Showing Posts For GavinGoodrich.1382:

Cornfusion on projected profit

in Black Lion Trading Co

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

So let’s say I buy something for 30 silver to resell at 50 silver.

The listing fee is around 5 silver.

Projected profit should be like…45 silver, right?

So why is it telling me something different…like…40 or 41 or something like that?

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

6/7: SBI vs AR vs IoJ

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

BTW the AR/IOJ double team on sbi’s map was fuuuuuuuuuuuuuuuuuuuuuuuuuun. IoJ has a knack for responding very quickly to threats on our map, often to the detriment of losing an assault elsewhere to save our own map. But SBI’s map is pretty vulnerable, which led to a fun 3-way! Usually you only see that much action on friday nights.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

6/7: SBI vs AR vs IoJ

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Which is why we focus on AR because they are the stronger of the two.

Until oceanic time during the weekdays. Let’s see how it plays out. It’s been over 6 months since we’ve left, but my money’s still on a lighter oceanic presence than us.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

6/7: SBI vs AR vs IoJ

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Commander Nomnom taught me everything back in the day before he bailed out… Nice to see he is still around! Look for us Nom… WAR is running and gunning!

I knew this day would come when I’d face my original server…meep! Loved all you guys and I’m glad you’ve recovered nicely.

And @ Jyeoi, we know that 1st manipulates who gets 2nd…so we’re not playing for 2nd. We’re going for the big dog (dat’s you) and for the most part, nobody else. It’s not perfect, people will still do what they want, but most commanders on IoJ would rather hit the big dog.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

6/7: SBI vs AR vs IoJ

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Much love for DR and FC but I perfer to fight bigger opponents. Enjoying being an underdog more this week.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

6/7: SBI vs AR vs IoJ

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

AR’s my original server. Scrappy kittens that fight hard, just lack an oceanic presence. Never count ’em out, though.

About 2 hours ago all 4 maps were extremely colorful. Nice reset night. AR pushed out hard, but momentum quickly went into SBI’s corner with #‘s. IOJ had a consistent queue on our map (which is a nice change of pace) while EB kinda swung back and forth around outmanned. TBH outmanned is a much nicer feeling, you really have a better idea where you’re at on people-power.

Maybe Anet can do some sorta in-between? Like Under-manned? something between Outmanned and Not outmanned so you have a little more of a feel for how many people you really have? And maybe a more scaling level of a handicap? Just a thought.

ANYWAY, matchup stuff. Was nice to exploit SBI’s overextending up north on AR by sucker punching stonemist but we promptly evacuated, expecting to hold it no longer than the 5 minute invul timer

AR COMMANDAHS I’ve asked IoJ commandahsi to hit SBI whenever possible, at least on EB. I know it won’t always happen. kitten happens. But if you’re willing to push SBI more often than not, then so am I If either of us tries to “play for 2nd” the reality is neither of us “win” 2nd…SBI will decide who “gets” 2nd. So throw 2nd out the window, and let’s both take SBI down!!!!!!!!

RWAAAAAAAAAAAAARRRRRR

Attachments:

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

WvW home map.

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

On the funnier side, there could be a maniac that breaks into forts occasionally, starts yelling about “invader pigs,” and smacks at their set-up seige until killed. He should do minimal damage (unarmed) and be there more for flavor, just to make the invaders feel unwelcome by the local populace.

I am completely in favor of this idea.

AWESOME!

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

^pretty funny actually. but yeah just enjoy the war for what it is. long live the wars. leave the forum smack where it is…right here.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

You’re taking this way too personal, pixieish. Chill out.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

^the perfect example of this was tuesday afternoon, North American time. The double team from FC and DR was amazingly fun and challenging, and simply too much for IoJ to handle. The sucker punch from DR right off the get-go put our logistics at risk without a SM waypoint, losing it right off the bat.

We’d maneuver, defend, etc…but the attrition kept grinding tower after tower and hour after hour, we’d make a mistake here and there where one team could launch a raid and nail a tower. And even if we could get it back, it’d stay paper…all night. DR were magical in their supply raids, it was almost impossible to get any yaks through, and DEFINITELY impossible to even get doors on a tower, let alone anything else. We ALMOST got doors back on the castle, and FC came and slapped that down, and we didn’t have the castle the rest of the afternoon.

