(edited by CreativeAnarchy.6324)
So basicly your a healway guardian with 3x less utility/healing/group support? Or a DPS guardian with 3x less defense.
It is a warrior. CC, some group support. Banner was much better when stability was available on summon but that got changed.
I haven’t ran a guardian. Haven’t felt like working on a third character either.
A guildie has stated, there are things his warrior can do and things his guardian can do. It always looks greener on the other side of the fence until you stand in the grass.
Creative you say your warrior is not squishy. Mind sharing your build?
In that thread.
Still some modifications on equipment going on. Hammer I’m going to go with a PVT. Once I make my Jugger, I don’t think I’ll feel like putting it on a different stat. May go with the crit sigil again, may go with the force sigil. Thinking about swapping a knights for a PVT. I’m trying to get more power into here but that costs some precision because I want to keep up toughness. Still working out the gear set. Either way, it will end up with knights or invaders.
This is a zerg build. Not really that great for 1v1 but it works well with a team and it takes a whole tone of stuff from a zerg and survives. I’m often one of the last ones standing.
If they keep giving me stuff to use or skins, I like the flower backpack skin, it doesn’t bother me.
I also generally go for the achievements and can get them done fairly quick.
I like the idea they are going for. I don’t care much for the PvE in this game, this is why I’m not too interested in the story part of the living story. I did enjoy the molten facility and would also like to have seen that as a fractal. I don’t do fractals often so I don’t think I’d end up running it very often anyway.
I think the guard kill is a bit vague. You also don’t get points for killing a guard that isn’t a sentry. I like that people are encouraged to hit the sentry more than the regualr guards but points also encourage that. Regular guards do count toward the generic kill veteren when that is on the list.
I can agree that the supply one isn’t really a good one and hadn’t thought about people using supply trying to build up just to get the achievement.
I think the whole idea was to have those WvW specifics for WvW players.
Zerging: Average, every class is good at Zerging. Warriors are a missile, however they don’t bring nearly the crowd control a necromancer/elementalist can in Zergs. Unfortunately Hammer warriors lead the fight, however they die very quickly and are very squishy.
They are most definately not squishy when built for zerg hammering.
They are VERY squishy, its called 8 seconds of glory
They spec like a missile, getting double endure pains so they can go into the zerg and cause as much pain as possible in that 10 seconds, then die.
Who are you up against that is squishy?
You have not ran into hammers in my guild.
Don’t need endure pain to zerg surf.
My warrior is by no means of any kind of defination of squishy.
What server?
Blackgate.
You?
Zerging: Average, every class is good at Zerging. Warriors are a missile, however they don’t bring nearly the crowd control a necromancer/elementalist can in Zergs. Unfortunately Hammer warriors lead the fight, however they die very quickly and are very squishy.
They are most definately not squishy when built for zerg hammering.
They are VERY squishy, its called 8 seconds of glory
They spec like a missile, getting double endure pains so they can go into the zerg and cause as much pain as possible in that 10 seconds, then die.
Who are you up against that is squishy?
You have not ran into hammers in my guild.
Don’t need endure pain to zerg surf.
My warrior is by no means of any kind of defination of squishy.
Zerging: Average, every class is good at Zerging. Warriors are a missile, however they don’t bring nearly the crowd control a necromancer/elementalist can in Zergs. Unfortunately Hammer warriors lead the fight, however they die very quickly and are very squishy.
They are most definately not squishy when built for zerg hammering.
The TP needs a bit of a polish in general.
I’d like to sort by armor type such as heavy, medium, light for example. Searching needs some kind of polish.
I am really starting to hate siege. I don’t understand at all why if they buffed arrow cart as much as they did, they didn’t increase the amount of badges required or siege to build it. They are just giving away siege in rank chests, jumping puzzle, and drops from players and NPCs. It is ridiculous.
Siege needs to be re-worked IMO. Tactics that were used to avoid arrow cart rain are no longer viable because of the increased range. At durios tower in EB people would set up catapults on the hill between ogres and umber to take it, but now that AC have range, this isn’t as possible anymore. It sucks that the way you go about sieging a tower is totally based around where they have arrow carts and how many.
Yea because thinking about how to do something is hard.
Let’s all just drop rams at the door and be done with it then. We all want easy boring mode.
