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What's needed to make Warriors "balanced?"

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Posted by: Assassin X.8573

Assassin X.8573

The patch makes warriors balanced.

Guess folks still don’t understand what a ground target ability is and what it means and what the target of a GROUND target ability is.

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NSP 7 Weeks in a row

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Posted by: Assassin X.8573

Assassin X.8573

I’ll tell u guys how the ArcheAge beta goes. lol

A couple sold and jpgn are on kyrios server. My name is Etheros.

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NSP 7 Weeks in a row

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Posted by: Assassin X.8573

Assassin X.8573

T1 doesnt count.

U mad just because you’re stuck with a server you can’t beat bro? Any matchup that lasted more than yours count. Shove it up and stick with it.

No im not mad lol. Just saying t1 has had same matchups for the past 1.5yrs almost. Thats why they dont count.

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NSP 7 Weeks in a row

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Posted by: Assassin X.8573

Assassin X.8573

T1 doesnt count.

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season 3 bandwagon servers!

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Posted by: Assassin X.8573

Assassin X.8573

Which servers are we going to see the most bandwagoners go to this round?!

Place your bets now!

Tier x : server name

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Warrior Lonbow-the real culprit

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Posted by: Assassin X.8573

Assassin X.8573

Pre patch: if you have trouble generating/managing adrenaline you either need to L2Play or rethink playing warrior.

Post patch: if you have trouble generating/managing adrenaline you either need to L2Play or rethink playing warrior.

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The "downed state" needs re-work in pvp

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Posted by: Assassin X.8573

Assassin X.8573

You didnt provide any suggestion for the rework.

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Has skullcrack been over-nerfed?

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Posted by: Assassin X.8573

Assassin X.8573

Mace 2 can rebuild your adren as long as you arent in counter blow range

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how do you fight vs rampage

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Posted by: Assassin X.8573

Assassin X.8573

Pretty much what the 1st response was. Or kite till the ability is over.

Wait, somebody is using it?

Yes it can be very effective against players who dony know what is going on. Since it isnt widely used you can often catch people by surprise, they panic and u win.

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If WvW became like EotM...

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Posted by: Assassin X.8573

Assassin X.8573

GW2’s opening day WvW was heavily inspired by Mythic’s Dark Age of Camelot’s “Frontiers” where three “countries” duked it out daily for keeps, walls, castles, etc….with siege all very familiar to you in Gw2…… wide open large zones where the battles were Epic.

When Gw2 came out a lot of us were OMG this is awesome!!!!! …….and it was awesome too…. BUT over time the developers make changes that seem to overwhelmingly derail WvW from being the Awesome warzone that it could be…. in fact many of these changes are eroding the WvW in a downward spiral…..

Edge of the Mists is cool…. but the hidden dark side is that is sucks the players out of the Borderlands and creates the Ultimate Train Ride for those going to the Karma Station……

The Bloodlust addition essentially plopped a giant PvP map into the three borderlands….

Colored Commander tags are now given but with the caveat that it is treated like a very expensive Vanity item… 300 gold ($47 US Dollars if you buy gems and convert to gold in the gem store PER COLOR)….. really? What a Spit into the faces of the WvW community this gracious addition is at 1500 Gold (nearly $250 in US Dollars) for all five colors! Jeesh I could almost buy a precursor and the much of the supplies to make my kitten legendary for that!

Siege Disabler…. this seems to be actually WORSE than the Commander tag fiasco… Commanders and the groups spend money buying siege…spend time building and getting the supply to complete the siege…. people tick and sentry the siege for hours…. then here comes Joe havoc group with Siege Disablers with 1200 range and deployed like a grenade with an AOE of supposedly 450 turning off your defensive siege for 45 seconds…. plenty of time for you to watch your siege AOEd into Dust without you ever firing off a single shot.

Add this to the fact that Defenders get Zilch for defending…..and that most of us are in the poorest gold category if we play mostly WvW…and most certainly the least rewarded of all the other portions of the game….

With these types of changes it begs the question whether the WvW Community is really considered a valuable asset to the Developers…..

Devs need to read this. But will probably only get a report of what was read in it rather than just what was posted instead.

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If WvW became like EotM...

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Posted by: Assassin X.8573

Assassin X.8573

IF WvW became like EOTM I would quit this game forever

^this pretty much.

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Standard Models and You

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Posted by: Assassin X.8573

Assassin X.8573

So since this game is to hard now we will make it easy mode by normalizing all actions so everyone can see everything.

Might as well just let ppl que up and give them a participation trophy for just showing up.

Oh wait…

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[Adrenaline Nerf] Now buff these traits

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Posted by: Assassin X.8573

Assassin X.8573

As you see most of the warriors that arent complaining are the ones who are good at the class and welcome the change and will not be hindered by it. Those that are complaining are the opposite.

Epic logic. Seriously. Bravo.

That’s like saying if thief stealth would break upon missing backstab that only the bad thieves would complain.

This nerf will hit every warrior. Hard.

OT: Berserker’s Power and Heightened Focus are definitely taking a hit in anything else then PvE. Bringing them back down to adept is too much, they were way too good to be in there in the first place.

Something should be done, but I’m at a loss here.

Stealth should break on aggressive/offensive action. what is hard about that logic? If im hiding behind a tree or wall waiting for you to pass by so i can push you over from behind and i do not properly estimate/time the execution of my movement and you walk by and are subsequently out of range and i still push anyways with the full force intent of putting you on the ground; are You are going to tell me that the momentum of my action isnt going to displace me from where i am currently positioned? Either 1) the force of the push was not what it was supposed to be and may be akin to a wet noodle floppping onto a butterfly net or 2) im going to fall on my face because im putting my whole body into taking you down, missing, and most likely planting my dace into the ground therefore displacing me from my “hidden/stealthed” position.

Maybe you are one of those warriors we are talking about that falls into the category that doesnt include good warriors.

But im just basing this assumption on the theory proposed by other warriors where the good warriors, those with high skill lvl playing the class understand that the mechanics havent changed in the grand scheme of things. Whereas those so called bad warriors are simply QQing all the changes.

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(edited by Assassin X.8573)

ANET Please do not change Adrenaline

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Posted by: Assassin X.8573

Assassin X.8573

More hate for those who push back a target and we miss a F1.

So help me, troll Mesmers…

Every kittening longbow ranger ever lol

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Caveats/Side-effects in GW2

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Posted by: Assassin X.8573

Assassin X.8573

i stand corrected.

serves me right for believing non-updated tool-tips!

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Commander Compendium is now account bound

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Posted by: Assassin X.8573

Assassin X.8573

Probably not.

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Is WvW ever gonna be more than Zergs and PvD?

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Posted by: Assassin X.8573

Assassin X.8573

See Napoleon’s military campaign
See Caesar’s miliatary campaign
See WW1 & 2
See Battle of Troy
See Battle of Themopoly
See any medieval war anything.
See any war ever in existence.

In all of these examples above, you can see 1 side having a large structured force (ie – zerg) typically tactically attacking a smaller force.