More of that, all week long! MOOOOAAAARRRRR! It’s a magical thing, it puts the lead server on the backfoot, it keeps most things paper, and it keeps the less fortunate servers in a position to hit each other. You don’t hit each other UNTIL the dominant server is hurting badly, and generally staying in their own corner licking their wounds. Tuesday was an amazing day. MOAR TUESDAYS!

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

(edited by GavinGoodrich.1382)

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

…to give 2nd place to a server that did not earn it. ….FC you should be very appreciative of the gift IoJ gave you out of spite.

Don’t play for 2nd next time. Come for the stronger server and entice the other server to come at ‘em too, and this won’t happen. See also: my post above.

2nd place is a myth.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

FC YOU HAD SECOND

You go and send a 30 man squad to take briar in our borderlands, and then lose it 5 minutes later

Meanwhile youre losing Hills and Bay and your borderlands? You guys dont deserve second, goodjob DR!

2nd is just the first loser.

\

Here’s the thing, guys. If you don’t play for 1st, i.e. both smaller teams go against the bigger one, then the bigger one simply manipulates who gets 2nd place. We held off on a lot of FC territory in EB last night and were rooting for FC out of respect when we could have steamrolled everything but the keep for another -40 ppt off of them easily.

Play for 1st, or 1st place plays you. Simple as that. Playing for 2nd is a myth, because 1st place manipulates who really gets it.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

the funny part is that DDLG is a good guild, but there are so many much better guilds. I would hate if IoJ ever had to deal with them.

Maybe. Any guild team will always have an advantage over a pug/militia team though, which leaves me envious at times

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

As a pug commander, in a guild of exactly 1 person (the rest are inactives, it’s just a shell for another +5 supply really) seeing 15’ish DDLG + friends wreck twice as many of my pugs on EB in the open field, and various choke points made me envious of organized guilds at times.

I was able to properly time two ambushes against you, but holy hell what does it take to actually KILL you people? A perfectly laid 2nd ambush only got maybe 1/3, 1/2 of you, tops. And we STILL had to run you down from umber across ogres and eventually give up the chase to go defend something else anyway. Jeez.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Please…whatever 2 teams fall behind next week, please fight the bigger server.

“Put on your happy pants, lightbringer…”

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Look, I like FC and SR and i’m sure you guys are all nice people but SF and IoJ already proved it in previous weeks, and i’m sure other servers have done it already in weeks before that:

If you team up on the bigger server, or at least the one with more advantages (like more oceanic coverage), you will have a much closer match. A more entertaining match for all 3 servers.

If you go after the other server, the one not dominating, you’ll have all kinds of reasons to hate each other and point fingers, etc etc.

Next reset, go for the dominating server after the first few days, and see where it puts you. IoJ and SF were much better off because of it. We didn’t manage to do it 100% of the time, hell we barely did it over 50% of the time, but we tried to make it a goal, and everyone was better off because of it.

The first week we did it, 1st 2nd and 3rd was within 2k points or something crazy, and it was Tuesday or Wednesday!

You can either do it, and have fun, or you can keep finding reasons not do, and write 4-5 paragraph stories about it on the forums, and be no better off than you were to start.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Meet the quartermaster!

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

also add that after server reset you might have to press f on the workers to get them working again alot of people forget to do that so the upgrade never progresses and i think fortify has double the hp as a reinf wall since it takes roughly double supply to repair but im not sure

Yeah i think we’d all really love some stats from anet on this plzplpzplz <3

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

All this talk about “no choice but to play for 2nd” but you know what? Check the previous threads with IoJ, DH, and SF, and you can see how we actually teamed up against DH most of the time and made it a helluva week. The power is in your hands, all it takes is the willpower to put your egos away and focus on the bigger target. Find the teamspeak addy for DR and FC and hop on, get together and set something up! It can happen, it has happen, and you can make it happen.

Now quit kittening about “playing for 2nd.”

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

I know what you IoJ and DR are all thinking: “Ok so who on FC was drunk tonight? Rams on enemy walls, ram wall defense, suicide jumping commanders leading 20 people to their death through fall damage.. wth?”.

A better question is, “Who on FC WAS NOT drunk tonight?”

looks around to see not a single hand raised

You’re totally drunk that shows DR with a ramwall. EVERYONE is drunk.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Isle of Janthir wants YOU!

in Looking for...

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Actually building fort Novtl is quite fun, including the ram walls (tee hee), and all the gourmet flies you can eat!

