I don’t think the regular mounts like the ones they have shown will be a thing in WvW but maybe with the system in place they could add siege mounts? Like golems but different in certain ways, maybe closer to the Charr Car tactic. That would be neat.
Yeah I think this was one of the things slightly overlooked in the Gliding thread. Even if gliding doesn’t work out the territories thing might be useful for other things, like buffs or something.
Maybe if you kill a player in enemy territory it grants bonus PPK? A connectivity bonus would be neat as well.
Anyways I hope even if they do scrap gliding they’ll look into something like this, if they aren’t already that is.
I have a friend who wants to play but my server is currently full so we won’t be able to WvW together unless they were to join the linked server, which might not be our partner in the next link so that wouldn’t be a good idea.
Any news on the next link?
I think their outlook for ranger was to be the naturalistic ranged class and they won’t be getting any guns.
Also Thief fits the classic Sniper style a lot better than Ranger would.
IMHO Shield just need another slightly lower CD reduction for base then it will be where it needs to be. I think the hate for engineer shield is brought up by the fact that we never had a good mainhand to go with it (until now it seems) because pistol is for conditions and you are always going to take offhand pistol.
Its the most stacked shield effect wise: 3 sec projectile reflect with a knockback and blast finisher and a 2 second block that stuns melee that hits you and can even stun through evade attacks (like thief sword/pistol 3 or mesmer sword 3) as well as a 900 range throw that dazes both ways.
I feel like the old Chill does damage that was on Reaper before nerf should have been added to Guardian as a second condition option. Makes sense that cold hard justice hurts.
So in the WP gameplay he was talking about some classes and a couple of them, mainly scourge, had a new combat effect called Barrier, which is like a shield over your health (imagine Lucio ult in Overwatch).
Will any of the core class skills or other elite specs have access to this mechanic at all? If nothing besides the newest elite specs have this mechanic its basically a direct upgrade to play the new elite specs with barrier abilities.
What do y’all think?
One thing I hope is that the overheating “explode” doesn’t actually hurt the engineer. I’m not a fan of when a class mechanic is “don’t use to much or you’ll kill yourself”.
We still have yet to see how Holosmith will play, especially in groups. TBH there is a lot they could do with just the core class that could expand Engi roles quite a bit.
Make Medkit actually good and boom you have a dedicated healer (IMO Engi has a good amount of actual support skills but lacks in the straight up heals).
Change rifle around and boost auto attack damage and you have a good ranged power weapon (IMO Rifle should excel at medium/long range and not be a close range weapon, especially now that we have Hammer scrapper and Sword Holo).
I don’t PvE often but engi seems to be good with condis, though I don’t think its meta. In WvW which is my main game mode base engi is pretty selfish now with most damage builds. heavy CC used to be a good engi role but now with stab changes and certain CC abilities not being good anymore its not a good role.
Scrapper has good group roles, especially with Bulwark Gyro in a large group as it doesnt have any target limits.
Holosmith has been described as a glass cannon type style but we shall see.
I wouldn’t mind the spec being support focused like others have said, but also there is really no need for that to happen when the Engineer core class has EXTREMELY good potential if they put the buffs in the right places.
Med Kit [The only set of skills designed for the SOLE PURPOSE of healing others besides Ventari Rev/Druid (though loosely because you can’t camp in Avatar), which are both the newest additions to the game from last expack] needs some buffing. Like I agreed in another thread make the 2-5 AoE’s around the engineer and maybe make the 1 skill cone wider.
Even if this spec isn’t very supporty at all I will probably still adapt it to my current support/heal build especially if the mainhand weapon is power and has better utility than pistol (which you could throw kitten at a wall and get it to stick on better utility than mainhand pistol currently has)
I agree a lot with changing Blowtorch to Pistol 3 and Medkit 2-5 being AoE around the Engineer (Honestly who thought tiny little throwables which barely heal one person enough would be a good idea)
IMO shield is really strong as it is, if not the strongest shield skill-wise in the game, maybe could shave off a few more seconds on the CD’s though.
Also if we get a power main hand in this next expack Shield will be used a lot more. Shield again IMO is mostly bad because it has no use! if you’re running a mainhand…its pistol, which is a condi weapon, so why would you take a shield when the strongest condi option for pistol condis is currently on pistol 4 (blowtorch).