Would you like to go back in time an ask these folks to stop zergimg and using siege against one another?

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warriors speak up please

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Posted by: Assassin X.8573

Assassin X.8573

In my opinion the change to warriors losing adrenaline on a F1 that fails to connect misses the real issue, no pun intended. I firmly believe the problem currently is Cleansing Ire (CI) combined with bow Combustive Shot not needing to actually hit a target to cleanse. Its one of the biggest reasons you run with a bow in sPvP and will make it 100% mandatory to have post patch. The proposed change to losing adrenaline on a F1 miss really only effects non bow users. Yet, it was the warrior longbow that was probably the biggest source of complaints with Cleansing Ire in the first place.

Also makes it even more important to play as an Asura if you are playing warrior in sPvP I guess. Just seems to me that this is another clunky attempt at Anet to balance things that still fails misses the real issues.

What do people not understand about Ground target abilities? Is it that the ground is the target or is it that you just dont undersrand that you are aimimg at the ground as your target.

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ANET Please do not change Adrenaline

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Posted by: Assassin X.8573

Assassin X.8573

I disagree with your proposal for burst to get a longer cd if missed. I think it should have longer cd if it successfully hits imo. Should recharge faster to compenaste for the adren (maybe idctbh).

This is going to become a new L2P issue and we will see a huge gap open between the good warriors and the bad warriors as others have stated.

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[Adrenaline Nerf] Now buff these traits

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Posted by: Assassin X.8573

Assassin X.8573

Gs wars done spend adren very often.

While i did like those traits in adept tier, i do not want to see them back in adept.

You guys need yo stop kittening about a relatively balanced change to the class. They could have put a cd on adren gain after it is exhausted either by hit or miss. Them i could see other changes warranted. But this is fine.

As you see most of the warriors that arent complaining are the ones who are good at the class and welcome the change and will not be hindered by it. Those that are complaining are the opposite.

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NERF ZERKER STANCE !!!! ............. by 2s

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Posted by: Assassin X.8573

Assassin X.8573

^ Not sure who you’re talking to, because nobody in this thread has said that.

Take a look at the OPs last line…

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NERF ZERKER STANCE !!!! ............. by 2s

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Posted by: Assassin X.8573

Assassin X.8573

Lol OP must not have faced any eles with diamond skin

How is 8s immunity with 60s cd more op than perma condi immunity when hp above 90% hp. Easy for a competent ele to maintain above 90% hp or burst heal back up to full rq.

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(edited by Assassin X.8573)

Rangers are out of line

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Posted by: Assassin X.8573

Assassin X.8573

5 spirit ranger, hyna pet, hyna pet summon, pirate rune, 2 summoning sigils, there u go

If human, hounds of balthazar. if sylvari summon hound. If asuran summon golem. If charr, summon warband.

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Caveats/Side-effects in GW2

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Posted by: Assassin X.8573

Assassin X.8573

Hey guys, I recently started a new segment on my youtube channel called Discussions and I’ve done 3 episodes so far. This latest episode is called Caveats and I talk about how the GW2 gameplay and build diversity could be improved by injecting certain skills, runes, sigils and traits with drawbacks, as many of the skills in GW2 do not have any.

I give an example using a trait for the Guardian called Inner Fire and how that trait is totally useless to the Guardian as it stands right now. What Inner Fire does, is it gives the Guardian 3s Fury when burning is applied to him but you can’t always guarantee that you’ll get to fight a character or characters that allow you to proc that trait. But if we decided to add a caveat to that trait, for instance, if the trait said; Gain 3s of Fury when you receive burning. When you apply burning to a target, you gain 1s of burning yourself.
All of a sudden the Guardian could play off of that trait by applying burning to a target every 5 attacks and then using Smite condition to remove the burning to do extra damage.
This is, in a nutshell what I discuss in the video I linked above. How the devs could improve the game by adding caveats to not just traits, but skills, runes, sigils and everything that makes up a build. These Caveats don’t necessarily have to be all negative but you can watch the video for more on that.

I just thought I’d share this with you guys to get all your opinions. So let me know your thoughts even if you don’t click the link to watch the video.

Do better research first. Torch skill 4 sets the guardian himself on fire. This will work synergistically with inner fire.

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(edited by Assassin X.8573)

Adrenaline Rework Nerf/Buff Discussion

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Posted by: Assassin X.8573

Assassin X.8573

If Cleansing Ire still procs on missing Combustive Shot, nothing will ever change.

How do you miss aiming at the ground? It is a ground target ability. working as intended.

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[Ready Up] Upcoming Warrior Balance Changes

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Posted by: Assassin X.8573

Assassin X.8573

I honestly dont udnerstand why you guys think its hard to generate adrenaline lol. I never noticed any adren gain on sig of rage, i always thought that was broken/bugged tbh. Adrenaline generation is a joke now and it will not really be effected after this patch.

The only thing this directly or indirectly effects is how adrenal health will work. outlr sustain is going to go down slightly yes. That just means you have to play smarter and better.

I welcome these changes to my warrior with open arms.

People will qq about us still beatin them after this ‘nerf’ so its all relative. Get over the fact that it is happening how it is. It could have been a lot worse. They could have made it so u lose a bar of adren at a time or all of it wt once when you “exit” combat. It could have been made so that missed burst skills were decreased by half recharge but landing a burst hit doubles the recharge time. And either way lose adren.

Stop qqing about the propsed changes. They are fair and balanced.

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[Ready Up] Upcoming Warrior Balance Changes

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Posted by: Assassin X.8573

Assassin X.8573

Huge mobility nerf to hammer warriors. No longer able to leap with earthshaker and keep your adrenaline….

i approve of this change!

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[Ready Up] Upcoming Warrior Balance Changes

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Posted by: Assassin X.8573

Assassin X.8573

love all the changes! cant wait! new gs burst looks great!

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NSP is here. What happened to DH and SoR?

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Posted by: Assassin X.8573

Assassin X.8573

we also cant compete with the 3k gold you guys spent on getting a guild just for coverage in sea lol

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Tengu in S2?

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Posted by: Assassin X.8573

Assassin X.8573

They would also need there own starting area and that would take a lot of time according to devon carver in wvw team. It takes more than 11 months or so…

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Prediction: Why Rytlock Failed

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Posted by: Assassin X.8573

Assassin X.8573

I totes had more than enough time to go in to the portal after rytlock and sohotin went under. Before it reclosed. Anet and buggy pathing ftl! Bug report inc lol jk but no srsly had enough time to go after them.

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NSP is here. What happened to DH and SoR?

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Posted by: Assassin X.8573

Assassin X.8573

All we are is dust in the wind…

/Ibtl!

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Warrior Mobility Predications

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Posted by: Assassin X.8573

Assassin X.8573

Another one of those that try to explain an in-game mechanism using some sort of real-life parity.

Wait…. how exactly do you explain the following

Thief turning invisible right in front of your eyes? Elementalist shooting fire, ice, electricity, and stone? Necro summoning dead creatures? Engineer having infinite grenades + turrets? Guardian teleports? Mesmer generating illusion of itself?

