The Masquerade (Voodoo looking armor) was only for r30 + Mystic found PvP armor.
Ive seen this asked one other time, but couldnt find if it was answered.
Are we still able to get this gear through the new PvP Tracks rewards and if so what Track is it in? So that I can start working towards it now.
I love the ranks and I love the finishers, Its the only reason why I do pvp, tho Im a low rank (40) but I still like them.
I want to get Dragon rank some day (I just do a couple solo ques a day). But over all i think pvp has improved alot and I see no reason to Remove ranks/finishers.
Ranks are a goal, but not the only goal.
Im fine with not showing Rank for Tpvp but Spvp wish it was still there.
Is there a way we can at least hotkey the pvp build?
I dont want the same build for pve as pvp, very few players, thats why you seperated the trinkets/traits.
SO WHY NOT DO THE SAME FOR WEAPONS!!!
I mean Come on, I dont wana swap my weapons everytime I pve to pvp or pvp to pve.
This means it is going to take up more space and will be more annoying.
Anet please fix this.
You can open it up for Influence from what Ive read. I know TTS is all servers and is hard for influence, but it is an option.
Are you saying no Level 1-15 maps are low-population? I must say, I am a bit confused about where this will initially be rolled out. Are you saying PvP lobby and cities are definitely part of the roll-out, as well as ….some other maps? Or that cities are not ever low population?
Truly, totally confused now.
Many players are still in Low level maps, Queensdale ithere is always, Wayfarer also has a nice amount, you can find players doing events/level in these maps all the time, Ascalon and Mectrica from what Ive seen have very little pop.
Maps like Lunars pass, Mount Maelstrom, and Timberline Falls are less populated than starter zones (guildies and friends that I know in multi servers feel the same way after talking to them about it many times).
I fully agree with them doing this, kitten -10 pugs not on TS doing the wrong things could make the event fail for the other 100-120 players.
And that’s a flaw in the content design which should be addressed. It is not, however, a valid reason to not fix the population distribution issue.
TTS was formed to address a problem. One would think that the members of TTS would be overjoyed on the day when their guild becomes optional rather than required.
I am, Im very happy that Anet FINALLY is thinking its ok for a guild to open events on their own time.
I cant wait for my guild to start doing these and getting more players involved, I have hopes that it will bring bigger guilds closer together with each member and more likely to make more guild members jump on VOIPs and try to became a better/more involved player.
I’ve only had one interaction with TTS. They filled up the instance I was in for the wurm, and then all ported out at the last minute to get with a couple of their friends, leaving my instance almost empty right as the wurm was about to start.
They fill a map completely to force multi OF maps and try to find a completely empty one, then they will pull only TTS members on TS into that map for the Best chance possible to win.
I fully agree with them doing this, kitten -10 pugs not on TS doing the wrong things could make the event fail for the other 100-120 players.
Note that this is mostly when learning the fights and when they are easily completed they will do them in Mains.
(edited by Faux.1937)
Power, Percision, Vitality
This, it is in pvp, Barbarian (but barb is Vit 1st) I would love to see power/Prec/Vit
On the schedule:
- It is not written in stone. We will adjust it as necessary.
- There’s lots of ways to go about this, but the current thinking is that it would be more convenient to plan for specific daily times rather than have a “sliding” rotation. We felt this was particularly necessary for larger events like the Triple Wurm and Tequatl.
- Although the old system had certain advantages, it had some major disadvantages as well:
- Although non-scheduled events are more dynamic, you have a low chance of encountering events with long cooldown periods. Although it was originally thought that big events would be happenstance and rare opportunities that players would stumble on and become immersed in, we found that many players enjoy this type of content as a mainstay of their GW2 experience. When they can’t access that content regularly, we have a problem.
- On the other hand, you may be aware of the external event tracking sites and have been using them play on regularly basis. This is a good approach in concept, but there’s some major pitfalls if you miss an opportunity to play because of a new build or encounter an overflow server.