“Refreshing rams at novtl, cap’n!”

That said, we enjoy being aggressive, picking fights with servers that have more people than us, not playing for 2nd (as often as we can, anyway), and generally enjoying the game the way it ought to be played.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Meet the quartermaster!

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Still looking for a rough idea how much more HP upgraded walls/gates get. Will add more updates as info comes at me.

*added the upgrades during server resets.

Got other interesting facts/game mechanics? Throw ’em in here!

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

(edited by GavinGoodrich.1382)

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Definitely been a fun match up so far. Highlight of my day today was when we (DR) managed to storm SM, catching IoJ off guard.

Yep. sucker punch to the gonads. I’d find a cool GIF with that caption on it, but i’m lazy.

^my “no chance at upgrades” comment above was proven with another nut-punch by 25-30 FC when the gates were almost done at stonemist, and apparently our northern scout took a bio break xD

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

5/31 IoJ~DR~FC

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Been off for the last 5 days (MOVING SUCKS) and found myself in this crazy new matchup.

Being on the bigger side of the PPT and having SM and waypoints on other keeps in EB was just plain…strange O.o but it wasn’t without consequence…around early afternoon, N.A. times came two gigantic swarms from FC and DR, and i was thinking to myself (man this is gonna be awesome if they double team us, but would really suck if they didn’t)…

Lo and behold we were trying to fend off 60-100 people from two different servers hitting us everywhere, constantly getting us where we were weakest. Any time we’d take something back…there was no chance of upgrading it…camps would flip every 5-6 minutes, pretty much. Say what you want about DR’s strategy, but it makes for a really effective double team against a bigger/more entrenched opponent.

Watching multiple corners get whittled away little by little, including pressure on our own BL…is just plain EPIC.

MOOOOAAAAARRRRRRR

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

can't drop sieges in wvw

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Also you can’t seriously believe that judging by the amount of kittening and decline in WvW lately that the new changes are actually good for the game?

That’s a matter of opinion, man. I think it’s gotten better. No more suddenly running into a zerg ‘cause of culling, even more rewards for WvW (got back to back golems on the first night, then a buncha greens/rams lol) siege timers AND they got buffed to 1 hour, etc. Orbs that made a bad situation worse are gone. We really are much better off than we were. Yeah kitten needs work but it sure isn’t WORSE than wherewe started at

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

T6 (5/24) DHvsIoJvsSF

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

IoJ and SF;

Your grandmaster plan to lag us out of SM is quite effective.

I had a witty reply to this, but it took SM 15 minutes to execute it, and the moment for the joke is already gone.

That said…the SM timeshare program is kicking in. There’s probably a pizza arriving at stonemist right now being picked up by another server, it’s flipped twice already. Every server’s had it at least once at this point

edit and normally the lag isn’t THAT bad in there…but holding down my treb to 80% power to have it fling 10 feet was pretty funny.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Breakouts: is there a way to despawn them?

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Let’s say you got your corner back in EB…it seems a little strange to have the breakout commanders sitting there n’ all. Not that I mind having ‘em, but is there a way to get rid of ’em if you don’t “qualify” for a breakout?

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Meet the quartermaster!

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Anyone got any rough estimate how much more HP it gets?

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Meet the quartermaster!

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Tnx i’ve updated and will keep editing stuff

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Meet the quartermaster!

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Extra wuvvie facts, as of Mid-May 2013:

*Guard note: Guards respawn in the area of 90-120 seconds. Would like someone to clarify that, though.

*ALL guards are veterans. Camp supervisors are veteran. Tower/Keep lords are champions, and the Stonemist lord is Legendary (boo-yah).

*ALL “turret” upgrades (oil, cannons, mortars) will respawn within a few minutes (about 5?) if destroyed. They will re-appear as a build site, and need to be rebuilt by players. Each site is approximately 50 supply to rebuild. These sites cannot be repaired, once built.

*All “turret” upgrades are considered a form of siege, and thus very vulnerable to mortar upgrades, and ballistas with bonuses to siege.

*Catapults/trebs will no longer damage/knockdown people on the opposite side of the gate. Arrow carts still work, however.

*Siege weapons can no longer be stopped by skills/traits that stop/reflect projectiles around you. Things that protect an individual player still work. This includes cannons, mortars, and oil.

*Superior siege will do 50-100% more damage to it’s target (depending on what kind of siege it is), and has much more HP.

