As long as the embers didn’t deal or increase damage dealt (reflections), feel free to use as many as you want.
I’m fine with making condition gear more desirable. But please don’t make condition gear with defensive secondary stats good. Right now all content is faceroll, even more so if using toughness. Making PVT/etc. deal more damage would result in facerolling dungeons in fast time without any risk.
In my opinion defensive gear is for bads who do not even deserve dungeon completion. At least they take longer than proper playing people, at the moment.
Take defensive stats out of the game or remove any offensive attributes from them, that would be a good change. As this won’t happen, just leave it as it is. But, I repeat, do not make defensive gear desirable, not at all. Rabid deals way too much damage right now compared to direct damage.
By the way, we all in the forum should settle down on one single server to play on. Calling us Dungeon Forum Elitists [ban] and PvE zerg down our enemies in WvW.
They’ll learn how Berserker somehow isn’t trash, although that’s currently out of their brain reach.
Predictable AI are less predictable and more challenging than 100% of WvW players and 99% of PvP’ers.
That’s entirely subjective and not quantifiable at all.
Pretty accurate demonstration of what happens when WvW players are caught without a blob. Against a PvE player, too!
This was PvP (including WvW) day #2 and was lagging quite a bit (you can see skills blinking but not activating, or endurance going off too late.
As this has happened pretty often by now, even against guild groups, I can definitely say the required skill for WvW is lower than for PvE solo’ing.
Nevertheless, I don’t play any game mode the most atm, not counting being afk, as I’m a bit tired of what these offer.
PvP: Fun to set tactics, fun to closely win matches. Boring: Communication over direct skill, build over both. Spirit rangers, MM necros, Anti Condition Engis and Hambows should be removed.
WvW: Fun to win 1v2+’s or to just burst people down. Also fun to take on up to 10 people as a 4 men group with dedicated rezzing/poisoning/stomping. Con: Requires less skill than coordination, enemies clone themselves too fast (i.e. a 4v10 becomes a 4v20 right after a minute) and those ocassions generally don’t happen often enough.
Zergs should suffer of a -1% stat increase for every person participating.
1v1 WvW/PvP: Too easy.
The trait applies.
However, necromancer’s won’t be viable because of this, just as engineers generally aren’t. They probably are on paper, for a real time dungeon record, they would be about last choice. Necromancers might deal slightly less personal damage than engineers, but they sacrifice all additional “support” options.
I’d love seing necromancers viable in PvE, as I main mine for PvP and WvW. To accomplish that, the necromancer must get a lot more than just vuln stacking abilities or increased personal damage. Vigor, movement and additional support, the necromancer currently provides none :/
Thanks for sharing that necro rotation though, I might test that on alphard soon.
I really like those changes because then we have runs which represent real world runs and not some arbitrary rule set.
But I think a ruling about FGS should be made because that’s quite popular topic.
GW1 System, timer starts with loading screen/everyone loaded. Everything and anything allowed, except for third party programs.
The problem with this: once a used skill/consumeable gets banned, the record gets invalid. Might create a section of “totally legit all-meta record”, which would only be reset by profession overhauls.
http://mistpedia.net/index.php/List_of_Bunkers
Indeed full of condition bunkers, I count… zero?
(edited by Dub.1273)
There are no condi spec bunkers.
Can’t tell if sarcastic or ignorant.
You know what a bunker’s task is, right?
Now tell me how condition damage fits into that role.
I sometimes get the feeling the internet is full of kittens. More often, I see it confirmed.
The only problem I have with Nemesis is that he claims builds, which are proven bad, as good. You (Nemesis) should face it, the builds you provided aren’t the most efficient, mostlikely not even efficient at all. No matter if assuming an organized group, a pug or even a solo setting, there are better alternatives for aswell damage as support or both in one.
I just watched some guides of Nemesis. That perfected tutorial guide counting hits on target dummies. One, two, three, four, six.
And strong WvW action, killing non-attacking sub 80’s only, preferably in 3v1’s.
@Cookie, the 21% is just 0.16% off (it is actually 21.16% weaker than 10/25/0/10/25 under the assumption that unscathed contender has 100% uptime). The 50% support loss was just what I thought might fit. Losing 20% recharge on consecrations, longer duration on consecrations and losing the possibility to go for Absolute Resolution, 20% Shout Recharge combined with that tiny bit of boon duration (lol, went to type healing power) and the might/regen/protection from virtues is what I’d consider about 50% of a guardian’s support, since you still are able to use consecrations, clean conditions and fulfill the most important guardian tasks.