- The intent of the schedule is to:
- consistently provide access to large scale content for players who want to play it
- deliver that content in such a way that players can plan and organize to prepare for it
- help ensure that there are always enough participants in the content
- help ensure that there is always enough server capacity to for all of the participants regardless of overflows, megaservers, etc
- There are still and will always be a large number of meta-events and bosses that are not on the schedule.
At some point, we would also like to introduce a messaging system in-game so that it’s always clear what world event content you participate in without having to utilize a resource outside of the game. I have no guarantee or ETA of when we might actually see this though.
But what about pre events? If we have to do pre events that means missing out on other events (sense an even it up every 15minute) some pre events takes 15-20 just to do.
Im not saying get rid of them, I love events, just wondering where these play into the event schedule/chart.
And are you up for the Idea to let guilds do more events like Teq/Wurm/Karka? Some events example are: Maw, Fire Shaman etc.. for smaller guilds or for more PvE based guilds?
(edited by Faux.1937)
Oh What about talk with WvW? If all Towns are together and You Opposing team is in your town with you (It could happen) it will make it much easier for them to spy….
Im not sure if it was Posted yet, (5 pages is a lot to read and being Dyslexic I dont want to spending 5 hours reading)
What about Meta events and the PRE events that goes with them?
- Will we Still need to do them?
- Will they start on that hour/15/30/45 minute time and we have to finish the pre before it starts?
- Will pres If there are, be able to be completed faster
This matter is already being discussed in a different thread, please merge it to here. https://forum-en.gw2archive.eu/forum/game/gw2/Megaservers-Questions-and-Concerns/first#post3847530
This Topic was open 1st and is larger why dont you merge that top here?
I don’t understand, so do RP’ers want to be completely isolated from non RP’ers? I mean, all this does is make each map fuller with people from other home worlds who are on the same map at the time (at least that’s what I understood from the blog). Your RP pals will still be there and if they aren’t… wouldn’t the map be completely empty? Why not have it bustling with other adventurers?
If you went to a LARP yes they want you to Play the way every one else is playing, They dont want you in 2014 town clothes in a medieval larp event, you would look out of place and even feel out of place.
Now Imagine 500 Larp players, then something like 100-120 non members came in and started “Playing”, making fun of you, how you talk, how you play the game, and just trolling all day and all night.
Yes those 500 Larp player will “still be there” and still trying to play the game how they feel is fun, but you will still have that outside element.
IT IS A FANTASY GAME there SHOULD be come level of RP in it, many players forgot that and only think about “SHINY” and will troll everyone else in the way.
Im not a RP player, Im not on a RP server, but I do not like this for the RP community.
Aside from (maybe) Guild Missions, I’m not sure why this really hurts guilds at all. Right now, if we want to get guild members onto a crowed map (e.g. Teq on BG), we need to do the whole party invite dance. That won’t change.
I suppose recruitment might be confusing, but then again, will it matter what home server people have?
Influence, Guild Buffs and Guild bank are all server tied.
Awesome change. A refined version of the ‘underflow’ idea that has been around for a while.
As of right now until for info is out, I think a basic Underflow system would have been better. Not having any over flows, not knowing where actual server players are on for guild recruitment, doing Teq and Wurm, organizing temple runs etc.. will all be gone.
Even if you make “guilds” there will still be a HUGE amount of “outsiders” coming into there towns.
Well there are a few things that I would like to learn 1st.
Guilds
- How will this effect influence
- How will this effect recruitment
- How will the Guild bank be effected
- How will this effect Guild Missions
Meta Events
- Guild like TTS that are multi guilds, how will this effect that
- Will we be able to pull non friends/guild member into the same map
- Will there always be that 100+ player limit for larger/harder meta events like Teq and Wurms or will players have to sit out again if they dont wait 30minute to an hour before fight for few of being in the “Last” server.
+ Temple runs
(edited by Faux.1937)
D/D caltrops is GREAT leveling build, But once you hit harder content, are geared up and do dungeons/fotm or ANYTHING with more than 2 players you want to go more zerk for PvE.
Try heal: Signet of Malice and S/P spam number 3, 5 and autos, Number 2 is fun to, teleport + Immob and Condi removal makes it fun.