I was bored. Not enough stuff hitting me as we were attacking.
Felt much better when there was more stuff hitting beyond various class aoe.
(edited by CreativeAnarchy.6324)
It isn’t AoE cap.
Teq for that example again.
There is a spot on the outside of the rear left leg you can stand. When it shoots it wing stuff, it will always hit in the same exact spot. I only need stability and I never move from that spot and can continue to shoot never taking any damage. Only time I do have to move is if those suicide risen actually pay attention to me and come over which once I notice they are heading toward me, I run to them and let them kill them selves right away and I go back to standing in my spot and shooting my bow.
I don’t see why anyone with stability would bother fighting in the spot everyone else is at.
What does teq really do anyway? Go under it and you’ll get poisoned(not a big deal), some mobs do suicide near you creating a death zone(just get out and clear the condition,) breaths(make you run if you have no stability,) and some hand thing and I don’t know what that is because it hits the players attacking from the front right.
No dragon fight is going to put anyone in danger, none have any way to hit ouside of their prescribed area, none of it has to do with the AoE cap because we as players know where we can stand to never get touched.
Now, some other boss fights like temple can be more difficult but not much more and it again isn’t the AoE cap, we as player and humans have learned how to avoid the stuff they fling.
Wurm I can agree that when it does it wind up swing that it seems like it should hit everyone, but that is a low level event and once you see it wind up, you can easily dodge. These I’m mixed on how they should be. They are a introduction to the boss game mechanics and as such seem like they should be more forgiving than higher level boss fights.
(edited by CreativeAnarchy.6324)
Yes.
Wanted something to be able to look down into Quarry from the north west tower.
I think all structures should take advantage of high points for that sniper. Camps also. That mill near south camp would be a great for a sniper nest.
I think it’s hilarious that so many people seem to think the ranking system is at fault here, no matter what it is. The Glicko-2 system is totally misapplied to GW2 (especially with randomization to subvert it), but the fundamental problem is that WvW will always be flawed as long as there is so little control over the number of players matched up against each other. It beats the kitten out of me that ANet can’t see that either.
This is the real winner of this thread.
The scoring in the system doesn’t reflect how well your server does beyond WvW population unless the servers are evenly matched and very few servers are evenly matched, some are close, many are unbalanced.
I’ve been on late at night and I’m from Ohio. If they put a limit, it will effect my play just as much as yours, as well as any that are up at night instead of daytime.
WvW is a 24 hour game. What you want to chage it to? 12 hour game? Why should I get screwed and not you. I think that if there is going to be any limit, it should be the time zone of the player that is making the request so that they screw themselves instead.
The only way to fix it is to get rid of the current set up and introduce factions and have those teams pulled from the varous servers. Server vs Server isn’t going to lead to a balanced match unless people are specifically put upon those servers in a way to ensure that there is a balanced population
Damage is fine, range is a bit much.
Some dungeon bosses is much much better to range no matter how much you don’t want to range.
I find a combination of ranging and melee is ok for some bosses.
Some have a attack that is similar to another so I don’t always bother trying to dodge everything.
Stay out of those red circles.
If you can skip trash mobs and the group knows it, most likely you’ll just ignore trash mobs. Some want to just get the dungeon done because they don’t care much for it and just want the tokens. That is how I felt with Sorrows Furnace. I would kill if that was what the group wanted but I also would skip if I could.
Well, what else is there to spend karma on if you already bought all the karma items you want?
I’ll still end up doing the boxes when I have a stack of jugs.
Bloodstone is soulbound
The Gift of Mastery is account bound though so you can make the gift on a ault and pass that.
Kind of boring. Not enough crap that hurts is hitting me. I feel as safe as a kitten(I really typed this word on purpose and isn’t a filter) on her mom’s teet.
Please nerf the guard killer infusions, they are OP.
If you like the way it looks.
Some stats may fit your build but I didn’t care for them. I like some of the skins though so I bought some.
If we are trying to upgrade structures, we’ll upgrade the camps.
If a zerg is incomming and there are upgrades available and the camp is full(usually after structures are upgraded and camp has been flipped several times,) I’ll upgrade to use the supply up.