  • If you choose to, you can go straight down the line from top to bottom on a particular line of upgrade as it shows on the menu. You just have to have tier 1 to get tier 2, tier 2 for tier 3.

*Whenever a site flips, you see the “flame” buff “righteous indignation” on the main NPC for that site. It hits like a truck, and is unkillable for 5 minutes. This was put in place to make zergs re-flipping sites within seconds impossible.

*Supply regenerates only in camps, and about 10 every 30 seconds (confirmation on that would be great)

*The higher the tier of upgrade, the longer it will take to finish, both personnel and structural.

*Supply cost for tiers work in multiples of two. 2nd tier is double what tier 1 was, and, 3rd is 4x what tier 1 was.

*You can start upgrades immediately, however it currently takes two minutes to wait to claim a site (3 minutes left on “the buff” for the lord/supervisor)

*An uninterrupted oil pot upgrade, with 2 workers, takes about a minute.

*An uninterrupted waypoint upgrade, with 2 workers, takes about 90 minutes.

*the +5 supply upgrade (guild buff) does not apply to workers (but man wouldn’t that be nice).

*Reviving the “lord” or “supervisor” will require a team to kill it again, thus re-starting the capture timer when the circle reappears.

*Some towers/keeps will upgrade much faster than others, based on their location, the # of camps feeding it the distance from the camps to it, and how easy or hard those camps are to defend. Best example is Pangloss mine, vs. Speldan mill on EB.

*Respawn time on NPC camps “dredge, hylek, ogre” is 10 minutes after it’s flipped. Temple of thunder for quaggans is about 15, after taken. 10’ish minutes for Quaggan camps.

*If an upgrade is in progress and the server resets, it will continue the upgrade where it left off in a form of a “ghost” mode…still continuing as normal but without the progress event “protect the workers” in the top right corner. You can verify the upgrade is still going with the quartermaster.

*I could really use someone who’s better at making this a more eye-pleasing format >.>

*I suck at this game.

Discuss!

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

(edited by GavinGoodrich.1382)

Meet the quartermaster!

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

KEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEPS:

Base max supply=500
(each upgrade increase max supply by 50 (tier 1), 100 (tier 2), and 150 (tier 3)
Max 1700 total.

Tier 1:

“Hire a second worker” will double the speed structure upgrades are built. Workers can be given swiftness/timewarp to speed up the process. Workers must go back and forth to supply depots and back to a “wall” to work on the upgrade.

“Hire merchants” merchants with your basic supplies (salvage kits, harvesting stuff, a place to sell things). Typically available on the inner section of most keeps.

Tier 2:

“Hire services” adds a banker and repair agent.

“Hire additional guards” for the gates and walls. Note: This will add different types of guards, such as zealots, wizards, and cabalists.

Tier 3:

“hire patrol” more guards to patrol the keep in a group of 4-5. Self explanatory, yes?

“raise guard level” buffs ALL guards from level 80 to 82. Making them take much more time to kill without a massive zerg, and will generally hurt more as well.

Structural errrpgrades!

*Keeps already come with pots of oil on each gate, however they need to be built by hand.

Tier 1:

“Reinforce walls:” increases the resistance of the walls significantly. A treb doing over 9k damage to a normal wall will do just over 6k, exact numbers requested plz. Note, this does not increase the actual HP of the walls, just reduce the damage taken. Thus repairs will still fix the same amount of HP. Also, when completed, all walls/doors will repair to 100%, no matter what condition they were in.

“Build Cannons:” Multiple cannons. Exactly how many on which gate/along the walls varies with each keep. “Main” gates on the inner walls typically get an extra cannon. When completed, the cannons appear instantly, and do not need to be built.

Tier 2:

“Build mortars:” mortars are static turrets that can be turned, and fire like a trebuchet. They have about the same range as a treb, as well. They do EXTREME damage to siege (27k which is a LOT), knock down players with small damage, and also have a fire shot for AoE condition damage. Again, mortars will appear instantly when complete, do not need to be built. They have a minimum arc, so they are defenseless up close.

“Reinforce doors” Same as reinforcing walls, increases the resistance for the doors. A basic ram hitting for 8k will do just over 5k on reinforced doors. Will also repair doors once completed. This is the only door upgrade available.