I just had an idea, probably bad, but oh well.
All turrets toolbelts get changed to what used to be the overload attack skills and possibly change some around, no more auto overload on placement. Also make turrets more tough and longer range/faster fire rates: I’m thinking Net Turret and Thumper turret RoF every 1 second, rifler turret every .5 second base and rocket every 2 seconds.
Thumper Turret: Toolbelt is a small shield around all turrets currently out (like the ones that spawn on turrets with the trait, but able to be toggled with a CD)
Rifle Turret: Mark a target (revealed) then fire 4 shots per second for 3 seconds at them (like a rapid fire, will do decent damage)
Rocket Turret: Fire rockets at up to 5 targets in range of turret that inflict knockdown for 1 second on hit. Would bring more AoE potential to the turrets as all but thumper are single target (flame is basically single though it is a cone).
Net Turret: Fire a big cast net around the turret immobilizing anyone within 900 range (up to 5 targets) for 3 seconds. No stun like the overload has but its AoE now.
Flame Turret: A skill that makes Flame turret whirl around for 5 seconds in an AoE circle at 900 range inflicting 1 or 2 burning per second (duration would be shorter if higher stack).
Healing Turret: Personally this overload was always pretty good so I don’t suggest a change.
I’d suggest very short CD’s on the overload abilities, maybe around 5 to 10 seconds depending on which ones, because turrets are meant to be kept up. I’d like to see auto regen turrets be brought back as well and make it 10% every 2 seconds (considering turrets take condi and are able to be crit nowadays I don’t see this as OP).
For the traits I’d make Experimental Turrets give their boons on turret overload, and change the HT boon to resistance.
As for Advanced Turrets, keep the damage reduction and either add the healing over time to this trait or if that is baseline make it improve the damage of all turrets by 20%.
What do you all think?
Point is this isn’t PvE. There should be absolutely no crafting to buy things from a VENDOR. It already takes 30+ hours a week to get the tickets. Playing WvW should be 100% enough to get the ascended armor. Same goes for PvP but at least they include some marks in the final chest.
A lot of people are annoyed with the full-time job of gaining pips to hit diamond, which I also agree with, but one thing I haven’t seen much of is the ascended marks.
*You need 500 level of whichever craft to make the armor/weapon
*You need 30g+ just to make 1 mark (armors take 3 or 4, thats over 90-120g for 1 armor piece)
*After playing for 30+ hours just to hit diamond chest to even be able to afford 1 piece of armor now you need over 100g to get it (which lets be honest WvW still doesn’t generate that kind of money)
Seems like this patch was just hype to get people to play again and the reality is almost no one will get any of this gear.
Outnumbered +5 has a lot of downsides to it, more then upside of getting the pips.
My suggestion would be to swap the Loyalty/Commitment pip number with the outnumbered. So you get +5 for staying on the same server and not switching but only +1 for outnumbered.
This way everyone who stays on their server (especially low ranked people) get a big bonus in pips and people aren’t incentivized to swap maps the last second every 5 minutes and keep hush about being the map with the buff, even when this map needs help.
So now that this game has effectively 18 classes (counting the elite specs as separate since they do add enough of an aspect to play a different role than the base class) I think its time we had a hard division between play-style roles of damage/tank and healer.
With the addition of certain specs like Druid as the IMO worst offender of non traditional stance of holy trinity mainly because of their ability to build a full berserker build and heal more than cleric guardians. This shouldn’t be possible at all.
In order to make balance happen in PvP and WvW besides having all the skills split between PvE and PvP like in GW1 there needs to be a change in how characters are built, and thats with roles and the way stats affect the character, mainly Healing Power.
Healing power has never been looked on in GW2 as a main way to play because the original “selling” point I guess you’d say is that every class can heal and take care of themselves and do damage to win fights. But as we can see today with certain specs they can really exploit what the class has given them and be extremely tanky (take minimal damage) while dealing heavy damage, or be an extremely heavy healer while also dealing epic damage.
So what I’m proposing is none of the personal healing skills of classes be changed except in how they affect allies. So you’re healing turret will still heal you the same but if you have no healing power an ally near you will get negligible healing (like around 20% of what you get out of the heal). BUT if you spec for healing power with Cleric’s gear for example then your outgoing healing will be about what is it now if you were do do the same. This way players dedicated to playing support can do a phenomenal role in supporting while pesky berserker classes can’t be healing their allies for the same as your Cleric Guard/Rev/Engi/Etc are healing you for.