I’d liked it to be up to 15 minutes. May give me a bit of time to escort that yak coming in from north camp on my way back to the towers.
Their damage is fine. I will agree that the range is a bit silly but the damage is fine.
Upon reading this, I think following options would allow better coordination and make less zerging:
- Make a cap on the number of players who can join a squad. 20 seems reasonable
- Add extra squad interfaces, and tools:
- The commander has an option to see the people in his squad in a new “Squad” interface"
- The Squad interface shows the number of supplies of each of the people in squad, shows the guild tag and the profession of the player, aswell as the name.
- Squad members can also open this squad interface to see the other guys in it. Commanders have the additional option to see other squads than theirs on the map.
- People in squad now have yellow names instead of green ones (such as gold names for guilds).
- Commanders can decide to hide their command tag from everyone who is not a member of their guild. This allows for covert guild operations.
- Commander can decide to hide their command tag from everyone who is not already in the squad.
- To join a squad, your “joining” must be accepted by the commander.Reducing zergs:
- Less blobs, because squads only amount to 20 people.
- Less people running to the command tag (cause it can be hidden)
I don’t often and I would probably say a large part of the zerg doesn’t tag into the commanders squad. You also don’t really need a tag to follow the group unless they are specifically trying to avoid running with non-guild so I wouldn’t bother anyway and find the other commander or scout.
I like to see where the other commanders are when I’m scouting or running from respawning I can let the other group about a potential incomming.
Icon is pretty much a rally flag.
(edited by CreativeAnarchy.6324)
The warrior elite banner.
It is pretty much good for raising the keep lord now.
The stability is too short of a duration to have to pick it up every time to activate it. It wasn’t bad when it applied after summon but now it isn’t worth it when it has to be picked up to activate especially since the banner has a long summon time and doesn’t stay summoned very long, about 30 seconds I believe.
(edited by CreativeAnarchy.6324)
Generally, I’ve found it easier to operate siege by cursor instead of holding down the mouse button and looking around. Often arrow carts are placed in a spot that is difficult to target from below, and you may have to contort the camera angle just to get a small area that you want to hit on your screen.
Cannons are fairly straight forward, placed on the outside edge of the wall and typically has a very wide unobstructed view. They also usually get taken out before arrow carts.
(edited by CreativeAnarchy.6324)
Glass cannon on any profession will do huge damage – it is nothing to do with the thief profession. It is to do with how powerful glass cannons are. Glass cannon shatter mesmers and kill shot warriors will insta-kill you just as easily.
Given how much damage you took I am suspicious that you are running a glass cannon build yourself. If so: live by the sword, die by the sword.
I run zerkers and 0/20/30/20/0 and I only backstab in the region of 5-8k.
You got hit for 11k which suggests to me that you have very little toughness in your build and the thief was a pure glass 25/30/0/0/15 build (possibly with the 5 stacks of might on signet activation trait).
Probably also had to have some blood lust stacked.
If thief burst damage got reduced, so would any other class burst damage. Then the armor would need to be adjusted because burst doesn’t effect tanky types to be any real threat unless all conditions are perfectly set up. Then the regular damage output of all classes would need to be adjusted, then burst damage, then armor, then damage….
It won’t end. No one will be happy.
Burst damage is fine. It is all some builds have. They can’t hurt all builds either and can dominate other builds.
I’m not set for fast cast but this is how I see it working.
It will hit in the area of your cursor. The cursor should be the center of the area it covers. Your cursor should turn red if it is out of range.
A few places it is wonky is when they are sitting at the top of the cliff inside the wall above the south outer hills gate. You can have your cursor well away from the cliff thinking you are aiming for the stairs but it still directs the arrows in a horizontal fashion toward the side of the cliff instead of on the stairs.
(edited by CreativeAnarchy.6324)
Had something like that with a heal skill earlier tonight. My other skills had no problem working at all, just the heal skill wouldn’t work. Normally if it was skill lag, only shake it off or great justice would stand any kind chance of working but fear me won’t during times of skill lag, it worked just fine when my heal skill wouldn’t work.
Also whispered someone around the same time but that didn’t register for a good 10 minutes before I saw the whisper I sent.
No sympathy for glassy characters.
Stealth isn’t the problem, the targeting system needs refinement. For some reason “target nearest enemy” ignores the thief backstabbing you and goes after the random moa ten feet away.