Tier 3:

“Build waypoint”: adds a waypoint only your server can use, if keep is not under attack. If the keep becomes “contested” then the “defend your keep” event begins and after it’s done you can use it again. If your keep is STILL getting attacked after the defense event is done (3 minutes each time) there is a brief moment until the next “event” starts where the waypoint is not contested. This is around five seconds.

To “contest” a keep, the doors or walls need to be taking damage. Hitting “turrets” or guards will not contest a keep. As of this patch, 30 seconds after this happens, it becomes contested.

“Fortify Keep:” Upgrades the walls a second time, making their resistance even higher. A treb doing 9k damage normally will do barely over 5k damage (need confirmation) on fortified walls. Again, this doesn’t affect the HP of the walls itself, and will not reinforce the doors a 2nd time.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Meet the quartermaster!

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

TOWERRRRRRRRRRRRRRRRRRRRRRRS!

Base max supply=100
(each upgrade increase max supply by 25 (tier 1), 50 (tier 2), and 75(tier 3)
Max upgraded suppply=700

(quick note: towers get 1 oil, 1 gate, 1 cannon, 1 mortar. Keeps get much more, because there’s more of…well…everything!)

Personnel:

Tier 1:

“Hire outfitter” : hires a basic merchant for salvage kits, harvesting, and generally selling your loot. The cheapest upgrade in the game.

“Hire a second worker” doubles the speed of structural upgrades when completed. Will also use twice as much supply for structural upgrades. Workers can be given swiftness/timewarp, but their travel distance is just a few feet.

Tier 2:

“Hire Siegemaster” Siege merchant NPC arrives at the supply depot.

“Hire additional guards:” More guards on the gates and walls. Zealot, Wizard, Cabalist are included in this.

Tier 3:

“Hire Patrol:” Hires a guard patrol for the tower. About 4 veteran npc’s of various types. One patrol.

“Raise guard level:” Raises the level of all guards (including the patrol) from 80 to 82, taking longer to kill and hurting more.

Strrrrrrructures!

“Build pot of oil:” 1 pot, over the door. Kills rams/Golems at point-blank range quickly.

“Reinforce Walls:” Increases the resistance of the walls significantly. A treb doing over 9k damage to a normal wall will do just over 6k, exact numbers requested plz. Note, this does not increase the actual HP of the walls, just reduce the damage taken. Thus repairs will still fix the same amount of HP. Also, when completed, all walls/doors will repair to 100%, no matter what condition they were in.

Tier 2

“Build Cannon:” Adds one cannon to the front of the tower, near the gate.

“Reinforce Doors:” Same as reinforcing walls, increases the resistance for the doors. A basic ram hitting for 8k will do just over 5k on reinforced doors. Will also repair doors once completed. This is the only door upgrade available.

Tier 3

“Build mortar:” 1 mortar, usually at the highest point of the tower, near the Lord. Mortars are static turrets that can be turned, and fire like a trebuchet. They have about the same range as a treb, as well. They do EXTREME damage to siege (27k which is a LOT), knock down players with small damage, and also have a fire shot for AoE condition damage. Again, mortars will appear instantly when complete, do not need to be built. They have a minimum arc, so they are defenseless up close.

“Fortify Tower:” Upgrades the walls a second time, making their resistance even higher. A treb doing 9k damage normally will do barely over 5k damage (need confirmation) on fortified walls. Again, this doesn’t affect the HP of the walls itself, and will not reinforce the doors a 2nd time.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Meet the quartermaster!

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

So some people are probably looking at the quartermaster NPC and the big list of upgrades and are probably going “pfffft…nah.”

Allow me to take you on a lil’ breakdown so you know EXACTLY what you’re getting, and hopefully work your map a little better.

Note: for everything else I’ll leave comments out, and just simply explain the mechanics. I’ll let people reply with their own tips/explanations. I’m sure some people have a real chip on their shoulder regarding people taking camp supply, they can explain it better. Also i’m leaving the prices out, as that can be figured out easily and makes this article shorter. Whatever the prices are for a tower (including supply) it’s double for a keep. Fairly simple.

Real quick, there’s 2 main types of upgrades:

#Structure upgrades require the workers to gradually get supply, and build. It’s a time consuming process. But it gradually drains supply instead of taking the entire chunk out at once. You can start a structure upgrade any time, and if supply runs out, the upgrade is put on hold.

#Personnel upgrades remove the supply cost immediately (you either have enough for it, or you don’t).