Same goes for being a Tank. If you are a full berserker class there shouldn’t be a reason why another heavy hitting damage dealer is barely doing any damage unless you’re ACTIVELY using a skill to negate it (like blocks/dodge/evades). None of this 50% damage reduction or traits that take less damage nonsense that makes this entire niche of role useless because why play tank when you can do just as well with a berserker with PASSIVE nonsense like those skills and traits.
Also now with the changes to conditions that were meant for PvE and plaguing PvP/WvW make Toughness reduce damage from conditions just like it does power, and boost its effectiveness to before power creep, because playing a tank now is almost silly. Example before power creep I had an Engi with about 3.2k armor, I was a full on tank pretty much and was mainly the CC guy of the group so others could do damage, The highest hitting single target attack at the time being Thieves Backstab maybe hit me for 5k but never more than that ever, which was okay because I would never be able to kill the thief unless he just stood there. But now running the same build I’ve been hit by 16k Gunflames or Thieves Backstabs for 11k and so on and its ridiculous considering how that specific builds damage output has gone up minimally but the tankiness has gone down signifigantly.
So to end this is just my opinion because I’ve been playing this game since beta 3+ years ago and watched it evolve, and now with the elite specs and (soon and hopefully) more of them coming for every class with expansions I don’t see how this game is going to have competitive PvP while maintaining the “no holy trinity” aspect of balancing the classes.
TL;DR: Nerf base healing to allies HARD (but don’t touch player self heal skills)/Remove nonsensical passive damage reduction buffs because it makes being a tank useless if a zerk can do it better/Make healing power scale better/Make Toughness stat as strong as it used to be before power creep and make it reduce condition damage as well.
Its near impossible to die by retaliation anymore unless you’re a ranger barraging a zerg with it really. even with high power builds retaliation does maybe 250 dmg per hit to yourself.
I’m assuming you’re playing ranged so you’re probably using your attacks when he pops the bubble or uses shield 4 to reflect the actual attack back at you. In regards to the Gyro (which I’m assuming is Bulwark) you can still damage the Engi it only takes 50% of the damage away and it dies quickly because you can hit the Engineer and the Gyro and it will take damage from the Engi and itself.
There are other classes with lots of retaliation, Guardians can get 100% uptime retaliation if they want to.
So really the only thing that might be killing you is you’re spamming combos (like Rapid Fire) when the Engi puts up his reflects. Just learn to cancel the skill by facing away or hitting the stow weapon button. Switch to a melee set when he has a reflect up if you have to.
Retaliation alone should never kill you and if it does you’re doing something very wrong.
So what about Line of Warding, Ring of Warding, Unsteady Ground and some others then?
Get good or get stability.
I think it could work but replace AED with HT and the Gadgeteer with Adrenal Implant. Full zerk you’ll want as much active defense as possible and AED is a terrible heal, even paired with the trait. Plus with hammer you can combo in HT’s water field with RC for extra heals. Also you didn’t select a Adept or GM for Scrapper So I personally would go with Recovery Matrix and AA. but PW and FS could work too.
This is the only good GM in Inventions and you want it to be moved? Obviously troll post you must be a thief.
If anything MDF should be moved to Alchemy.
Space-Time Device
Toss the Space-Time device at the target location (1/2 cast, range 600). Device lasts for 60 seconds at the target location.
Flips over into ‘Open Wormhole’, (1/2 cast, 60s CD) Warping the Engineer to the specified location, and resisting debilitating conditions on the Engineer for 10 seconds.
I like it. Won’t need a Mesmer to port into keeps on my own now!
Kits in order from high to low usage: Grenades, Mortar, Tool, EG, FT, Bomb, Med kit.
Not a hard target to fight but just annoying is a perma-stealth condi trapper thief. Does crap damage but is such a pest when roaming.
I wouldn’t say its as much this skill in particulars fault its just the intense power creep when the spec patch hit and after HoT’s new skills.