I use (in level 50)Sigin of Agility for condi removal and more endurance for more dodging, Shadow refused for fast/easy rez’ing and shadow shadowstep for more condi removal.
I also have Sword 2 always ready to remove conditions.
I try to auto attack outside of her melee or to the side where Im not getting hit.
Do you use healing signet or withdraw?
I use Hide in Shadows, removes 3 conditions and heals a good amount, Withdraw would more likely make her teleport to you.
I see. So all the dodges you need are already covered by Signet of Agility then. I’ll try it out.
Do you use SB or P/P for the weapon swap?
I always use SB for might stacking or stealth, Ive never really use p/p unless its dredge final fight or Molten Bosses, but I tent to melee 1/2 of those anyways. And I d/d those 2 bosses and not S/P.
I use (in level 50)Sigin of Agility for condi removal and more endurance for more dodging, Shadow refused for fast/easy rez’ing and shadow shadowstep for more condi removal.
I also have Sword 2 always ready to remove conditions.
I try to auto attack outside of her melee or to the side where Im not getting hit.
Do you use healing signet or withdraw?
I use Hide in Shadows, removes 3 conditions and heals a good amount, Withdraw would more likely make her teleport to you.
Will the Voodoo pvp armor (masquerade for level 30) that is only a pvp armor skin be able to get after the April 15th patch?
The server transfer is exactly what matters.
Guilds are bound to the server, since you transferred, the guild you made in the previous server doesn’t exist in the new server.But I went back to the old server also and still wouldnt let me open it.
If that is the case how am I suppose get all my stuff back out without other players?
If you actually mean you “guested back to the old server” then you would only have access to your current bound server’s guild bank (if you made a new one) while guesting to the other server. You would need to fully transfer back to the original server you left the guild upgrades on to once again access that guild bank.
I made the guild on my 1st server, I then transferred. The guild was still on old server. It wouldnt let me access the bank, I tried guesting onto the Old server and then tried to access the bank and still wouldnt let me.
Try to send a support ticket to Anet and explain your situation.
Yes, just did. Wasnt sure what the problem.
I understand Guilds influence and buffs tied to a server, but no idea why why im “Guesting” to that server I still arnt able to access it.
The server transfer is exactly what matters.
Guilds are bound to the server, since you transferred, the guild you made in the previous server doesn’t exist in the new server.
But I went back to the old server also and still wouldnt let me open it.
If that is the case how am I suppose get all my stuff back out without other players?
I made a personal guild awhile back I get onto it for storage, and recently It is saying I dont have a Bank anymore, but I have lots of items into that bank!
I did transfer servers a couple weeks ago, but I dont think that should matter, and if it does, how can I get my items back and my influence spent?
I use (in level 50)Sigin of Agility for condi removal and more endurance for more dodging, Shadow refused for fast/easy rez’ing and shadow shadowstep for more condi removal.
I also have Sword 2 always ready to remove conditions.
I try to auto attack outside of her melee or to the side where Im not getting hit.
Here’s what was announced on stream today:
Pistol Whip: This ability has been split between PvP and PvE. The ability will now cost 6 initiative in PvP, while maintaining a 5 initiative cost in PvE/WvW.
Tyvm for the replay, wasnt sure about it.
Is this for pvp or for all game modes?
Didnt watch just read notes.
(edited by Faux.1937)
The obsession with condition guardian is like some kind of running joke that has got way out of hand.
I dont like any condition build nor do I play one, and I would never WANT a condi guardian, I am the OP of this topic.
I started this topic to have a discussion of the issues and to better understand the problems with condition guardian, also to give anet devs some ideas what could make it work if it was a viable option.
If you want PvE and some wvw I would do this:
- Zerk Armor and weapons
- Beryl Gems or Traveler Runes (13.5k with Runes, and 14k with Gems) but you’ll lose some dps doing these over scholar or ruby gems.