Let look at warrior:

Wait I hit you with a huge sword and you don’t die? Make all weapon hit 1 or 2 shot kills

What do you mean my Rifle only has max 1500 range…… I should be able to hit you across the map, with 1 shot kills.

If you want base everything in reality warrior needs a huge buff, and everything else should be deleted.

Thief and invisibility:
https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=duke+university+invisibility+cloak+video&safe=off
https://www.youtube.com/watch?v=hs7u5TqXIQ4

Necromancers and minions
https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=scientists%20bring%20dog%20back%20to%20life&safe=off

Elementalists:
Fire
https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=home%20made%20flame%20thrower&safe=off
Water
https://www.youtube.com/watch?v=GxvnL-eEhs8
Air
https://www.youtube.com/watch?v=ZfKWVrXKbn0
Earth
https://www.youtube.com/watch?v=I5GmCgDhqCw

Mesmers:
go watch a magic show and look for the smoke and mirrors

i cant explain the engineer one easily, they must be gambit from x-men.

and the guardian one is hard to explains as well.

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Warrior Mobility Predications

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Posted by: Assassin X.8573

Assassin X.8573

Increased blood flow to the muscles activated by diverting blood flow from other parts of the body.
Increased blood pressure, heart rate, blood sugars, and fats in order to supply the body with extra energy.
The blood clotting function of the body speeds up in order to prevent excessive blood loss in the event of an injury sustained during the response.
Increased muscle tension in order to provide the body with extra speed and strength.The reaction begins in the amygdala, which triggers a neural response in the hypothalamus. The initial reaction is followed by activation of the pituitary gland and secretion of the hormone ACTH.8 The adrenal gland is activated almost simultaneously and releases the neurotransmitter epinephrine. The release of chemical messengers results in the production of the hormone cortisol, which increases blood pressure, blood sugar, and suppresses the immune system.9 The initial response and subsequent reactions are triggered in an effort to create a boost of energy. This boost of energy is activated by epinephrine binding to liver cells and the subsequent production of glucose.10 Additionally, the circulation of cortisol functions to turn fatty acids into available energy, which prepares muscles throughout the body for response.11 Catecholamine hormones, such as adrenaline (epinephrine) or noradrenaline (norepinephrine), facilitate immediate physical reactions associated with a preparation for violent muscular action. These include the following:12

Acceleration of heart and lung action
Paling or flushing, or alternating between both
Inhibition of stomach and upper-intestinal action to the point where digestion slows down or stops
General effect on the sphincters of the body
Constriction of blood vessels in many parts of the body
Liberation of metabolic energy sources (particularly fat and glycogen) for muscular action
Dilation of blood vessels for muscles
Inhibition of the lacrimal gland (responsible for tear production) and salivation
Dilation of pupil (mydriasis)
Relaxation of bladder
Inhibition of erection
Auditory exclusion (loss of hearing)
Tunnel vision (loss of peripheral vision)
Disinhibition of spinal reflexes
Shaking
Function of physiological changes
The physiological changes that occur during the fight or flight response are activated in order to give the body increased strength and speed in anticipation of fighting or running. Some of the specific physiological changes and their functions include:1314

Increased blood flow to the muscles activated by diverting blood flow from other parts of the body.
Increased blood pressure, heart rate, blood sugars, and fats in order to supply the body with extra energy.
The blood clotting function of the body speeds up in order to prevent excessive blood loss in the event of an injury sustained during the response.
Increased muscle tension in order to provide the body with extra speed and strength.

If you are ‘rushing’ into or away from battle, you are going to experience some or all of these effects of adrenaline.

For all intensive purposes i think that adrenaline is working as intended.

My opninion, some kind of cooldown on adrenaline generation after using a burst. Not just having burst cooldown. A cooldown on the generating of adrenaline itself after expending your adrenaline. Because there is often a crash in ability after using up one’s ‘adrenaline rush’ irl.

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Warrior Mobility Predications

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Posted by: Assassin X.8573

Assassin X.8573

Adren works pretty close to how it works irl. Yes i know this isnt real life. Im going to say you must never have had an adrenaline rush before because you would know that your body responds differently while under the effects of adrenaline.

While not the most reliable/scientific source of info, this will get the point across.

From: http://en.m.wikipedia.org/wiki/Fight-or-flight_response

The reaction begins in the amygdala, which triggers a neural response in the hypothalamus. The initial reaction is followed by activation of the pituitary gland and secretion of the hormone ACTH.8 The adrenal gland is activated almost simultaneously and releases the neurotransmitter epinephrine. The release of chemical messengers results in the production of the hormone cortisol, which increases blood pressure, blood sugar, and suppresses the immune system.9 The initial response and subsequent reactions are triggered in an effort to create a boost of energy. This boost of energy is activated by epinephrine binding to liver cells and the subsequent production of glucose.10 Additionally, the circulation of cortisol functions to turn fatty acids into available energy, which prepares muscles throughout the body for response.11 Catecholamine hormones, such as adrenaline (epinephrine) or noradrenaline (norepinephrine), facilitate immediate physical reactions associated with a preparation for violent muscular action. These include the following:12

Acceleration of heart and lung action
Paling or flushing, or alternating between both
Inhibition of stomach and upper-intestinal action to the point where digestion slows down or stops
General effect on the sphincters of the body
Constriction of blood vessels in many parts of the body
Liberation of metabolic energy sources (particularly fat and glycogen) for muscular action
Dilation of blood vessels for muscles
Inhibition of the lacrimal gland (responsible for tear production) and salivation
Dilation of pupil (mydriasis)
Relaxation of bladder
Inhibition of erection
Auditory exclusion (loss of hearing)
Tunnel vision (loss of peripheral vision)
Disinhibition of spinal reflexes
Shaking
Function of physiological changes
The physiological changes that occur during the fight or flight response are activated in order to give the body increased strength and speed in anticipation of fighting or running. Some of the specific physiological changes and their functions include:1314
Increased blood flow to the muscles activated by diverting blood flow from other parts of the body.
Increased blood pressure, heart rate, blood sugars, and fats in order to supply the body with extra energy.
The blood clotting function of the body speeds up in order to prevent excessive blood loss in the event of an injury sustained during the response.
Increased muscle tension in order to provide the body with extra speed and strength.The reaction begins in the amygdala, which triggers a neural response in the hypothalamus. The initial reaction is followed by activation of the pituitary gland and secretion of the hormone ACTH.8 The adrenal gland is activated almost simultaneously and releases the neurotransmitter epinephrine. The release of chemical messengers results in the production of the hormone cortisol, which increases blood pressure, blood sugar, and suppresses the immune system.9 The initial response and subsequent reactions are triggered in an effort to create a boost of energy. This boost of energy is activated by epinephrine binding to liver cells and the subsequent production of glucose.10 Additionally, the circulation of cortisol functions to turn fatty acids into available energy, which prepares muscles throughout the body for response.11 Catecholamine hormones, such as adrenaline (epinephrine) or noradrenaline (norepinephrine), facilitate immediate physical reactions associated with a preparation for violent muscular action. These include the following:12

Acceleration of heart and lung action
Paling or flushing, or alternating between both
Inhibition of stomach and upper-intestinal action to the point where digestion slows down or stops
General effect on the sphincters of the body
Constriction of blood vessels in many parts of the body
Liberation of metabolic energy sources (particularly fat and glycogen) for muscular action
Dilation of blood vessels for muscles
Inhibition of the lacrimal gland (responsible for tear production) and salivation
Dilation of pupil (mydriasis)
Relaxation of bladder
Inhibition of erection
Auditory exclusion (loss of hearing)
Tunnel vision (loss of peripheral vision)
Disinhibition of spinal reflexes
Shaking
Function of physiological changes
The physiological changes that occur during the fight or flight response are activated in order to give the body increased strength and speed in anticipation of fighting or running. Some of the specific physiological changes and their functions include:1314

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How hard would extra maps be?