Regarding Gunflame I wouldn’t say its all a 1 trick pony cause GS is still a good weapon and most Gunflame builds use it in offhand so for certain classes it can be harder to counter. Plus the added fact that most Gunflame zerkers run Signet of Might for the 6s of unblockable attacks, which unblockable also goes through reflections so the only thing left is evade/dodge and for most classes all you get is 2 dodges and you have no defense left against it, and in a fight when the zerker uses Gunflame if they’re smart they’ll time it to hit you when you don’t have any endurance.
But yeah I gave up on builds other than straight up dmg or condi cause nowadays there is no room for defensive armors only skills. Used to run a PVT/Knight’s Engi with 3.1k armor and gunflame still hits me for 14k on the reg.
I have a power build with P/S and a healing/support build with P/S. Power Build is basically using FT/EG though but the shield comes in handy for utility and also good vs some niche things (shield 5 block can stun thieves through their pistol whip and mesmers through their Blurred Frenzy) And if played right you can strip 3 stab with shield 5 too.
For my healing/support build its good for the extra blast or the interrupt when an enemy at distance is finishing an ally or something. Plus the blast is good for blasting waters or other fields using Soothing Detonation, and providing general protection from ranged and melee.
Only thing shield needs is a CD reduction just like guards and wars had. I’d say 20 seconds for Shield 4 and 25 for shield 5.
I’d like to see a fuel system too.
Say you as a Scrapper have a new little bar above the toolbelt with 100 “Units” of fuel. And the bar works so you’ll start at 100 at all times but activating a gyro would then start consuming fuel, with each gyro consuming a different amount. As having gyros out you can’t regenerate any fuel so all the gyro skills will be toggle skills and the way to get fuel back in combat is however much fuel the gyro you despawn consumed is how much you’ll get back.
So for example Medic Gyro consumes 5 fuel per second (fps), so it could last 20 seconds. If you toggle on Medic Gyro then you will start draining 5 fps, if you decide to toggle Medic Gyro off at 50 fuel remaining, you will get 50 fuel back because that’s how much the Medic Gyro consumed.
If you were to have more than one gyro up then it would be as such:
You have Medic Gyro and Purge Gyro out which is consuming 10 total fps so you could have them both up for 10 seconds. At the 5 second mark you will be at 50 fuel as both gyros consumed 25 each. If you decide to toggle off Purge Gyro then you will get back 25 fuel and will be at 75 again, Medic Gyro will still be up and consuming fuel but now only at 5fps, so in 5 seconds from 75 fuel you’ll be back at 50.
Each gyro has a different amount of fuel they consume per second:
Medic Gyro: 5 fuel per second
Sneak Gyro: 10 fps
Bulwark Gyro: 5 fps
Shredder Gyro: 5 fps
Blast Gyro: 5 fps
Purge Gyro: 5 fps
All gyros will be just minion-esque and follow you still but they won’t be targetable/killable. To combat them being OP they would have to have some mechanical change of course to numbers. Like Medic Gyro heal would have to be brought down to combat toggle spamming to get a 5k heal for example. So maybe Medic Gyro could be a 1k heal over time with no extra heal on activation, but it would heal as soon as you activated it, and maybe make it a 2 second interval, so its similar to heals like warrior’s Healing Signet. And also since it isn’t permanent like a Healing Signet is for wars make it heal extra per gyro you have out, but only like 250 per gyro so if you did have 4 other gyros out it would be a 2k per second heal, but being that 5 gyros active would be consuming 25 or 30 fuel it wouldn’t be up long, maybe 1 or 2 ticks if you’re lucky.
Just a fun idea. But if Anet is reading, change gyros to be more responsive/faster/stick closer to Scrapper and make Purge AoE cleanse and not have to go to each player. Also change Shredder cause it sucks. and add more to Function Gyro cause its meh. Ya’ll made Reaper Shroud but can’t think of anything for Engi besides a passive finish/revive when we already have revive skills and stability.
I would love old BL back, I hereby sign as well.
The concept is interesting but how is this support/healing? There’s only 2 things listed 1 being your personal heal and the other a trait that will heal allies, and then some small time boons. There isn’t even a water blast finisher. Staff seems more like a utility/movement weapon rather than support and the utilities are pretty weak, like “Arcane flux – Upon activation damage nearby enemies and steal their auras.” What if they don’t have an aura?
Cool idea but I don’t see how it relates to support/healing role.