I can agree that this is definitely a problem. I’ve experienced this also.
Why are you other classes playing the same victim game when you complain about thieves? I have acquired the knowledge in dealing with them in relation to my build, why can’t you all instead of asking for nerf? I know you are not asking for a nerf in this thread but it happens too often.
stealth thief can do 14K damage with a backstab.
My ele has 11K health
If they would run in completely invisible they can finish me with one hit without me even knowing that they’re there. Or should people AoE around themselves constantly at all times?
Really the biggest problem is not that the damage is too big, but that stealth is cheap.
I have no sympathy for a glass cannon.
Why are you other classes playing the same victim game when you complain about thieves? I have acquired the knowledge in dealing with them in relation to my build, why can’t you all instead of asking for nerf? I know you are not asking for a nerf in this thread but it happens too often.
Does it go faster if other people just guard the carrier so he can do it and not also gather?
No.
More people in the area makes the collector want more.
Do a gathering event by yourself and you’ll probably only need 10 items to complete. Do same event with more people and it goes up.
I’ve completed the event by turning in only 10 items by myself, but when others have been around, I’ve tuned in 10 and it only moves the bar up 10%. Turing in another 10 only moved the bar up another 10%.
More people near that collector area and more stuff is needed to turn in. It is like that for all gathering events so that people have a chance to gather. Some have a largish area to collect, others have a smaller area. The dragon area doesn’t really have a very large of space since the wall takes up a good portion of space within the collector circle. They did what every other programmer would, the reused code for events but didn’t modify to fit all situations.
(edited by CreativeAnarchy.6324)
I don’t have a problem with mobs spawning, but I don’t care for how they can respawn before you’ve finished tapping that rich ore. I just slaughtered all the mobs, there should be a bit more time before they re-populate a spot.
Who cares. It is only PvE. PvE is a joke.
Want PvE to be some what challenging, make mobs with better AI so they don’t stand and take it.
I agree, more siege needs to appear or more siege needs to drop from mobs when more players are in that area.
WvW by design is meant for large numbers of people. Isn’t it like 100 per side is allowed on the map at a time?
Human nature… mob mentality.. you name it. Plus it usually works out to nearly everybody’s advantage to be within a zerg because that’s usually the best and easiest time for people to get loot.
With that being said, Anet could easily stop it if they wanted to.. just put a stacking debuff on that increases in intensity the more players in a given area (similar to agony), except it’s a permanent debuff that activates when a minimum number of players are in a given area.
A portion of hp is lost ever 3 seconds.. for example 10 players = 10% hp loss every 3 seconds; 15 players = 15%; 30 players = 30% and so on. Sure this is extreme, but watch the zergs displace faster than you can blink :P. It’d screw over my game completely, but hey, zergs would effectively be eliminated in the blink of an eye lol
Very bad idea.
There should never be some kind of penalty to players just because they come together in a area.
Besides that, anet has stated that WvW is supposed to involve combat between large numbers of players so thankfully your idea won’t be implemented.
Why should your pitiful army of 5 be able to defeat my grand army of 100?
the problem is that your 100 men army is brainless.
Zerg are used to rush regardless of aoe… and downed state and aoe cap save them from a poor and deserved Death.
I seriously hope this will get fixed, but I have no faith cos wvw is too much casual in its current state and the 90% of the wvw playerbase cannot afford to play a much more hardcore game.Plenty of 5 man teams are brainless.
Here we’ll go this rout, all 5 man team are brainless for not grouping up with enough other players to deal with that large force they so foolishly thought they could handle. There.
Your teams don’t die enough anyway and they deserve to die a even more painful death.
You don’t know how well thought out my army is. There are tactics and coordination involved, just different.
ANet won’t be changing it anyway. They have state that WvW is supposed to be combat involving large numbers of players.
You still haven’t provided any reason that a 5 man team should be able to defeat a 100 man force.
if there were realy a tactic involved in a zerg, I would agree with you.
But there is no tactic when 100 ppl rush in a bunch of aoe Attacks and simply do not die cos there is an aoe cap.
If my 5 men team do not use brain and rush in the same way, we are dead before we can even react, that’s the reason why my 5 men team knows how to engage. Use your brain or die.