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Posted by: Assassin X.8573

Assassin X.8573

new maps might stretch out the wvw player base too much and demand more coverage, which is already to stressful for many servers

definitely new and EXTRA maps will create huge problems now …. all are asking for replacement maps of the existent with new design and game mechanisms .

personal i asked for merge of the existent home borders to one like eb in my old thread 4 months ago

check this map : https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/138329/new_map11.JPG

and i full agree of chris’s post under mine

I had an idea similar to this a while ago. Was waiting for my car to be fixed at the shop and i found a scrap piece of paper and sketched a quick concept like yours. However i placed the entirety of EB in the middle. With ‘L’ or triangle shapes around it, forming somewhat of a concentric circles kind of thing layout. The garisons would be the only way to access EB from the borderlands similar to the milegate concept. Each “side” (red/green/blue) also separated by a milegate as well. Towers kept their general locations, obviously angled. i will try to find the paper or i can try to redo my concept.

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List of Cumulative Changes to WvW.

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Posted by: Assassin X.8573

Assassin X.8573

Oh, i agree with you guys about everything. Compared to the changes made for spvp and pve this is a joke. I use staggering as sarcasm. I agree that bug fixes and tool tips and etom and seasons are not changes to content. They are QoL and that is being extremely generous with the term QoL.

I wanted to be unbiased about the “changes/updates” “to/for” wvw. That is why i left all those bug and tooltip eotm and season stuff in there.

If we take out the eotm and season malarchy, there are probably only 100 real content changes to wvw over the passed 2 years.

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List of Cumulative Changes to WvW.

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Posted by: Assassin X.8573

Assassin X.8573

You should really remove everything that’s about EoTM though. Its not WvW.

EotM is very much WvW, even if you don’t like it.
It was developed by the WvW team, in answer to WvW demands from WvW players.

Eotm was an answer to a question that was not asked.

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List of Cumulative Changes to WvW.

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Assassin X.8573

There are officially listed 210 cumulative changes to wvw content listed in https://forum-en.gw2archive.eu/forum/info/updates

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List of Cumulative Changes to WvW.

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? April 15, 2014 – 3 listed changes to wvw. 192 cumulative changes to wvw.
World vs. World
• Account-bound WXP
• Players will need to load into a map with every one of their characters to have their WXP added to their account total.
• Note that WXP is summed, not ranked. (e.g., having two characters exactly at rank 10 puts the player’s account total at rank 15 and 4/5) See http://wiki.guildwars2.com/wiki/WXP#World_ranks for more information on WXP and ranks.
• All characters have the same number of World Ability Points available to spend. Spending World Ability Points on one character doesn’t spend them on any other.
• All spent World Ability Points have been refunded to all characters.
• Getting from Rank 4 to 5 now requires 1,000 WXP instead of 2,000
World vs. World
• Commanders: The Commander buff is now only displayed to friendly players.
• Siege Weapons: Normalized the hit boxes of all siege gadgets.

? May 20, 2014 – 2 listed changes to wvw. 194 cumulative changes to wvw.
World vs. World
• Fixed a bug in which Ballista Mastery V wasn’t working while operating a superior ballista.
• Updated the text for WvW-related daily achievements.

? June 03, 2014 – 8 listed changes to wvw. 202 cumulative changes to wvw.
World vs. World
General
• The Battle Historian now has WvW tournament rewards. These rewards will be temporarily disabled while we resolve an issue with Tournament Ticket distribution.
• Due to fierce financial competition, one of the armor and weapons merchants in each staging area has declared bankruptcy and moved on. Their goods have been claimed by the remaining merchants.
• The player-count requirement for breakout events has been lowered from 10 to 5.
Edge of the Mists
• The Grawl High Shaman champion will no longer revive destroyed Bound Earth Elementals. The number of max targets affected by the shaman’s transform skill has been increased.
• The elite Bound Earth Elementals no longer become nearly immune to damage when near each other. Their base health and damage has been increased.
• The Kodan Chieftain champion now creates more patches of falling ice.
• Fixed a bug in which the staging area supply piles were updating for the wrong team.
• Fixed a bug in which opposing teams could sometimes use captured keep waypoints.

? June 17, 2014 – 3 listed changes to wvw. 205 cumulative changes to wvw.
World vs. World
• All players who qualified for rewards from the Spring 2014 Tournament have been given 100 additional WvW Tournament Claim Tickets.
• World vs. World Spring 2014 Tournament placement achievements and associated tournament chests have been redistributed.
• The Battle Historian’s Tournament Rewards tab has been re-enabled.

July 1, 2014 – 0 listed changes to wvw. 205 cumulative changes to wvw.

? July 15, 2014 – 2 listed changes to wvw. 207 cumulative changes to wvw.
World vs. World
• Fixed an issue preventing the WvW armorsmith vendors from selling to level 60-69 characters.
• Fixed an issue in which Build Master II caused the incorrect amount of supply to be spent when building burning oil, cannons, and mortars.

? July 29, 2014 – 3 listed changes to wvw. 210 cumulative changes to wvw.
World vs. World
• Updated the names on past WvW tournament world-placement achievements.
• The Toxic Unveiling Volley skill no longer shows up on an Arrow Cart’s skill bar until the skill has been unlocked.
• Guild Arrow Cart skill-damage tooltips now properly reflect their superior-level damage.

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List of Cumulative Changes to WvW.