I think its all but confirmed now Anet doesn’t play WvW at all. WvW is probably a running joke in Anet HQ and in a few months this big WvW overhaul will be a stonemist reskin.
While I would love the old maps back, its not the map’s fault players can use their skills to jump in, its these certain skills that can be usable while in the air. Even on the old map a Druid would be able to jump into Bay Keep the same way they could for Air Keep. Same thing with SW tower on old map.
I’ve pretty much completely lost faith in Anet’s ability to actually do things right. WvW was good at original launch but over the course it got stale, which is natural, but instead of adding things the game mode needs they ignore the mode entirely until they think of the bullkitten they recently put in like banners and the new BL.
My honest opinion is Anet doesn’t give a flying kitten about WvW and this “WvW overhaul” they have been working on will probably change absolutely nothing. The fact that this shatterer rework has been started/finished before the WvW overhaul is just spitting in WvW community’s faces. Sure there may be different teams but they are all developers and Anet has even said they dedicate more devs to certain things at certain times, which they did say they dedicated more devs to WvW, which was probably a lie.
The only reason this game isn’t completely dead is because its buy to play. If this game started as a subscription based game, you would really tell how bad it is now.
But it won’t change because we still have people who like to send cupcakes to Anet when they can’t even give parts of their community what their respective game modes need. Its basically like person A (Anet) and person B (other players) still supports A even though A has a person C (WvW community) being tortured in their basement.
Just my opinions.
+1
Bumpity, bump bump.
My full support build works well with Scrapper. Using all gyros is a kitten though I wouldn’t do it.
Here’s my build:
Complaining but still won the fight, tastes like salt. Scrapper/Engi does of a lot of defensive perks to it for this exact reason. You’re complaining about this Scrapper because you can’t take him down in a few seconds when he can’t even touch you LOL.
This is definitely a learn to play issue, I watched the video and there were many things you could have done differently to end the fight quicker. There was also many things the engi could have done much better and would have owned you too. Quit calling for nerfs when its your skill that’s the problem.
Quit your bullkitten.
break bulwark gyro too? Not like I use it for anything.
Scrappers really don’t have many other skills that help survivability. I mean hammer has a block and a reflect, but if you going to do anything to them then beat the living daylights out of druid staff and revenant hammer. Hay, all’s fair in balancing professions like these.
They are probably going to reduce the effectiveness of come traits, like Rapid Regeneration. At the moment with swiftness its a constant 102 base heal per sec, and with superspeed its 500 per sec, I assume they will nerf the superspeed to like 200-300 per sec. Because at the moment the Engi with the right traits can heal for upwards of about 650 health per second not including regen and on top of that the effectiveness of HT makes the Engi very survivable.
I hope they don’t touch the Adaptive Armor trait because its in a good spot.
I thought one simple change would be make turrets movable, like Revenant’s Ventari’s Tablet. Replace the toolbelt skills from exploding the turret to having them move, 900 range.
Also bring back regen and make Rifled Turret Barrels baseline.
I’d also like the idea of turrets total revamp into Gyro’s for base engi. Scrapper’s Gyro’s are mostly defensive/utility besides Blast Gyro Tag. all of the turrets are all offensive.
I used Pistol/Shield build when I play support in WvW. Its better at performing for a support role than hammer because the shield 4 is great for the projectile reflect, but better for the blast finisher flip over skill, which can be used on water fields to heal allies, which hammer can’t do. Plus the shield 4 lasts 3 seconds so if needed it can block a full Rapid Fire or a few autos rather than a couple shots of a RF and 1 auto.
Shield 5 is great too as its a block, though short you have to remember it stuns too, and this stun can go through mesmers Blurred Frenzy and a Thief’s Pistol Whip, so even though they are evading they will get stunned when they try to hit you with it because the stun goes through the evade. Its great in these situations because mesmer/thief are the gank classes so they will try to take down the back/supporting enemy and this stops them somewhat. The flip over skill is also a bit better than Hammer 5 because though Hammer 5 stuns, the shield 5 dazes on the way to and the way back, so it can strip 2 stacks of stab, or if the target only has 1 stack it will strip then interrupt them finishing a downed ally.
Also all the shield skills can be used to the full potential before using the flip over skills. So I can block 3 seconds worth of projectiles with shield 4 then blast after if its well timed. So say you’re charging a LB ranger you can reflect all of the projectiles then knockback when you’re close.