@Lilith: We’ll have to play some Asura Ball matches on EU, make sure to get your (insert profession in here) to 80. I’ll buy you pro ascended sentinel’s stuff.
(edited by Dub.1273)
The ‘good’ WvW players are usually just as bad as the PvE bads. Berserker Gear not being viable is some weird myth such people set up. Even in PvP, Berserker is almost always preferable to other non-bunker/condition damage variants. Teams use 2-3 people with berserker gear and none with soldiers/knights/whatever. Berserker gear offers a much higher damage output for no loss in survivability against conditions and only a minor one against direct damage. However, in WvW zerging Soldiers might be your choice, just keep retaliation up. The amount of times I saw warriors using Axe 5 in WvW makes me sad, I usually just take those hits and lose 3k health, while the opponent takes about 12k damage meanwhile.
This fight is indeed impossible.
I thought so at first as well…. But now it’s a piece of cake. Try standing at range instead of stacking and going full melee. When you are at range, you will be able to see when the pull is about to happen. As soon as the spin animation starts, immediately dodge back and you will avoid the pull. Keep reflects going at all times and directly on Alphard if you aren’t a pro at evading attacks and you should be just fine. Either way works like a charm.
I can’t believe thatyou missed the link. The Alphard duo was done naked on purpose.
This fight is indeed impossible.
Solely talking about team arena, entering with a set team.
S-Tier (any team must have them):
-Hambow
-Spirit Ranger
A-Tier (not a must have, but you’d lose out on something without):
-another Hambow or a Thief
-Bunker Guardian
-Necromancer (Condition or MM or Power, just for different jobs) or even yet another Hambow
B-Tier (useable):
-Mesmer (30 dom, instead of Thief)
-Condi Engineer (instead of necro)
C-Tier (just trash):
-Elementalist
-most other builds than listed above
Teaching AC p1 solo:
Thief: 1 copper
Elementalist: 5 copper
Engineer/Warrior: 2 copper
Necromancer: 3 copper
Sorry for my late response, as I’ve been busy the last days.
About the assumptions you make, I have no problem with assuming >90% HP all time, as that’s possible and only limited to player skill in most circumstances. Nevertheless, a differenation per situation would be suitable for sure, alltogether it’s probably possible in about 80% of all cases, without losing out on personal damage too much to make staying >90% HP worth.
However, the assumptions you make are:
Assumptions & Variables:
All builds assume the following:
- Zerk ascended trinkets without stat infusions
- Zerk ascended weapons (for s/f, force + night/dungeon [15% modifier]; for staff, night/dungeon [10% modifier])
- Scholar Runes
- Powerful Dungeon Potion (10% modifier)
- Discipline Banner (170 prec & 15% crit dmg)
- Strength Banner (170 power & 170 condi dmg)
- Arcane Brilliance healing skill
- Signet of Fire (180 prec) & Arcane Wave Utilities; Lightning Hammer for s/f, Arcane Blast for staff
- A burning, bleeding, vulnerable target
- You have perma: Fury, 25 Might, 5 boons total, 50% uptime on full endurance
- On the staff build, 100% uptime on Arcane Lightning (10% crit dmg)
- On the s/f builds which have Arcane Lightning, 50% uptime on the 10% crit dmg.
- On all s/f builds, Conjure Lightning Attributes (180 prec & 5% crit dmg)
in a group consisting of 1 Ele, 1 Mesmer/Guardian, 2 Warriors and one variable.
As you assume permanent 25 stacks vulnerability, which is only reachable with one dedicated “vuln bot”, especially on bosses, the last profession you assume is either a domination mesmer, which limits boss fights to be ~15 seconds at most, or an engineer using grenades. As the mesmer builds you told me did not have 20 in domination (the new “meta” build is 0/30/0/25/15 or 10/20/0/25/15 by the way, since illusionists celerity (?) got moved to 15 in illusions) and you also never use a second mesmer, the fifth person in your group must be an engineer, just to match that single assumption. So the party you assume is 2 war, 1 ele, 1 mes/guard, 1 engi.