I’m not stating that 5 men should win against 100 men, just that in the current state WvW is too much Zerg forgiving.
Just remove AoE cap and rework the downed state (I don’t want to see it removed at all) and still you will see 100 men armies in the map but finally they will have to use tactics and not just to do a brainless engage.
I don’t believe that the zerg is just rushing in. I would bet they are most likely double dodging the aoe and in the case of my warrior, I can ignore or remove the stuff flung for a short enough time to do my thing.
I cannot support any kind of aoe cap removal unless they nerf aoe damage to the point that the more people it hits, the less it hurts otherwise too much power will be given to too few classes. AoE cap makes as much sense as a GS 100 blade the zerg at the same time because a sword wield would run out of omph before cleaving through the other 90 people stacked. Neither really makes any sense.
There are tactics to zerg and there are tactics individual players use to deal with a zerg. You may not see or recognize them but tactics, timing and skill is being used all the time.
(edited by CreativeAnarchy.6324)
I’d like the option to see the scouting tags myself. Keep me from running right into that force alone.
They make the boss fight take longer than it really needs to take.
All bosses are big bags of HP that doesn’t require any thought to deal with. If there were no adds, players wouldn’t possibly die.
Why should your pitiful army of 5 be able to defeat my grand army of 100?
the problem is that your 100 men army is brainless.
Zerg are used to rush regardless of aoe… and downed state and aoe cap save them from a poor and deserved Death.
I seriously hope this will get fixed, but I have no faith cos wvw is too much casual in its current state and the 90% of the wvw playerbase cannot afford to play a much more hardcore game.
Plenty of 5 man teams are brainless.
Here we’ll go this rout, all 5 man team are brainless for not grouping up with enough other players to deal with that large force they so foolishly thought they could handle. There.
Your teams don’t die enough anyway and they deserve to die a even more painful death.
You don’t know how well thought out my army is. There are tactics and coordination involved, just different.
ANet won’t be changing it anyway. They have state that WvW is supposed to be combat involving large numbers of players.
You still haven’t provided any reason that a 5 man team should be able to defeat a 100 man force.
In my opinion, critical food was way over-nerfed. -40% condition duration was more powerful then and now its ridiculous and mostly the main thing people use now.
You’ll need to provide actual proof that it is mostly the main thing people use now.
I have never used it yet and still don’t plan to. Doesn’t fit my build and I would bet there are other foods that fit better with other players builds.
They have stated that they plan to implement a way for players to clearly work toward earning a precursor..eventually. So players won’t have to throw countless items into the forge, save up gold, or cross their fingers and hope.
Also, I think they plan on adding new Legendary weapons at some point, which may help alleviate the prices on some of the current ones.
Last I heard, that wasn’t in development yet as they haven’t devoted any resources toward this goal.
Why should your pitiful army of 5 be able to defeat my grand army of 100?
I don’t mind doing a farm every now and again.
It isn’t something I would do every day but it is something I would do on occasion when I wish to slate some time to devote toward getting a legendary, gold, or mats toward general crafting professions.
Taking away farm spots from those of us that farm casually is a problem. I don’t do it very often but I do occasionally do a farm, mostly when I’m in the mood to kill a whole bunch of PvE mobs.
If I got what I needed exclusively from WvW in a reasonable amount of time, I wouldn’t care, but WvW drops suck balls, I’ve also noticed that I tend to get more bags with T6 mats than any other range, so I have to PvE and do dungeons to get gold and mats because the mats I need tend to be in the low to mid range to get me through crafting. I’ve been picking on the up leveled just to get a bag that gives me the mat that I need because the true level 80 players give the bag with the T6 mats. Drops still suck.
Some would say buy from the TP but then why should I if I had a place that I could farm. I don’t mind working for the stuff I need, I just don’t care to be penalized for working toward what I need to accomplish my current goal in a reasonable amount of time. Current goal is leather working, stuck at level 50 because I need more mats and I ran out of gold to put toward crafting because I would like to have enough for when I do go WvW, I can start a structure upgrade or get some siege so that I can also help my server harden a structure.
(edited by CreativeAnarchy.6324)
I don’t think botters care about armor or if their bots have anything on. They just need to tag mobs.