Shield definitely better for support, for offense I’d stick with hammer. I’ve made a few builds which a power pistol/shield work well, but the build uses pistol/shield for utility and not main damage, I’ve still crit 3-4k with Poison Dart Volley before on some squishier players though, but I used P/S with a FT for the most part.
ITT: “I’m a total casual, grind is non-existent, you’re just impatient/lazy/don’t want to work for stuff.” -Player who plays 2+ hours a day.
HoT is a lot more grind-y than GW2 ever was that’s for sure. I wasn’t a casual player when HoT launched, but I mainly played WvW 95% of the time. Being that even WvW, a whole separate gamemode in its own, has nothing to do with HoT (not counting new BL since it doesn’t affect WvW as a whole, except by making it worse). HoT has some to do with WvW, but not the other way around. There is a HUGE grind with scribing and guild leveling that completely kittens on small guilds and dedicated WvWers because its a giant PvE grind to get WvW buffs even! Everything WvW related besides the maps and pvping are now all in PvE and its stupid.
Thank’s Mike O’Brien for ruining WvW! Just give Colin the lead and stay out of stuff, you’ll still make money and at least Colin can fix what has been broken, hopefully soon (and I mean soon, lots of new MMOs and multiplayer games coming early 2016).
Just stop, you’re killing us.
All of the throwables should be AoE honestly. Having to locate and run right over a tiny pickup takes a lot longer than what its worth in the healing received. I suggest keeping the skills how they are but make each throwable 300 radius and hit 5 targets.
Have to think this is a pretty selfless kit, takes up 1-5 skills and you can only heal with it, leaving the Engi itself vulnerable. Might even think about upping the heals too, or at least make it scale a very large % with healing power. And as for Med Blaster, make that a wider cone and instead of heal more per boon make it heal more to allies based on their health, the lower the % the higher the heal (like a lot of other traits/skills do with damage to lower health targets).
One other gripe is the animation: it looks nice standing still, but when you move the blue life windex gets all over me and makes me sneeze. It should be more direct like guardian’s Healing Breeze, no matter how you move its always straight and unwavering.
I like your suggestions a lot. My main beef with gyro is just as you said, its useless without anyone downed.
Another thing I REALLY wish they would change is being able to keybind it to something else other than the interact key. I hate it when I want to just normal stomp someone when I can because it would be easier at that moment but instead I waste my F gyro when I might need it later. It should be an F6 key or something.
Based on your complain, how must they be adjusted in order to sell the next elite specs?
Elite spec do everything core do, just better: QQ p2w confirmed power creep qq
Elite spec offer an alternative and refreshing play style: QQ other class can stealth/tank/dps now qq
Such kittens.
Well there will always be some classes that can be better at one thing than others, but classes now compared to launch are closing the gap on that with new changes. From the start classes should have branched out more in there own respects rather than getting things other classes have too (like Engi’s stealth now compared to thief’s).
Example: Engi used to be amazing at CC and versatility, they should have kept that going with the new stuff like hammer. Hammer would have been the perfect CC utility weapon for Engineers but instead its like a sword/dagger ranger with the mobility and evade, with added reflect/block, and it only has 1 CC on it which is a short stun.
I myself think that the uniformity isn’t a good thing either. If classes had their flair like they did at launch, content could be much more interesting. Like needing an engi for CC heavy fights or thief for a lot of stealth or guardian for the boons.
At original launch classes could do things others could but with decreased effectiveness which is good (Engi could still stealth with blast finisher combos but not as much as thief, let alone permanent). And group comps had much more diversity than now.
I’ve been thinking lately about class balance and such with the new elites and Revenant and realized that every class has a ton of access to things other only certain classes used to be able to do.
Some examples: Engi’s can now perma stealth, most classes have access to almost all boons (especially stability now compared to GW2 original launch), almost all classes have some type of mitigation technique on their weapons (evade/reflect/block/etc), every class has a lot more variety of CC than they used to have (e.g. Engi’s used to be the king of CC and now pretty much every class can CC as much/more than Engi/ or Mesmer Gravity Well is a good example too) and some more things.
Is it good that all classes can perform the same roles (mostly with some exceptions like thief) or that all classes have things now that used to make other classes have their “flair”?