Next about permanent fury, although not all of your builds have purging flames. That limits all fury output to the two warriors (fgj+disc banner #2, warbanner), the mesmer (signet of inspiration) and the engineer (Toss Elexir B, 33% chance on 10 seconds fury). As warbanner is not recharged for all fights, even with two warbanners, only one used per encounter, I will not take this into account. As people constantly picking up banners, using #2 skill results in a rather heavy dps loss, I will not take this into account aswell. So let’s see what we have: Toss Elexir B with 3.3 second Fury per 30 seconds on average, 8 seconds from FGJ x 2 per 24 seconds. To make it easier we can say that’s 20 seconds on 25 seconds cooldown. Together with the mesmer signet we now have 100% fury uptime.
@ Iris: If anyone steals my LH, I kick them instantly. No 2nd chances, no talking about it, nothing – just the kick. The only exception is if the Mesmer already has 3x phantasms up and wants to use my hammer, but that needs to be discussed beforehand.
This kind of implies that there would not have been any talking or discussion prior to the kick and that there won’t be discussion about why one was kicked.
Prior to my next post, I’d actually like to hear what kind of party setup Anierna assumes. Not the gear/builds (well, that would be nice too) but at least the professions.
You’re not fooling anyone. You’ve been posting here negatively with regard to both the guide and the OP long before that post was made.
I never wanted to fool anyone. The post I quoted has been the first post I made in this topic which contained some kind of negativity.
You’re just trying to find any little thing you possibly can to fuel your unjustified dislike.
There is no unjustified dislike towards the guide or Anierna, as already stated I very much appreciate the work he puts into this. My dislike goes towards his attitude (see: below) and his arrogance. At least to me it seems that he’s pretending to be perfect, although making quite a few (minor to major) mistakes in his conclusion, which include but not specifically are related to the assumptions he makes (which I did not even want to argue about, since some of his builds are good on paper but rather bad in reality, nevertheless have to do).
My post may have been deleted, but it’s the attitude and arrogance that you bring that isn’t wanted here.
I did not find too much of either bad attitude or arrogance in my first post.
Just a bit of background information, it was not me being first to join others forum section, instead it was Anierna making posts in the dungeon forums, which have also lead to the following post by Zelyhn.
Also, Aniernas arrogance is very irritating
Once more however, I will address your post. This time I will compare the ideology to accepted real-world practices where teaching is concerned.
Ideology here: snip
Educational bodies: snap
Very interesting. You seem to have missed what part of Aniernas attitude my post aimed against. It was kicking people for doing minor mistakes without any warning or previously set up rules. To translate that into your real world: it’s like being a teacher on school, having a pupil from the very first year until his school exam. Now, at some certain point in which the pupil fails a test, despite previously always having A+ marks, the teacher now decides to exclude that pupil from any further lessons and gives him a F mark, without even telling the pupil what he did wrong.
You don’t have to be a tutor in the real world, just like you don’t have to follow the ideology in this thread. It is merely aimed at people who want to speed clear content, just like an educational body might specialise in a single area. You don’t have to enroll on a course, just like you don’t have to join a party advertising for speed runs.
How arrogant this might sound, I think you misunderstand who I am. It’s not like I have to learn much about speedruns, instead, I’m certainly sure that I have more experience in such than Anierna himself.
EDIT: This is solely in response to you nitpicking the idea of kicking someone for the above reasons. I felt I should make that undoubtedly clear for you, before you attempt to apply this to the ENTIRE guide. For that is what this is – a guide, which like many aspects of all games, implemented by the developers and brought by the players, use ideologies and practices which are found in the real world.
See above, you seem to have misunderstood what my post was directly directed to, although I quoted Anierna’s post.
However, thanks for the work you put into your post and thanks for a rather professional discussion. Not often to see such happen on profession forums.
Since this post contains a lot of self-defense, given the “attacking” reasoning behind the post I am refering to (note: moderators, please do not see this as reason to delete his post. Sidenote: I have no idea why your previous post has been infracted (?), as I didn’t find it offending.), I’ll probably make another post showing further flaws in the assumption he makes (keyword: full endurance, all conditions met but four people being unable to provide a single stack of might) and their impact on the usefulness in real dungeon runs/speedclears of the builds Anierna provides.
(edited by Dub.1273)
@ Iris: If anyone steals my LH, I kick them instantly. No 2nd chances, no talking about it, nothing – just the kick. The only exception is if the Mesmer already has 3x phantasms up and wants to use my hammer, but that needs to be discussed beforehand.