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World vs. World
• The Commander buff is now only displayed to friendly players.
• Added a requirement for players to attain a rank of 14 in order to purchase the Gift of Battle.
• Added a new NPC, the Battle Master, to sell the gift to players.
• Added new Battle Historian NPCs to every WvW map to tell players their world’s status in current and future WvW tournaments.
• Applied Strength and Applied Fortitude buffs are no longer removed on down, but they are still removed on death.
• Updated the Burning Oil Mastery text to be more consistent.
• Attacking the back inner gate of the Garrison on all the Borderlands maps will now start the repel events and contest the Garrison.
• The back inner gate of the Garrison has had an increase in defense on all Borderlands maps.
• Structural vulnerability is now correctly applied to the back inner gate of the Garrison on all Borderlands maps.
• World bonuses obtained in WvW will once again apply in PvE. Additionally, they will now apply in overflows and while guesting (based on the player’s world).
• Fixed an issue that caused a visual discrepancy in the map UI and the score UI.
• Edge of the Mists:
• Updated the team colors for each of the major regions. Overgrowth is now green; Frostreach is now blue; Badlands is now red.
• Updated the art for the loading screen.
• Reduced the spawn rate of Aetherblade pirates.
• Fixed an issue that would sometimes allow Aetherblades to be worth double WXP.
• Fixed an issue that was preventing the Statuary boss—the Grawl Stoneworker—from gaining Righteous Indignation.
• Fixed an issue that was preventing one of the gates at Thunder Hollow from being repaired.
• The Grawl Shaman will now use Swirling Winds totems slightly less often.
• The max target cap has been increased on many boss skills.
• Fixed an issue in which supply depots would sometimes appear to have supply when they were actually empty.
• Fixed a Frostreach bell that wasn’t summoning a Spirit of Koda.
• Mechanical devourers summoned by the Charr Mechanic will no longer grant experience or loot when killed.
• Reduced the gold cost to start breakout events.
• Eternal Battlegrounds:
• Fixed the text for the Rogue’s Quarry point of interest.
• Fixed incorrect interaction text on one of Veloka Tower’s walls.
• Polished various markers and capture points for breakout events.
• Borderlands:
• The dolyak caravan traveling from the Lowlands camp to the Hills keep will now travel down the center of bridges, rather than along the railings.
• Fixed an issue in which it was possible to teleport through the reinforced gate at Sunnyhill Tower.
• Fixed some spawn inconsistencies between the Red World Borderlands and the Blue World and Green World Borderlands.

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List of Cumulative Changes to WvW.

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? February 18, 2014 – 3 listed changes to wvw. 170 cumulative changes to wvw.
World vs. World
• Removed the requirement that players need to attain rank 30 in WvW before purchasing the Gift of Battle.
• The Air-Strike Grenade and Sentry Turret items are now account bound.
• Edge of the Mists:
• Moved two tower guild officer NPCs that were interfering with bucket interactions.
• Added trading post icons to the Black Lion trader NPCs in the starting areas.
• Added missing interact text to one of the bridge-build locations.
• Fixed an issue that caused the bonded elementals at Overgrown Fane to appear stacked on top of each other.
• Fixed an issue that caused Retaliation to do PvE levels of damage instead of PvP levels of damage.
• Reduced the rate of fire of the Badlands auto-turrets.
• Removed duplicate titles from the Resourceful and Some Say It’s Your Specialty achievements.

March 4, 2014 – 0 listed changes to wvw. 170 cumulative changes to wvw.

? March 18, 2014 – 19 listed changes to wvw. Including the WvW spring Season tournament #2 debacle. 189 cumulative changes to wvw.
World vs. World
• Introducing WvW Spring Tournament 2014!
• North America and Europe have been split into three leagues each: gold, silver, and bronze.
• Starting March 28 and running through May 30, the worlds in each league will be matched up against one another.
• The results of those matchups will contribute to each world’s Spring Tournament 2014 score.
• Matchups will be determined based on performance during the tournament, with the higher-performing worlds matched against one another.
• At the conclusion of the tournament, players who have completed the WvW Spring Tournament 2014 meta-achievement will receive a reward based on their world’s placement within their league.
• A player’s world is considered the world on which they were most active during the tournament.
• A new achievement category has been added to the Achievements panel for WvW tournament achievements.
• Eighteen achievements have been added.
• Completing 10 of the achievements will award players the WvW Spring Tournament 2014 Veteran meta-achievement, a title, and a chest of rewards for their world at the conclusion of the tournament.
• Each reward chest will have a number of WvW tournament tickets based on the performance of the world during the tournament.
• Every achievement has a reward chest containing a variety of items, including ascended crafting materials.
• Transferring worlds during a tournament will prevent players from entering the Mist War for the duration of their current matchup and the following WvW matchup.
• Players are still able to play in the Edge of the Mists during this period.
• All spent World Ability Points will be refunded to all characters.

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List of Cumulative Changes to WvW.

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• Arid Fortress (Badlands Region)
• For each objective held in the Badlands region, automated turrets will be activated in the area to defend against invaders.
• Thunder Hollow (Frostreach Region)
• Each objective held in the Frostreach region will increase the strength of snowfall in the area, which impedes invaders.
• The Edge of the Mists resets every 4 hours, and the score from the map does not affect the score for the current WvW matchup.
• Victorious worlds in the Edge of the Mists will receive a supply drop in their home borderlands map upon victory in the Edge of the Mists.
• A new, permanent achievement group has been added to the WvW achievement category for the Edge of the Mists.
• User Interface and Queue Improvements
• The WvW panel, opened with the B key, has been updated to more closely match other UI elements in the game.
• It now includes separate tabs for entering WvW, viewing the detailed score, and viewing WvW ranks and abilities.
• The Mist War tab includes information about the Edge of the Mists, the current score in the WvW matchup, the buttons for entering each map, as well as information about the queue status of each map.
• The queue for WvW has been updated.
• Players are now able to see their position in the queue for any given map.
• Players can now see the current queue status of each WvW map on the WvW panel. This includes the number of people queued to enter the map.
World vs. World
• The Righteous Indignation buff has been updated in the following ways:
• New icon
• New visual effect
• Reduced the outgoing damage multiplier from 300% to 200%
• Increased the amount of Dragonite Ore dropped by keep lords.
• The WvW panel is now visible everywhere (in overflows, while guesting, etc.).
• The right-click player menu now works properly while in WvW—showing options for party invites, whispers, etc.—for players who are not enemies in WvW.
• The player location UI now displays specific WvW map names and the correct home shard when mousing over players who are in WvW.
• Fixed some bugs related to WvW queue ordering.
• Fixed WvW queue-related exploits.
• Added a requirement to attain rank 30 in WvW in order to purchase the Gift of Battle.

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List of Cumulative Changes to WvW.

