

Jeknar.6184

Please remove Gift of Battle from the WVW reward track. The PVE folks are not liking it their as they just don’t want to do WVW events or PVP. Please find a way so that it can be universal across all the boards. In this manner PVP, WVW and PVE can all achieve this award to create legendaries, etc.

If they give WvW players a way to get Gift of Exploration through WvW-only sure, why not?

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

Choice: Remove spyballoon or fortified gates

in WvW

Posted by: Jim Hunter.6821

Jim Hunter.6821

He is still right to a certain point. You shouldn’t be able to take a t3 structure with 5 people or less. And yes, I know that sucks when you are the only 5 people running on your borderland.
Still I think the spy balloon is too strong and I think it should be taken out.
What I would change is the auto upgrade of towers and keeps. Make it like it was before and give guilds or players the options to upgrade and opponents better options to stop upgrades (ie kill yaks and deny supply more easy)

You absolutely should be able to take a T3 structure with 5 or less if it’s undefended.
1 smart defender in a t3 structure can hold off 5 players for hours. Blobbing shouldn’t be the only way to play wvw, that is a big part of why wvw is in such a kittenty unbalanced place.

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

Choice: Remove spyballoon or fortified gates

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Posted by: Jim Hunter.6821

Jim Hunter.6821

No changes needed. Small groups should not be able to take upgraded structures.

Remember you said that the next time you complain about blobs, lag, or how wvw is bleeding players.

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

Choice: Remove spyballoon or fortified gates

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Posted by: Jim Hunter.6821

Jim Hunter.6821

Watchtower is an issue? Why not just use trebuchets and knock down walls from outside the balloon range? Can probably even use catapults if firing from max range or elevation which is more often than not the no.1 attack route anyway.

Hardened gates is completely irrelevant, PvD is a joke anyway.

Have you noticed how solo/small groups have all but disappeared?
If you have to treb or even just cata from max range you’ll end up with a zerg showing up to stop you because they have all the time in the world to respond.

Before all the passive kitten was added you’d end up with multiple small scale fights all over the place because small groups could quickly ninja objectives which forced the zerg to split.

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

Choice: Remove spyballoon or fortified gates

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Posted by: Offair.2563

Offair.2563

Remove watchtower. We already have sentries and white swords.

Amen. Nothing wrong with fortified gates though as most squads will go for walls anyway these days.

Big Babou, Ranger for life.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.

Supply camps should take longer to capture

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I am amazed how some people want and prefer that a single miserable guy is able to even cap a castle (if he is strong enough to kill the lord) alone by himself in a place where solo things shouldnt exist, wvw isnt mean for you to solo around

There is no logic behind for have solo stuff in wvw at all, that some stuff let you be able doesnt mean that it was designed for go that way

And I’m amazed that some people don’t understand there are many different ways to play WvW besides zerging.

Although I can understand how some might be frustrated at the thought of losing a structure to a single player, the fault lies entirely on poor scouting and defence. With all the latest changes to WvW since HoT dropped, soloing anything besides supply camps has become substantially more difficult. If a player manages to do that, good for them.

And this is not including your own towers that are unupgraded and unprotected. I’m talking about soloing an enemy tower that has at least a few guild buffs or siege.

Roaming is but a shadow of it’s former self and anyone who used to roam in the glory days knows that. Now, most players are in packs of 3 – 10 or with a zerg. While that’s all fine and good, it makes excitement for players like myself, and others who enjoy contributing on a single player level, much more difficult. There’s nothing more discouraging than having a great 1vX, narrowly winning and getting blind-sided by a guild or taking 20 minutes to open a tower and kill defenders only to be zerged when you reach the champion.