The trick for aiming Dragon’s Tooth doesn’t always work atm. It worked a lot more consistently in the past.
The last boss in both TA up & TA fwd should be stacked so cleaves & AoEs hit twice each time, and reflects should be rotated to protect the stack (eg. standing inside of WoR). Leaving the stack results in being kicked.
Please make sure to kick yourself when you miss a dodge or differ from an optimal rotation (which you have yet to figure out, I think).
I’m all for increasing people’s usefulness and teaching them how to play effective. Pretending to be perfect and kicking others without explanation doesn’t help achieving this, though.
And seriously, not even everything you say is right. You yet refused to show any reaction and seem to proceed that way, but that isn’t going to make some stuff of you less wrong.
Was just going to quote my initial post here myself, but since Impact’s posts magically seem to be gone, this is obsolete.
Which clearly shows this game lacks content.
After starting pvp again I can just say: “one round team arena, no paids, seriously anet?”.
Fun. However, the attack goes towards your attitude, rather than against your maths or guide. It isn’t personal.
About the might stacking: in comparison to the viability of using scepter’s fire field and the probability of two warriors and two other professions not providing a single might stack is much lower than the probability of messing up own rotation.
Anyway, as you have seemed to miss the key points of my posts I do not review this as discussion worthy and would just like to remind you of who you’re messing with. Not me, particulary, but lots of people in the current game’s more optimized and organized community who are ‘curious’ about you. To be honest, this simply seems to be a better organized 6u4n6m47h thread.
Power necros have absolutely no problem dealing with locusts. In my opinion necro still has the hardest time (without endurance food). Aside of that, all professions have it fairly easy.
Roughly 3.2 seconds, didn’t get an exact time. Enjoy. Bow was exploited in the making of this film
http://www.youtube.com/watch?v=5mk1X9LkOTw&feature=youtu.be
Okay, so I’ll sum some mistakes up once again.
First, the rotation. Your’s basically consists of Fire 2, 4, 3, Earth 4, Water 5, LH, one blast and somewhen in between the new heal skill and arcane wave. But you’re using rather low skill coefficients in that rotation, especially the heal deals close to no damage. Simple improvement would be to simply kick it from your rotation. As a result you get: Fire 2, 4, 3, Earth 4, Water 5, Arcane Wave, LH, two LH blasts. You’re simply replacing the heal with an additional LH swing in time. This is indeed not very reliable, but you’ve been making non-practicable assumptions anyway. I’ll come to that point later. As a further improvement, since earth attunement, magnetic wave and water attunement do not interrupt skills but have a 1.325 second (?) delay between swap (some miliseconds still getting consumed by phoenix), you can use the new heal skill exactly in between that window, to simply gain an additional finisher, leading to 24 stacks of might.
Again, highly theoertical.
Which leads to the next point: ‘strange’ assumptions. If I recall correctly, you’re assuming warriors banners beeing up (i.e. a team setting) but also assume you’re the only person blasting fields. /logic? Involvig other party members (even just one) into your rotation does not make S/F being optimal anymore. Assuming S/D, others can blast your fire field much easier and assuming you get to 25 stacks of might, dagger offhand offers higher skill coefficients. Fire Grab as example is leading to a slight dps increase over a pure LH chain and is aswell useable in the small downtime of the LH. Oh and you can technically get to 24 might stacks with S/D, which sadly leads to ~45% uptime on hammer instead of 90%. Other than that you’re missing out on an amazing 3 stacks might in comparison to S/F, once again under the assumption your party members are all really bad pugs (which might lead to problems keeping all amplifiers in a build and make other build choices better for such situation.
As I am too lazy to search out more fauxpas’ of you, I’ll just mention the most recent ones:
-“Frostbow is not good for anything else than skill 4 on large hitboxes”
-Look at the damage skill 3 puts out in melee, additinally to the chill (which is heavily underrated, since most monsters have no auto attack without cooldown. Frost bow #4 is always worth casting, as it even is extremely strong against asura sized models and #5 is amazing in certain circumstances. Especially when trying to stay above 90% at… well, vevina.
-“Staff is useless in PvE” (or something similar).