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? February 4, 2014 – 11 listed changes to wvw. Including the Edge of the Mist debacle. 167 cumulative changes to wvw.
NEW FEATURES AND CONTENT
World vs. World
• Introducing the Edge of the Mists
• A brand-new section of the Mists has been uncovered for players to battle in.
• This new WvW map will always be available and, unlike existing WvW maps, is able to create overflow instances. This means players no longer have to wait to play WvW, regardless of the number of players attempting to play.
• The map can be entered from the WvW UI screen or from Lion’s Arch.
• All European worlds will be matched up with one another in the Edge of the Mists. All North American worlds will be matched up with one another as well.
• Worlds will be matched according to which color they are in the current WvW matchup. For example, all green worlds will be on the same team in the Edge of the Mists.
• There are nine special objectives in the Edge of the Mists, each with a different boss to defeat and bonus for capturing and holding.
• The Overgrowth Region
• Altar: Defeat the elementals guarding the altar to capture it. Once the altar is captured, players can power it up to gain an immunity boon.
• Observatory: Defeat the three grawl tricksters to capture the observatory. Once captured, players can purchase a sentry turret that will mark enemies on the map.
• Statuary: Defeat the stoneworker to capture the statuary. Once captured, players can use the supercannons to bombard enemies.
• The Frostreach Region
• Forge: Defeat the smith to capture the forge. Once captured, players can craft Koda’s Hammer, a bundle weapon.
• Bell Tower: Defeat the bell ringer to capture the bell tower. Once captured, players can ring bells throughout the Frostreach region to summon Spirits of Koda to defend the area.
• Shrine: Defeat the Voice to capture the shrine. Once captured, players can summon the Claw to patrol the Frostreach region.
• The Badlands Region
• Workshop: Defeat the mechanic to capture the workshop. Once captured, players can purchase a mechanical siege devourer transformation.
• Airport: Defeat the pilot to capture the airport. Once captured, players can purchase air-strike items to call down remote air strikes on enemies.
• Wurm Tunnel: Defeat the wurm to capture the tunnel. Once captured, players can use wurm tunnels on the map to travel across great distances.
• There is an additional new objective type in the Edge of the Mists: Reactors.
• These objectives are guarded by one creature and, when held, will provide additional supply at specific objectives.
• Building generators at each reactor will increase the size of the supply deliveries.
• Each region has a tower and a keep associated with it.
• Each keep has a specific bonus that accrues for the team holding it when they capture and hold other objectives in that region.
• Overgrown Fane (Overgrowth Region)
• For each objective held in the Overgrowth region, players will receive an increasingly powerful buff.

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List of Cumulative Changes to WvW.

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? October 1, 2013 – 7 listed changes to wvw. 149 cumulative changes to wvw.
World vs. World
• Consumable WXP items have been added to player loot bags in WvW, in values up to 25,000 WXP. These items are account bound.
• WXP boosters no longer affect WXP consumable items.
• World 1 Super Boom Box and World 2 Super Boom Box can now be used in WvW. They will automatically be de-equipped if the carrier takes damage.
• A consumable item that grants 5,000 WXP is now available from the laurel vendor in WvW.
• World rank bonus chests will now be awarded to all players on a server based on the results of WvW matches. Three chests will be awarded for 1^st^ place, two chests for 2^nd^ place, and one chest for 3^rd^ place.
• World rank bonus chests are now account bound.
• Eternal Battlegrounds: Fixed an issue that allowed players to use movement skills to bypass upgraded walls at Red Keep and Green Keep.

? October 29, 2013 – 1 listed change to wvw. 150 cumulative changes to wvw.
World vs. World
• Fixed an issue with a couple of dolyak caravans that caused them to path to the wrong objective in some cases.

November 12, 2013 – 0 listed changes to wvw. 150 cumulative changes to wvw.

? November 26, 2013 – 4 listed changes to wvw. 154 cumulative changes to wvw.
NEW FEATURES AND CONTENT
World vs. World
• A new area has been added to the Obsidian Sanctum jumping puzzle!
• The Borderlands Bloodlust effect has been disabled in Obsidian Sanctum.
• Players can now enter Obsidian Sanctum directly from the drop-down menu of the WvW panel.
World vs. World
• Borderlands Bloodlust no longer applies to NPCs.
• Town clothes and toys have been disabled in WvW.
• Fixed a bug preventing some players from unlocking the WvW Dawn of the Season achievement.

December 10, 2013 – 0 listed changes to wvw. 154 cumulative changes to wvw.

? January 21, 2014 – 2 listed changes to wvw. 156 cumulative changes to wvw.
World vs. World
• The Guard Leech boon has been renamed to Applied Strength.
Bug Fixes:
• Wintersday Gifts will no longer drop in World vs. World.

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List of Cumulative Changes to WvW.

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? August 20, 2013 – 7 listed changes to wvw. 130 cumulative changes to wvw.
NEW FEATURES AND CONTENT
World vs. World
• Trebuchet Mastery has been added to the Ranks and Abilities tab.
• Increased the damage of trebuchet skills.
• Disease Cloud from cow ammo now drains supply from enemy players.
• Increased the radius of trebuchet skills.
• New skill: Healing Oasis—Fires a shot that heals allies and creates a water combo field.
• Basic shots that hit enemy supply depots will now destroy some of the objective’s supply.
• WvW Ability Points are now equal to the earned WvW rank of each character. All rank 1 characters will have 1 World Ability Point.
• Liquid World Experience is now available as a drop in WvW rank-up chests. When consumed, characters receive a set amount of WXP.
World vs. World
• The Outnumbered buff now provides a 25% boost to all WXP gained.
• WXP rates have been increased across the board. All activities that award WXP should now reward much more.
• The Siege Decay buff is no longer visible to hostile players.
• The World vs. World Experience Booster is now available in the Gem Store in the Booster category for 150 gems. This consumable grants 50% more WvW experience for one hour.

? September 3, 2013 – 2 listed changes to wvw. 132 cumulative changes to wvw.
• Open world bosses, temple bosses, WvW keeps, and castles now drop Dragonite Ore in addition to their regular loot, which can only be earned once per day per location.
World vs. World
• The WXP Booster has been changed to be account bound rather than soulbound.

? September 17, 2013 – 10 listed changes to wvw. 142 cumulative changes to wvw.
World vs. World
• Introducing Bloodlust in the Borderlands:
• The lake in the center of the Borderlands maps has been replaced with new ruins of power.
• To make way for the ruins, the quaggan and krait have been removed entirely, as well as all the content related to them.
• The five ruins have unique art, and each contains a capture point that ties into the Borderlands Bloodlust buff.
• If players can hold three or more of the ruins simultaneously for two minutes, all players currently in WvW on that world will receive one stack of the Borderlands Bloodlust buff, to a maximum of three stacks.
• Every stack of the buff applies +50 to all stats, healing power, and condition damage. In addition, using a finisher on an enemy player while under the effects of the buff will award one point to the player’s world.
• The buff is not removed until players on an opposing world can capture and hold three or more of the five ruins for two minutes and acquire the buff for themselves.
• Control of the capture points at the ruins will slowly decay if no players from any team remain to defend them, until the ruins revert to neutral control.
• Each ruin has a master cannon build site. The site is controlled by the team that holds the ruin and requires 10 supply to build a cannon, which can be used for defending the point.
• Two sentry points have been added to the area around the ruins.
• Flame Ram Mastery has been added to the Rank and Abilities tab.
• Gain Iron Hide (damage reduction) while using the Flame Ram.
• Flame Blast now applies Structural Vulnerability (1% increased damage) to gates.
• Reduced the recharge of Flame Ram skills.
• New skill: Impact Slam—Applies damage to the gate and launches any enemy trying to repair the door.
• New skill: Iron Will—Applies Iron Hide to allies in a small area.
World vs. World
• Fixed a bug with the defend event at Lowlands Keep in the Eternal Battlegrounds to prevent the event from failing on the death of the keep lord.
• Fixed a bug with multiple supply camp capture points in the Eternal Battlegrounds that caused AI to attack an invisible enemy.
• Adjusted the shape of a capture point at Rogue’s Quarry in the Eternal Battlegrounds to better fit the terrain.
• Fixed the spawn of a missing outfitter merchant in the Blue Keep in the Red World Borderlands map.
• Fixed an issue causing players to get trapped in walls when trying to repair them.
World vs. World
• Fixed a bug that allowed the Iron Hide buff to persist after a player stopped using a flame ram.
• During game updates, World vs. World players are now able to continue playing until the new update is available.
World vs. World
• Fixed a bug that reduced performance in WvW.