CAAAAAAAAAAAAAAAAAAAAAAMPS:

base max supply=100
total max supply after upgrades=250

(note, all camp upgrades are “personnel,” meaning the supply is immediately spent, and “reinforcements” will arrive shortly.")

“Increase supply delivery:”

Yaks deliver 35 supply to towers, 70 to keeps/castle. With this upgrade, that goes to 70/140! If a yak arrives before upgrade is complete, it will get the un-upgraded amount. Yaks have about as much HP as a veteran level 80 NPC. A dead yak will respawn 5 minutes later.

“Hire Caravan guard:” Hires a scout/guard, both lvl 80, to protect the yak. This helps significantly with the NPC “ambushes” that were put in wvw lately. Some yaks get ambushed twice at once and will die without player/NPC escort, spawn mechanics are sort of random for that.

Tier two:

“Hire additional guards:” effectively doubled the number of “veteran” guards in the camp, with some of them patrolling around the edge.

“Strengthen guards: " All guards (including the extra patrol) are raised to a veteran 82, taking much longer to kill and hitting harder. This also applies to caravan guards (yak guards).

Extra yak mechanics: dead yaks will respawn at the camp 5 minutes later. This includes if there was a yak already in the camp when it gets “flipped.” It doesn’t matter who owns it, it will still take 5 minutes to respawn.

Yaks delivering to a keep/castle with an enemy tower blocking it will still continue to deliver along it’s path if it survives. If the yak isn’t the same color as the site it delivers to, it receives no supply.

Getting “credit” for killing an enemy yak, when you have under 10 supply, gives you a chance at +5 more supply “stolen” from the yak. The chance factor need confirming, though.

Yaks are the only way for anything to recieve supply. No yaks, no supply. Players can manually repair/rebuild things, but players CANNOT perform upgrades with supply themselves. Only NPC workers, taking from the supply depot, will continue an upgrade.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

(edited by GavinGoodrich.1382)

T6 SF/DH/IoJ (5/17)

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Here a screen shot while I was defending the tower last night I am not accusing anyone of anything but how is it possible to have AC and ele skills shooting far inside a tower while the doors and walls are all intact? Is this normal?

wtb screenshot

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

T6 SF/DH/IoJ (5/17)

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Props to DH for really earning 1st this week, fightin’ tooth n’ nail. We’ve seen you step up your game a lot, given you’re fighting more of us overall…when you take 10-15 people to guard a yak ‘cause that’s what it takes to get SM upgraded safely…you know you’re doin’ it right.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Commander WvW CC build + permaswiftness

in Warrior

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

http://www.gw2build.com/builds/simulator.php#1.2.3.8.21.0.6.23.32.0.28.47.32.41.52.8.8.4.76.0.0.93.97.0.107.113.0.121.129.0.0.0.0.10.20.20.20.0

As a commander, you’re typically put in this situation while on the move:

—You’re in front of everybody.

—You’re often the enemy’s first target.
^because of these two, you’re in the best position to make GREAT bait.

—You’re the first one able to “grab hold” of an enemy player.
—You’re a class that has a lot of options to achieve ^this.

With that said, the above build includes the following:

PROS:

1: Two traits for crowd control, as well as about 5 with both weapons combined4One of which basically makes you a heat-seeking missile for 900 range. Fear is unstoppable (stomp takes time, can be interrupted) and works great if you can get behind 1-2 people in a skirmish.

2: Lots of dodging/speed for you and your buds.
The ability to cross a lot of terrain in a short time:
(permaswift plus savage leap + bulls charge, switch to rifle, #2 for an immob/cripple) and your zerg just swoops in and rolls ’em)

3 AoE downed revive, which is huge for lords and early parts of a big brawl, where the winner is usually the team that rallies first more often.

4 Easier to jump down steep terrain in wvw (usually pretty essential) plus you can keep jumping off of a gate to aoe stomp rammers constantly, in and out.

5 If you’ve noticed anything about most builds in WvW, they’re very evasive/survival based. Thus most times you need every ounce of CC in this build alone just to hold onto ’em while your buddies finish ’em off. The freeze procs help with their mobility, too.

6 Rifle does kitten dps compared to other things, but for only 1 trait slot you get faster CC (#2 and #5) and the ability to roll back into your zerg and keep contributing. This is a survival build as much as it is support/CC.