- This doesn’t even need explanation. As you can glitch you meteor shower to make all meteors land at the same position, this skill alone justifies using it. Aswell as Fireball+Lava Font + Burning Retreat lead to some nice vulnerability stacks and a peemanent firefield. Also, a frostbow is much better useable in a staff, rather than in a LH build. Although, LH is definitely more versatile.
I might take a look at your suggested builds now, didn’t calculate any of them through yet. (Note: this sentence might be comllete rubbish as I attempted to take a german phrase into english. Furthermore please ignore any obvious spelling or grammar mistakes, as I’ve been writing this from my mobile phone.)
I appreciate the work you put into all this, but you’re not solely right. Also:
ZelyhnAlso, Aniernas arrogance is very irritating.
.. since we have yet to see any ingame action of you, not counting the macro’able S/F rotation on LA dummies.
@ Iris: If anyone steals my LH, I kick them instantly. No 2nd chances, no talking about it, nothing – just the kick. The only exception is if the Mesmer already has 3x phantasms up and wants to use my hammer, but that needs to be discussed beforehand.
The trick for aiming Dragon’s Tooth doesn’t always work atm. It worked a lot more consistently in the past.
The last boss in both TA up & TA fwd should be stacked so cleaves & AoEs hit twice each time, and reflects should be rotated to protect the stack (eg. standing inside of WoR). Leaving the stack results in being kicked.
Please make sure to kick yourself when you miss a dodge or differ from an optimal rotation (which you have yet to figure out, I think).
I’m all for increasing people’s usefulness and teaching them how to play effective. Pretending to be perfect and kicking others without explanation doesn’t help achieving this, though.
And seriously, not even everything you say is right. You yet refused to show any reaction and seem to proceed that way, but that isn’t going to make some stuff of you less wrong.
If dhuum escaped the underworld, he would have defeated all dragons without even swinging his scythe once.
inb4 Brazil.
I use this and I’m quite happy with it.
http://www.guildwars2guru.com/topic/84268-the-perfect-dps-ranger-guide-for-real/Most of the time I have dagger offhand as the second weapon set, and other times I have a bow when I’m a lazy kitten.
Bumping for justice
Look at this guy stealing credit for my awesome build
Look at this guy… nevermind. Love arrows OP.
I’ve just deleted… I don’t know.. how I did…
an entire wall of text…
I swear I’m close to crying…
I was typing and the page refreshed…
Oh god, Byron has taken over control.
I have been noticing this as well. Is there a new meta we are missing?
Meta is still s/f LH. Builds are in my sig.
As for these frost bow AA spammers…. they’re just noobs. FB is good for 1 thing, and 1 thing only: 4 attack, usually used only once and then dropped, except for certain parts of AC.
Oh boy, wrong again.
No…
u need to be warrior for joiingn pugz but only cuz Pugz can’t play ele…
or mesmer…
But u no need participare in gw2 endgame , which is pugz u can also do low skill level organized grps… with mesmer and ele and all professions u like….
Or if warrz are brought down U will only see guard and ranger grps bcuz Pugz want easyway and ranger 1200 range no dodge need…..
fin..
Okay, seriously, I tried to build up an answer that you might understand. But that has been so hard, I forgot how to actually care about what I say, instead of just how.
Selling with a 4/5 party is like using a condom from a person you met at IHOP at 4am. You think you’re safe…
Yes, you need to take all burrows down within ~30 seconds. You don’t stand a slightest chance to kill gravelings as shown in Wethospu’s video.
I’m nominating more than just one player. For one, my vote goes to haviz.1340 and Wethospu.6437, for making me have such a long great time in gw2, helping me to improve and giving tips.In my opinion, that’s worth more than any single good deed could be.
Second, I nominate Velotaxe (ingame and account name, I do not remember the .xxxx) for sponsoring me a dusk and crafting me sunrise, as I have been making eternity.
Since all of us quit the game now, I’m not sure if this is still a valid nomination. Haviz and I still log on from time to time (almost daily), though.
Not to my knowledge.
Warrior can also exploit his way through.
You can abuse Spectral Walk or the Teleport from Flesh Worm to exploit your way through.
Aside of that, path 1 is only solo’able as elementalist, with about 10 hours of trying until you get lucky at hodgins defend.
You can abuse Spectral Walk or the Teleport from Flesh Worm to exploit your way through.
Aside of that, path 1 is only solo’able as elementalist, with about 10 hours of trying until you get lucky at hodgins defend.