What does everyone else think?
You have to have an Engineer elite skill to use the F5, it won’t work with racials. And as soon as you equip one of those it will work.
If none of the above works it is probably unlocked at a later level.
My guild currently owns the Gilded Hollow Hall and its pretty great! But I was wondering, if my guild wants to do the Lost Precipice Hall claim and we get that one, will all the upgrades carry over to the Lost Precipice Hall? Also will all items/mats in the treasury still be in there when we capture the new hall?
Also when we do capture it, do we have to reclaim each hall every time if we want to switch back?
Thanks!
I didn’t fully quit WvW but WvW hasn’t had any good changes IMO. I really only go to WvW for fights vs other players now and maybe participate in zerg battles. Don’t care about towers/keeps/capping anymore.
I originally bought this game solely because of WvW but now its just bleh for me. I like the new maps…but they are bigger than the old BL (a bit in length and width but more so in the verticality) and with the same amount of players only allowed into a BL at one time its not many. That’s mainly a server issue on how many players it can handle, but its an issue none-the-less.
Also the new automatic WvW upgrades and Guild WvW upgrades. I don’t like the auto upgrades AT ALL. One of the biggest issues with WvW has always been night capping and this makes that issue even larger because now servers don’t need people on to even get a T3 tower/keep. Also I always liked having to spend a little gold and stuff to upgrade and spend my time making sure yaks get in because then it felt very good to defend and felt REALLY good when the objective was finally fully upgraded. Now why even bother staying inside an objective when it does everything on its own.
Also with Guild WvW stuff, its hugely gated by 1) getting the Hall upgraded enough to even get War Room and all the upgrades inside (which wouldn’t be bad but for my small WvW guild its terrible, spent over a thousand of gold on just getting to the war room) Whereas with the old guild system I could claim and get buffs so easy with influence that you got from people logging in even. and 2) Making the tactics is gated behind Scribing, which you need a high level to make some of the things I’ve seen (not sure what level but I see 350 req on a lot of the scrolls from drops etc) and to scribe up to that level you need to do a lot of PvE nonsense, which is what I DON’T want to do because I want to WvW!
Edit: Also to add, the improvements and Tactics are CONSUMABLE which wouldn’t be bad but 1) They’ll be consumed even if you never used them, only if you lost the objective, and 2) Being consumable means you have to keep gathering materials to build them. Whereas old system was influence only.
Overall not happy with changes. Also new BL needs gliding.
Big thing with the Scrapper running Sneak Gyro is you have to kill that gyro. It’s basically like how old Turret Engi was, very powerful so you had to kill the turrets. While some may not think the Sneak Gyro’s stealth is good because you can still see where the engineer is moving to, it is good in the fact that, sure you can see what direction they’re going, but you can’t target the engineer so you cannot hit them with any powerful single target hits, unless its a dumb fire one you get lucky with.
Other than that I think the Scrapper spec is fine as it is, though Gyro’s could still use an improvement with mobility. They are pretty tanky because that’s how they were built to be, and it can be countered by the right timing and locking down at those moments.
Also in general with the latest hard hitting skills, like CoR and True Shot for example, the power creep with damage since the specializations patch is very high, which I am kind of sad about. But I don’t think that will be fixed unless they update toughness scaling. I don’t want to see them tone down the damage because IMO the damage is fine, playing tankier isn’t necessary but it should help more than it does right now.
(edited by Arimas.3492)
Don’t bother with this thread. Same guy is in Revenant forum calling for a nerf for Unrelenting Assault too because its “OP”.
Rocket Blast is a small WvW focused guild I (Bard Nogard) am the leader of. We’re a small group of 5 active members and in WvW we are a havoc and roaming squad. We’re fairly casual group but like to go hard when it comes to our WvWing. We synergize builds and play styles and such.
Currently we’re recruiting any class on the Yak’s Bend server and are looking for more friendly players to join us. Our main play times are around 8-9:00pm PST. During the weeknights I myself play midnights PST due to work so we’re accommodating with times. Saturdays are when we have set time to havoc. And now with the reset change it’ll be much more active!
We just claimed Gilded Hollow (best hall NA) and also are getting more into PvE and raids when they come.
My in-game name is Arimas.3492 so shoot me mail or message in game if I’m on. Or you can comment here. Thanks for reading!