7 AoE condition cures x2 for you and your buds in addition to a pretty strong passive HP regen with decent toughness (adrenal health + signet + gear + constant regen from trait/horn). This is probably my favorite thing to do. Being able to break almost every form of CC, TWICE, and get back to your buds helps bait in a lot of people into your zerg, as they get frustrated and chase you.

CONS

A: You do almost no DPS compared to other builds. Prepare to get laughed at in a solo fight as you hold onto a guy but can’t kill him as he wears you down. Flipside to that though is most times your’e tagged up, so help usually isn’t too far away.

B: The fewer players around you, the worse you can expect to perform. This build is like a force multiplier, making the zerg much stronger, but usually requires 5+ to be really effective

C: As you’re often diving in and out of fights, you often need to wait for certain traits to recharge, or you won’t come out the next time. You’ll be doing crappy rifle damage, but at least you can CC a little bit while they recharge.

D: No burst heals. Bright side is you don’t have to waste critical seconds burst healing, either.

All in all this is a build that allows me to be aggressive with a zerg, and get more kills than you normally would without proper CC. It’s definately a Niche build, would work for non-commanders in group++ WvW roams, camp flips, etc. But beyond that, don’t use this

Interested to see what you have to say about it.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

(edited by GavinGoodrich.1382)

Is Warrior Boring

in Warrior

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Absolutely fun to play, especially in wvw. so many diff. weapon styles to choose from, and playstayles that evolve off of that

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

T6 SF/DH/IoJ (5/17)

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Never before have I seen 1st, 2nd, and 3rd places switch hands so many times. What an epic week.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

T6 SF/DH/IoJ (5/17)

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Battle rages on in EB:

DH recovering in some areas but klovan/WC continue to get reduced to paper. heavy camp raiding on IoJ’s BL pulled some away, but not many.

Not sure what drove DH to almost obliterate SF’s map (almost, they recovered) but now SF has a waypoint on the castle and DH is holding their corner, but tooth and nail, and not without losing stuff to a sucker punch ramraid.

You’ve probably been in SF and noticed IoJ go right past you, or been in DH and notice an IoJ zerg completely go right through/past an SF zerg without fighting. Yep, as you can see from previous threads, that’s kinda intentional. It’s definitely making things way more fun in this matchup so far.

TL;DR: eeeeeeepic weekend.

Attachments:

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

T6 SF/DH/IoJ (5/17)

in Match-ups

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

before and after:

body length must be at least 15.

edit if that’s not a clear enough picture of “hit DH, not SF” I don’t know what is

Attachments:

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

How does Anet afford this?

in Guild Wars 2 Discussion

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

This is all good to hear, tbh. Those that want things with gems can get ‘em, those that don’t, or just have a lil’ more play time, can just play more and everyone wins. Gotta say this new business model kicks kitten

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

IOJ stop cherry picking SF

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Who said anything about headbutting? Hit their supply, keep them guessing, keep skirmishing/picking off things like cannons/mortars that require ginormous amounts of supply, etc etc.

You realize 1/2 the reason SF is a no-show during oceanic is ‘cause we’ve simply rolled over ‘em with massive #’s? You crush morale for the few they have and they simply wait till later to play. No need to continue to do that week after week when we’ve already proven we can.

edit as of this post it’s around 11pm Oceanic and SF still has their keep on EB with a waypoint. And we took one of DH’s towers. And there’s been numerous times in the past we’ve scorched stonemist and towers all the way to their keep until DH rebounds, yes I’ve been on during oceanic to see it can be done. People just don’t want to. Even if they’re not pushing DH, just being on the map with their keep presents a target DH will want to eventually throw all their bodies at, thus buying us more time.

All I wanna do is have us step up our game in a way that also benefits us when our oceanics start to head to bed.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

(edited by GavinGoodrich.1382)

Tier 6: DH / IoJ / SF (5/10/2013)

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

So you might have seen my lil’ rant on the other thread https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/IOJ-stop-cherry-picking-SF/first#post2043413 so with lots of begging and pleading and general hissy fit’ing around several IOJ commanders let me know they’d also prefer to put the pressure on DH when we’re able to instead of SF.

I’m inviting SF to do the same. Frankly i think if both servers kinda just redirected their torches and pitchforks torwards DH whenever possible, next week should be a lot more interesting.

I know how it goes—not everyone’s gonna know about this, not everyone’s gonna listen, or care, or maybe they’re just happier doin’ their own thing. That’s fine. All i’m asking is plz direct your nut-punching energy towards DH and not each other most of the time.