- Ascended trinkets that are Zerk+Vit, (still have the zerkness with 1,080HP bonus)
- WvW traits:0/30/30/10/0 (3k more HP, and Loads of bonus traits for stealthing which is good in WvW)
- PvE Traits: either 30/30/0/0/10 or 25/30/0/0/15
With PvE being easy, the extra You’ll have enough HP if you Pistol Whip.
And witht he WvW traits you’ll do good damage with good survival traits (heal and remove condi when stealth, with some toughness)
If you want 100% WvW would do valk gear with scholar runes and do BS build with d/d d/p. Or a Condi Build, BUT wait till after the patch for condi builds b.c they might change with runes change.
@Nilgoow – Everyone is getting less damage, it will just make condi and tank builds need 2-3 extra hits to kill, Zerk will still be the best DPS, also we can have better sigils for alittle added damage, YES I kow we dont know for sure, but it isnt the end all nerfs for dps.
OK I’m confused. Is d/d not cool any more?
still seems like it is by popular consensus judging by all the thieves I see running it. I’m just confused as to why people praise its playstyle being so compelling when it’s mostly just CnD + BS + rinse and repeat.
I love d/d d/p for wvw roamingr, it is alot of CnD + BS, but its the type of play style that I love, I love the sneaky hidden killer type of play. Glass cannon and all.
It is just more than CnD and BS tho, thats just the main dps of the build, timed steal, blind, cripple, stealths is all about skill and thats is what I think players like about it.
Ok, since you asked for opinions here is mine.
I belive that D/D actually was originally designed for a different playstyle than most people associate it with. I was in my opinion designed as a hybrid weapon set that complements high crit chance and low power with condition damage and on crit effects.
Unfortunately people did not get that and turned the set into a one trick pony, this is understandable to a degree since to make the original design work you would need more vitality than you can usually get (especially with the rampager gear you would want to use for that kind of playstyle).
Also the power creep with ascended gear has blown the efficacy of the one trick way out of proportion, the stat budget at the moment is way to high across the board but especially when it comes to crit damage.So what people usally call D/D playstyle is more of an accident than intended by the original design.
That’s an interesting perspective, and would explain why d/d has a random bleed stacking skill in its kit. It’s a shame that hybrid builds aren’t very prominent in the meta; it would allow for some nice build diversities.
Umm, its not random at all IMO, alot of things with thief is damage + condition, look at p/p, sb and p/d all able to do either condi, direct damage or both.
Yes on some weapon sets the condi is stronger or the damage is better, but looking at it from a design pov, thief can do both with almost all weapon sets.
THE STUN IS THE REASON FOR THE SKILL.
Its a Pistol Whip, have you Pistol Whip someone before????
IT STUNDS THE TARTAR OUT OF THEM.
Lol. sorry for the yelling… it had to be said.
Bah, quote failed. Anyway Dynnen I was trying to say that while I agree with your overall post above I am not really keen on the person you referenced. He is the primary reason why DaOC lost market share and then made it worse by Trials of Atlantis and Master Levels. In other words, he destroyed a PvP game by trying to add PvE to complete with WoW.
Sure, we already ran into some issues with population and even class balance between realms but overall it was a solid PvP game with risk vs. reward. There was a reason to PvP, take keeps, relics, et al.
Anyway – off subject and I’ll bow out Anyone try Wildstar this weekend?
I’d agree with you on the point that TOA caused DAoC to lose players, but it came out in 2003 while WoW came out in late 04 sometime. I think TOA had more to do with internal pressures wanting to expand a part of the game that wasn’t getting much attention, which he has finally alluded to. TOA kittened a lot of people off because they didn’t want an insane grind or new pve content (IMHO).
I disagree with both of you on DAoC, to an extent. People were kittened off because the ToA content made its way into PvP. To compete with those that didn’t have MLs or Artifacts, you had to do that PvE grind. The grind to get to the PvP was horrible enough, then they added that crap into the factor.
TLR: the PvE stuff went into PvP and ruined the game.
On Topic with this thread, what about doing a 30/x/x/x/30 build? Utilizing Supreme Justice and Permeating Wrath?
Also, how do you think this would do in solo/small groups?