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? June 11th, 2013 – 5 listed changes to wvw. 104 cumulative changes to wvw.
World vs. World
• World Ability Points have been refunded to all players who earned them. Changes were made to Arrow Cart Mastery, allowing players to reallocate their points. This is a one-time reset.
• Arrow Cart Mastery skills have had their range reduced to be better in balance with other siege weapons.
• The WvW Ranks and Abilities tab now displays how many bonus rank-up chests a character has remaining.
• Superior Siege and Omega Golem blueprints now have different icons from regular siege blueprints.
WvW
• Fixed an error that prevented the World Ability Point reset from taking effect. Players with spent world ability points have had their points refunded.

? June 25th, 2013 – 10 listed changes to wvw. 114 cumulative changes to wvw.
NEW FEATURES AND CONTENT
World vs. World
• Mortar Mastery has been added to the Ranks and Abilities tab.
• Increases blast radius on all skills.
• Increases fire field duration.
• Reduces recharge on all mortar skills.
• Increases damage on all mortar skills.
• New Skill: Mortar Barrage
• Launches a barrage of rounds that pushes back foes where they land.
World vs. World
• Mesmers can no longer create clones of siege golems.
• The buff Guard Leech, acquired from rank 10 of Guard Killer, now adds 20 power and 20 condition damage per stack.
• Supply caravan ambushes now provide 10 WXP when killed.
• Omega Siege Golems now correctly require 150 supply to be built.
• Cannon skills now show the correct skill facts when upgraded via Cannon Mastery.
• Ballista skills now show the correct skill facts when upgraded via Ballista Mastery.
• The Outmanned buff is now hidden from enemies.
• Superior siege weapons now correctly indicate the damage from their skills in their skill facts.
Mesmer:
• Ether Clone: Fixed a bug causing this ability to generate two clones in a WvW or PvP map.

? July 9th , 2013 – 4 listed changes to wvw. 118 cumulative changes to wvw.
World vs. World
• Siege blueprints are no longer account-bound and can now be mailed to other players and traded on the Trading Post. Players who already have any siege blueprints and want the tradable version can either obtain another or use the one they have and then use the “2” skill to pack it up again.
• The Outmanned buff has been renamed to Outnumbered.
• Build Master: Decreases the amount of time it takes to build siege engines. Build Master has been added to the Ranks and Abilities tab.
• Build Master I: Spend 4 supply at a time when building siege engines.
• Build Master II: Spend 6 supply at a time when building siege engines.
• Build Master III: Spend 8 supply at a time when building siege engines.
• Build Master IV: Spend 10 supply at a time when building siege engines.
• Repair Master: Decreases the amount of time it takes to repair walls or gates. Repair Master has been added to the Ranks and Abilities tab.
• Repair Master I: Spend 4 supply at a time when repairing.
• Repair Master II: Spend 6 supply at a time when repairing.
• Repair Master III: Spend 8 supply at a time when repairing.
• Repair Master IV: Spend 10 supply at a time when repairing.

? July 23rd, 2013 – 1 listed change to wvw. 119 cumulative changes to wvw.
World vs. World
• Catapult Mastery has been added to the Ranks and Abilities tab.
• Increases damage done to walls.
• Gravel Shot now does bleed on hit.
• Increases radius on all skills.
• Increases damage on all catapult skills.
• New skill: Siege Bubble
• Creates a shield that destroys all projectiles around a catapult.

? August 6th, 2013 – 4 listed changes to wvw. 123 cumulative changes to wvw.
NEW FEATURES AND CONTENT
World vs. World
• Supply Mastery has been added to the Ranks and Abilities tab.
• Picking up supply is now instant.
• Gains swiftness when the entire supply is spent.
• Gains courier speed and increases movement speed by 50% after picking up supply.
• Gains a chance to recover some supply after it’s spent.
• Deployed siege sites gain 3 seconds of invulnerability.
Improved Effects Culling
• In the open world, dungeons, PvP, and WvW, the new effects-culling system will slowly start reducing the detail of each effect in order to increase combat visibility when many effect types are overlapping.
World vs. World
• Keep and castle assault events are now group events and will count towards monthly achievements.
World Versus World
• WvW jumping puzzles now correctly award Badges of Honor.

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? May 28, 2013 – 19 listed changes to wvw. 99 cumulative changes to wvw.
NEW FEATURES AND CONTENT
World vs. World
• Changed World vs. World matchmaking:
• The deviation listed on the leaderboards is used with a new formula to create more varied matchups.
• The matchups are listed on the leaderboards page.
• Commander map pings and strokes are now visible to members of their squad.
• Players now gain World Experience for killing guards, destroying walls, destroying gates, and building mortars, cannons, and burning oil.
• Added a laurel merchant selling Ascended items:
• Ascended rings can be purchased for 25 laurels and 250 badges of honor.
• Ascended amulets can be purchased for 20 laurels and 250 badges of honor.
• Ascended accessories can be purchased for 40 laurels and 50 globs of ectoplasm.
• WvW-specific infusions have been added and can be purchased for 5 laurels and 125 badges of honor.
• Offensive infusions provide players with +1% damage to guards and lords.
• Defensive infusions provide players with -1% damage to guards and lords.
• Added a new reward chest. Every time players gain a WvW Rank, they receive a chest with WvW rewards:
• Coins.
• Badges.
• A chance for:
• Traps.
• Siege blueprints.
• Superior siege blueprints.
• Masterwork armor/weapons.
• Rare armor/weapons.
• Exotic armor/weapons.
• Ascended rings.
• Precursors.
• Players who gained World Rank prior to the chests being added will receive 1 additional chest per rank gained until they have received a number equal to the ranks they had gained previously.
• Added 5 tiers to Defense Against Guards, for a total of 10:
• All Defense Against Guards abilities count towards lords and supervisors.
• 7% reduced damage (total) against guards, lords, and supervisors.
• Gain retaliation when the player negates guard damage.
• 10% reduced damage (total) against guards, lords, and supervisors.
• Gain 1 stack of applied fortitude when killing a guard, lord, or supervisor.
• Applied fortitude: Grants the player 20 vitality (max of 5 stacks; stacks are lost on death).
• Added Oil Mastery to the available ranks and abilities list:
• Increases burning oil radius by 25%.
• Increases burning oil damage by 15%.
• Grants protection to the player and oil cauldron when the player is using the cauldron.
• Burning oil damage removes 1 supply from enemies.
• Skill 3, Burning Shell: Creates a fiery dome that reflects projectiles for 10 seconds.
World vs. World
• Events in WvW now reward twice as much World Experience on completion as in the past.
• It is now easier to receive event credit for killing the castle lord when assaulting Stonemist Castle.
• Players can now exit Obsidian Sanctum using the portals behind their entrance point.
• The underwater gates of the Lowlands Keep in the Eternal Battlegrounds repair when each structural upgrade is completed.
• The southernmost gate of the garrison in each of the Borderlands repairs when each structural upgrade is completed.
• Returned the orichalcum nodes to Obsidian Sanctum.
• New daily WvW achievements have been added to the rotation.
• Increased the number of WvW-specific daily achievements available each day to three.
• Flame Rams now destroy after 15 minutes of not being used. All other placed siege weapons now wait for 1 hour of no use before destroying.
World vs. World
• Fixed issue where siege placement in WvW was being incorrectly limited.
World vs. World
• Boiling Oil Mastery 4 (protection when using oil) will no longer apply an evade bonus to the user.
• Map marker ordering has been corrected so that green player dots are drawn underneath blue party dots and commander markers.