Warrior has more than one meta build, most warriors are just bad and run the easiest option.
6u4n6m47h vs. reality. Again.
snip
Nice thought with two flaws. Depending on his melee attacks cooldowns and animation times, either easy to melee or faceroll to range.
I like the effort you put in the encounter, though.
My contribution:
Showplace: Giganticus Lupicus Arena, door closes after all players entered.
Encounter: Necroicus Lupicus. 1.456.800.000 HP. Immobile but has 90% damage reduction, due to his extraordinary high armor value.
Abilities:
Roar: Summons 0-4 Giganticus Lupicus (full 1.456k HP) with normal abilities. 90 seconds cooldown. Not dodgeable.
Jump: Jumps up, releases 2 shockwaves that stun players for 5 seconds each upon landing. 20 seconds cooldown.
Enrage: Does not deal damage, not dodgeable. All currently active Giganticus Lupicus’ rally (explanation follows) and attack 66% faster. All their abilities have 66% shorter cooldowns and aftercasts. Uses this every 48 seconds. Has a 0.2 second time frame in which he is interruptable.
Teleport Shot: Aims on a target for 1.5 seconds. If hit, he teleports to that target, dealing low damage but immediately following with a jump. Recharging all other attacks cooldowns. Not dodgeable. Invulnerability and Blocks work, aswell as teleport skills while the bullet is flying. 45 seconds cooldown.
Boss mechanics:
When summoned Giganticus Lupicus’ die, they become downed instead. You will have to finish them with at least 2 people at about the same time. Finishing takes 3 seconds, in which all living Giganticus Lupicus will totally focus those two players. They gain a 500% movement speed increase during that time.
When a Giganticus Lupicus was successfully stomped, he releases a skritt bottle.
75% Necroicus HP: Targets the furthes player. He gets a yellow aura. After 3 seconds thelayer will be knocked down and an Alphard spawns.
50% Necroicus HP: Spies a firework of lights, very similar to lupicus p2 one. When a player is hit by a light, depending on the color different things happen.
Blue: Hit player becomes invulnerable for 20 seconds and deals twice as much damage, also acting 50% faster and gaining a 100% cooldown reduction.
Red: Spawns scarlet, penetrating that player with her laugh for the rest of the fight. She doesn’t deal damage but jumps in front of hit player and keeps taking bim his sight with giant ‘hehehehiigihihihogooohooohaaa’ text boxes.
Yellow: Spawns a mini Alphard at hit player. Has only 10.000 HP but immediately starts daggerstorming.
Black: Target player is now on Necroicus Lupicus Side, fighting his own allies.
25% Necroicus Lupicus HP: Either all players /bow at that time or he spawns a clowncar which contains Giganticus Dredgicus. You won’t be able to endure such painful 2 hr fighting, so you better all ignore any existing mobs and bow down.
Reward: You can pass on Arah Path 5, which rewards all players precursor weapons, with a chance on a legenday weapon box. Similar to path 2, after beating the second last boss, there is a 75% chance that your instance will crash, if you did the path legit.
Arah path 5 contains lots of funny bosses that someone else has to design.
You can just look up in the sky, make sure to move a tiny bit and then use DT. It will land like ~130 range (melee range) in front of you, in your camera direction.
I just want content that actually requires theorycrafting in order to be completed efficiently. Also less rng and more skill requirement. In GW1, after years, we’re still theorycrafting about how to get consistent 8-9 min duos in order to give more room for succes to get an age 14 run.
We put in about 20 hours, just in the last week and still have endless amounts of stuff to check. Aswell as practising the tactic we decide to settle down with, for at least 150 hours. But it rewards us, one the one hand because people actually still care about, on the other hand because the ingame reward we get for it is good.
In gw2 there’s nothing like this. I thought about ‘tactics’ for our ‘speedruns’ and was done after running the path for a second time. Almost noone seriously cares about when one sets a new record and the stuff to do is just too easy. And it doesn’t reward ingame at all.
Looking forward to gw3, which should combine gw1’s content (difficulty, reward, anti grind – remove EotN Titles actually giving benefits, skilldesign) with gw2’s engine and design. Stop that kittened routing that gives me 4k ping in gw2 while having 100ms ping in gw1. Done. Best. Game. Ever. With lots of long term motivation.