Supreme Justice is good if you want to fry stuff with the longer duration on activation. Permeating Wrath functions in a way that you don’t ever want to active VoJ
Still a 30/x/x/x/30 would lack so much passive defense. And for what? Condition damage? No way.
Its like playing an ele with 30/x/x/x/30 and ONLY using FIRE attunement for the Burn.
I’m satisfied with this trait (because I find it fun to run around nuking people who don’t understand my build) and I feel since this trait is here, Anet might have changed Kindled Zeal.
Calculation wise, Kindled Zeal is a bit less damage than Amped Wrath even when other conditions are involved so I see no case in which people would pick KZ over Amped. Unless there’s a new condition that the Guardian can apply that no one is talking about.
Sword auto imo should add bleeds, Its a sword, it cuts… it should bleed, no reason guards should be left in the dirt on conditions.
No one on the teams play thief, they all play warrior mostly. And the 1 person playing thief plays a gimmick build, p/p venom share.
That is your answer.
Or you could now get an Elementalist and laugh at the thief desperately trying to crit you.
Yeah… not being able to be crit is the biggest and most powerestistesestttssss ever for pvp and wvw.
Will make bunk eles really good against power/crit builds.
Im not so sure, since the crit nerf will make x/30/30/x/x hidden killer builds a lot less appealing, and swap sigils only work in combat. I think people might start QQing more about other classes like Mesmer.
We might have a 10% less damage but we are getting better runes and sigils. We dont know 100% how all this will play out, if we combo runes/sigils correctly we might only end up getting a total of 5% less damage.
So I am going to wait to see.
I bring mine in 50 all the time, I love it.
agreed. thief actually has an important roll in fractals.
plus p/p works amazing there…. oddly enough to say. i wouldnt use itanywhere else tho.
thief stealth allows you skip ALOT plus revive.
Ummm….. there is only a couple fights I would bring p/p to fotm. S/p PW/black power spam is to good with SB for stealth and might stacking. Ive out lived many warriors and guards (well out lived all classes) b.c of well timed evades.
I bring mine in 50 all the time, I love it.
I think guardian’s sword auto 3 attack is very weak. 1/2 sec per attack is too slow and without condition damage. The third attack is the most powerful but it probably misses without cripple effect at the last sec.
When switching to my condition warrior (s/s/sh, dire + rabid), his attack speed and playing style ( applying condition among to foes) is more interesting ( you may say OP or face roll whatsoever XD, I don’t refuse). All in all, compared to warrior’s sword, I found that guardian’s sword is boring.
I said it Sword needs bleeds, it just feels right, and yes I 100% agree, sword is boring, even tho 1v1 its alot of damage when trait into sword, still boring.
I want to start a topic about condition guardians in all parts of the game, Pve, Pvp and WvW. Also would like to talk about the New trait “Amplified Wrath : Burning deals 33% more damage.”
As a person that has 2 level 80 guardians with over 1800hrs played as guardian (I know it isnt alot) I have some ideas and concerns about Condition guards.
Two things I want to talk about.
- More options for conditions, what conditions other than burn is good for guard and on which weapons.
- The problems of Conditions (mostly Burning) and why trait into Conditions hurts the Guardian an extreme amount.
Burning
Pro: Strongest Condition in game, not all classes can use, Guardian has the most ways to ably Burn
Con: Only 1 burn can be applied, In any group setting, multi players applying burn over rides each others.
Trait in Conditions
Going, Carrion, Rabid, Rampagers, Dire, etc… Hurts the guardian more than helps, None will give and sustain (non condi) dps due to lack of either, Crit Damage, Crit Chance, Power or all 3. There also is no sustain condi damage, burning isnt enough dps to stop any condi removal or type of tank class.
The guardian is completely wasting traits when going into Condition Gear, If the guardian wanted to Tank with good Burning then that player might be able to do well in pvp, hard to kill, but enough Damage to “Scare” away dps burst builds.
Celestial Guardians
The 33% burn in this gear may help out (dont know the numbers yet) but again in any group setting that player will be lucky to get his burning off.