You can absolutely still solo roam but it’s far more punishing than it used to be. Many players have quit doing so, have turned to “cheesy” (builds that are able to reset easily) builds or stick tight to their guilds cliques. I don’t think we need to make solo roaming any harder than it already is by making camps harder to capture.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Supply camps should take longer to capture

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Posted by: Jim Hunter.6821

Jim Hunter.6821

camps should be able to take down with atleast 3 people (like a guild mission) not only one

Ya like fracals…Oh wait people solo those and they are balanced for 5 people lols. Yeah if they made guards hard enough that it “required” 3 people I assure you that people would still solo them in under 30sec.

i didnt mean that

camps should be able to only be capped if there is 3 people in that circle, that is better explained, and the reason of 3 would mainly be because guild missions require 3 atleast for be completed

actually everything should require 3 people inside the circle for be able to cap it except sentrys

Yes let’s just continue to kill roaming and then we can make more threads about how wvw is nothing but zergs and it’s dead outside of prime time….
Smfh

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

Supply camps should take longer to capture

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Posted by: OriOri.8724

OriOri.8724

camps should be able to take down with atleast 3 people (like a guild mission) not only one

Ya like fracals…Oh wait people solo those and they are balanced for 5 people lols. Yeah if they made guards hard enough that it “required” 3 people I assure you that people would still solo them in under 30sec.

i didnt mean that

camps should be able to only be capped if there is 3 people in that circle, that is better explained, and the reason of 3 would mainly be because guild missions require 3 atleast for be completed

actually everything should require 3 people inside the circle for be able to cap it except sentrys

This sounds like a horrible change. It completely destroys the solo roamers as they would no longer be able to do anything except kill sentries and dolyaks. They wouldn’t be able to flip camps or towers anymore.

Supply camps should take longer to capture

in WvW

Posted by: Jim Hunter.6821

Jim Hunter.6821

Camps should remain easy for solo players. People complain that all anyone does is zerg and yet you want to make it so you have to have a group to accomplish anything.
Pay attention to the map, it’s usually pretty easy to figure out where a roamer is going to hit, especially with all the passive radar crap all over the place.

And let’s be honest, most roamers actually want you to know where they are going because they want you to come fight them. I personally don’t skip sentries and I follow a clear pattern even when there is a RI camp in the way (Except in DBL, I take weird routes there but still follow the pattern with camps).

Yup same here. The only time I hop around trying to be sneaky is when they are constantly responding with 5+ players, and in that situation I’m only sneaking around to force them to spread out so I can get a good fight.

They have the choice to spread out and fight a little more fairly or lose their kitten.

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

Supply camps should take longer to capture

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Posted by: Jeknar.6184

Jeknar.6184

Camps should remain easy for solo players. People complain that all anyone does is zerg and yet you want to make it so you have to have a group to accomplish anything.
Pay attention to the map, it’s usually pretty easy to figure out where a roamer is going to hit, especially with all the passive radar crap all over the place.

And let’s be honest, most roamers actually want you to know where they are going because they want you to come fight them. I personally don’t skip sentries and I follow a clear pattern even when there is a RI camp in the way (Except in DBL, I take weird routes there but still follow the pattern with camps).

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

(edited by Jeknar.6184)

Supply camps should take longer to capture

in WvW

Posted by: Jim Hunter.6821

Jim Hunter.6821

Camps should remain easy for solo players. People complain that all anyone does is zerg and yet you want to make it so you have to have a group to accomplish anything.
Pay attention to the map, it’s usually pretty easy to figure out where a roamer is going to hit, especially with all the passive radar crap all over the place.

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

Supply camps should take longer to capture

in WvW

Posted by: Vavume.8065

Vavume.8065

I’ve flipped over 20k+ camps roaming and it’s true I can clear them a few seconds before the swords appear, it is based off when you first aggro the supervisor, that is when the swords timer begins shall we say. However there are also sentrys that alert your position, so in reality there is a good chance for home defenders to know exactly which camps are likely to be attacked next, although ofc a smart roamer would not go near the sentry.

Short vid of how I used to flip camps pre hot, can do it even faster now with the power creep, https://www.youtube.com/watch?v=cSz-Wv2GubQ

(edited by Vavume.8065)

Stuff you want in the next Expansion :)

in Guild Wars 2 Discussion

Posted by: alicatrawz.9567

alicatrawz.9567

A finished product.

gravity is my arch-nemesis.

What do WvWers want?

in WvW

Posted by: Entenkommando.5208

Entenkommando.5208

A balanced importance of Guilds, zergs and roamers.

R.I.P Kodasch Allianz [KoA]

All we wanted was a GvG.

How's ele doin - returning player

in Elementalist

Posted by: Lalainnia.3598

Lalainnia.3598

Only thing ele struggles in atm is Spvp in a dps role. Every other game mode they’re either top tier or very viable.