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List of Cumulative Changes to WvW.

in WvW

Posted by: Assassin X.8573

Assassin X.8573

? May 14, 2013 – 7 listed changes to wvw. 80 cumulative changes to wvw.
World vs. World
• Obsidian Sanctum, the jumping puzzle in the Eternal Battlegrounds, has been moved to its own WvW map.
• Entering the puzzle will take players out of the Eternal Battlegrounds.
• Leaving will take players back to Lion’s Arch.
• Added a new vendor: “Traps and Tricks Outfitter.”
• Traps have been added as a new purchasable consumable utility item. Two unique variants are available.
• When placed, traps last for one hour.
• Players may only have one of a given trap type deployed at a time.
• Traps will disappear when a player leaves the map.
• Traps are sold by the vendor for 15 badges and 525 karma; they will stack to 250 and are account-bound.
• It takes a 4-second channel to place at feet.
• Placing a trap uses very short-range ground targeting to assist in orientation.
• Placed traps have a 600×90 rectangular trigger area; only enemies can trigger them.
• Once triggered, traps affect up to 20 enemies within a range of 1200.
• Traps cost 10 supply to place.
• Supply Removal Trap
• Removes 5 supply from enemies affected by the trap.
• Stealth Disruptor Trap
• Removes stealth from enemies and reveals them for 30 seconds, preventing stealth.
World vs. World
• Arrow Cart: Arrow cart damage vs. other siege weapons has been reduced to 50% of its current damage.
• Collision has been updated on the World vs. World Burning Oil Pot. Players will once again be able to burn the enemies at the gate.

Darkhaven Gold Tiger Assassin X [JPGN][Sold][VII]
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List of Cumulative Changes to WvW.

in WvW

Posted by: Assassin X.8573

Assassin X.8573

? March 26, 2013 – 13 listed changes to wvw. 48 cumulative changes to wvw.
World vs. World
• We are happy to announce the addition of World Ranks. When you participate in World vs. World events and defeat enemy players, you will earn World Experience (WXP). When you earn enough WXP, you’ll unlock World Ranks. Every World Rank earned will come with a World Ability Point, and some ranks can even give you a new World Title. World Ability points can be spent on unique World vs. World abilities. Click here for more information on World Ranks.
• Server-side culling has been removed from World vs. World. For more on the culling removal, read the blog post here.
• Added client options for various character representations (high-res, low-res, nameplate only).
• Added more armor and weapon options to vendors inside World vs. World.

Also:

• Necromancer trait: Now allows life-stealing on walls in World vs. World.
World vs. World
• Updated World vs. World UI screen to include a new ranking system and score breakdowns by map.
• Updated Outmanned bonus to increase World XP, receive no armor damage on death, and increase experience.
• Fixed areas where terrain could be exploited to gain access to World vs. World objectives by unintended means.
• Aldon’s Ledge siege upgrade now successfully completes.
• Ballista bonus damage to siege no longer has the chance to apply to players.
• Armor and weapon vendors
• Updated their positions slightly.
• Updated the items and their costs for some merchants.
• Sigil of Leeching no longer affects gates.
• Catapult damage no longer affects rams through gates.

? April 30, 2013 – 25 listed changes to wvw. 73 cumulative changes to wvw.
World vs. World
• Added the following rare weapon skin sets to the Weapon Master:
• Aureate
• Flame
• Verdant
• Norn
• Added new abilities:
• Arrow Cart Mastery
• Increase range on all arrow-cart skills.
• Increase damage on all arrow-cart skills.
• Increase effectiveness of applied conditions.
• Increase radius on all arrow-cart skills
• New skill (slot 4): Toxic Unveiling Shot. Removes stealth and applies poison to targets.
• Guard Killer
• All Guard Killer bonuses now also apply to enemy lords and supervisors.
• 7% damage to guards, lords, and supervisors.
• Gain endurance after killing guards, lords, and supervisors.
• 10% damage to guards, lords, and supervisors.
• Add 1 stack of Guard Leech on killing a guard, lord, or supervisor.
• Guard Leech: Gain health when attacking guards, lords, or supervisors.
• Added the following guild siege weapons as rewards for completing guild missions:
• Trebuchet
• Ballista
• Arrow cart
• Catapult
• Added WvW Rank progress to the WvW Dashboard UI (see top center of the screen while in WvW).
• Siege weapons provide World XP when destroyed.
• Siege weapons placed by Commander Siegerazer and Commander Siegecrusher now provide XP and World XP when destroyed.
• Players now receive World XP for repairing gates and walls in WvW.
• Players now receive World XP for defending supply dolyaks from ambushes in WvW.
World vs. World
• Updated confusion and retaliation effects to do the same damage as they do in sPvP.
• Added a buff to display time remaining before siege weapons are destroyed from inactivity.
• Siege sites are now destroyed 2 minutes after being placed if they receive no supply.
• Increased arrow-cart damage:
• Increased Fire damage by 80%.
• Increased Fire Crippling Arrows damage by 17%.
• Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.
• The “under attack” notice at objectives now displays 30 seconds after it is first attacked. Does not affect waypoint usage.
• Siege weapon blueprints are now account-bound instead of soulbound.
• Killing a supply dolyak now awards 3 points to the team that lands the deathblow.
• Righteous Indignation now ignores damage from all sources.
• Players can now deploy siege sites on enemy walls.
• Siege weapons can no longer be built in no-siege areas.
• Increased radius of cannon basic shot from 240 to 360.
• Lotus Poison (thief minor trait, 15 in Deadly Arts) no longer applies to a trebuchet’s poison shot.
• Frost Spirit (ranger utility skill) no longer applies 10% damage buff to siege weapons.
• Increased boon resistance of siege golems so players can’t apply swiftness to them with increased boon duration.
• Picking up supply while holding more than current capacity (due to a capacity buff going away) no longer reduces the supply down to current capacity.
• WvW dialogue will now reopen to the last-viewed page.

Darkhaven Gold Tiger Assassin X [JPGN][Sold][VII]
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