Zeal
As of right now, very few players trait fully into this tree and I cant see a single serious player traiting for Amplified Wrath.
Possibility of More conditions?
I want to talk about If Guardians would be allowed to gain more Damaging Conditions, manly bleed
Bleeding on Guardian
- Sword auto 3 – add 3 bleeds for 7sec. I feel adding 1 little change like this would open up guardian play style more than ANY other change to the guardian, with a good Sustain way to keep condition damage and the hard hitting burst of burn.
- Trait – Zeal: Bleeding blades – Your sword attacks adds bleeding for 5 seconds.
In closing, Guardian Condition is very lack luster and will need some more work, not just with guardian but also with basic game mechanics so that the guardian has a chance to do its damage. Using Condition gear only hurts the player and even with 33% more damage, I would never take any condition gear set for any reason on my guard.
Please comment and add,
If I made any mistakes please be nice about it and correct me, also I have a Reading and Writing LD so please dont be harsh on my grammar.
To bad Anet you put into the game the +1 agony Res items.
I would have loved to see all Items that give agony taken away and just have AR as a reward for your account for more fractals you do and fractal achievements you’ve done. Or making it like the Magic Find, where you have levels and must do Fractals to up the AR%.
ALOT less clunky and much easier to deal with, manage and to understand.
Is there anyway you would go to a Magic Find type of system for AR instead of what we have now?
Hi Faux,
I have asked Izzy to discuss this with you.
Chris
Cant wait to see what he thinks.
To bad Anet you put into the game the +1 agony Res items.
I would have loved to see all Items that give agony taken away and just have AR as a reward for your account for more fractals you do and fractal achievements you’ve done. Or making it like the Magic Find, where you have levels and must do Fractals to up the AR%.
ALOT less clunky and much easier to deal with, manage and to understand.
Is there anyway you would go to a Magic Find type of system for AR instead of what we have now?
This is a fast post of how I think crafting a legendary should be… and or be added.
Kill Zhiatan = Gain a Piece
Kill Teq = Gain a Piece
Kill 3 Wurms = Gain a Piece
Kill Super Shadow behemoth = Gain a Piece. (ToA was to important to leave out Anet)
Put those 4 Pieces in MF gain a Gift (For now lets call it, Gift of heroes)
Place in MF: Gift of Heroes, Precursor, Gift of (legendary weapon) and Gift of Fortune.
Will make Legendarys actually feel more Legendary.
Come out with 4 more World Bosses for a 2nd set of legendarys.
And for once solve the issue of guardians having really too much impact in any fractal Group….
You can see they are almost mandatory from 30+
This is a big concern of mine as well. As I see it, there are two ways to fix this. Either make guardians less important, or give the other classes more of a purpose.
I prefer the latter, because I’d like for my necromancer to be able to contribute more in Fractals. But it would seem to me that this is more of a balance problem between the classes in the whole game, rather than a Fractals specific issue.
Best fractals I always run are 3 warriors 2 guards, Ive done less than 1 hour 49’s with this group setup.
Necros are Pointless in fractals, no good Cleave attacks, no real support (chili and poison isnt support in fractals) and just takes up a more important roll.
Try doing Mai Trin without ANY Warriors or Guardians on a 49/50….. its a nightmare.
Not saying its not doable, just saying as a pug group it truly is a Nightmare.
Fast question.
Why is it that open pve content I dont skill lag in zergs (even at low frame rates) but then in PvP solo tournaments I Always have 1sec skill lag no matter what?
You allready need to do the events, but to get the good stuff in the 1200 bag you actually need no zerg doing the events.
Within reaching the 1200 saves you really need to do those events. Citizens has to pass throuh them. The only issue with zergs is that they scale up the events even more, making it more complicated to do and have not enough people doing citizens.
There also isn’t an issue, so there is no solution needed. You can do events, get your achievements easily AND get the 1200 citizens. 8 people are needed for the most difficult event, any person extra will only scale it up
So those 30+ players AFKing at the WP’s isnt a problem? Anet devs force kicking players out due to this isnt a problem?