As of this post I know of about 4-5 other IoJ commanders that are regulars that are agreeing to it. Should shake up next week pretty good

edit and if some SF commanders wouldn’t mind talkin’ to me in-game or whatnot, i’ll try to relay stuff to other commanders as much as possible. And just to clarify this isn’t gonna be like…planned operations or using the same teamspeak or any of that funky kitten…just a general mindset of “let’s both punch DH in the kitten”

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

(edited by GavinGoodrich.1382)

IOJ stop cherry picking SF

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

For me it’s not even really about playing for 1st, it’s about keeping the match up interesting. It goes to kitten when one of the non-green teams gets double teamed, it’s fantastic when both teams push the stronger one that’s basically holding all the cards on EB. I want more of the 2nd, less of the 1st. Tiers are pretty irrelevant. We’re all in this for fun. I’ll always try to push DH when i’m leadin’ EB, I hope more IOJ’s do the same

mate, we’re both commanders on the same server and we do attack DH; just not when we’re outmanned 3 to 1. As much as I love attacking DH I can’t fight zergs 3x my groups size. The reason why we can only attack SF for now is because DH has more organized WvW guilds and most of the fair-weathers on IoJ and SF have gone to Southsun and stopped doing WvW. I will say though WvW has been pretty boring lately with DH just wiping all of EB 10 times a day with golem rushing the outmanned server.

My point is IoJ has never had the numbers to equally compete with DH (we have around the same during aussie hours though) so it just kinda makes sense that we’re trying to hold onto our position of second place by keeping SF below us.

Strongly disagree with you there. When one team is double-teamed, they buckle. It just happens 90% of the time. I buckle when double-teamed, most people do, it’s natural.

When two teams are outmanned and still putting pressure on the stronger server, the stronger server now has to even the odds vs. both teams or push hard on one team while the other one sucker punches ‘em in the gut. Southsun wrecked SF and IoJ ’cause frankly we were treading water to begin with, but you won’t ever see me to for SF anymore. And the more people push the stronger server, the more often the other smaller server will see that and push back.

When you keep cherry picking to play for 2nd, one team buckles, then the stronger server just washes over everybody with no hope to be seen (‘cause you just double teamed it into oblivion) and they’d rather retaliate and go kick you in the nuts before pushing the stronger server.

TL;dr: give the other smaller server less of a reason to come for your nuts, and you’re better off double-teaming the bigger server. Why even play for 2nd? 3rd place is the place to be—they get the best corner in EB IoJ has proven they can take 2nd if they want—we have nothing more to prove there. Let’s elevate our game and invite SF to join us in some nut-kicking all 3 servers can enjoy!!!

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

(edited by GavinGoodrich.1382)

Funniest NPC Dialogue

in Audio

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

All the golems are goofy as hell, and it’s great.

“Made by Zojia…genius!”

The one where you’re rounding up skritt and the golem is like “come-with-me-do-you-like-candy?” and a buncha others.

ah hell too many to list here.

Someone already got “You’re dumb. You’ll die, and you’ll leave a dumb corpse.”

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

How does Anet afford this?

in Guild Wars 2 Discussion

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Just wondering—they pretty much are redefining the mold of MMORPG the way they’re doing it, and with no subscription fee and consantly new events how do you think they’re making enough money? The game itself is getting cheaper, too (sales n’ such) are they just doing THAT well that I shouldn’t be concerned for the company?

Yeah, never before have I felt a game was so good that I’d be concerned they weren’t charging enough. I just don’t want this to go away, lol

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

IOJ stop cherry picking SF

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

For me it’s not even really about playing for 1st, it’s about keeping the match up interesting. It goes to kitten when one of the non-green teams gets double teamed, it’s fantastic when both teams push the stronger one that’s basically holding all the cards on EB. I want more of the 2nd, less of the 1st. Tiers are pretty irrelevant. We’re all in this for fun. I’ll always try to push DH when i’m leadin’ EB, I hope more IOJ’s do the same

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

IOJ stop cherry picking SF

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

No really. If you wonder why our own corner is getting dominated by DH, it’s ‘cause they just roll over us when we come out of our primetime ’cause there NOBODY ELSE for them to fight, ’cause we’re cherry picking like little weaklings.

Seriously, this is one of the best matchups we’ve ever had, stop ruining it by playing for 2nd.

Yes, I’m talking to the other commanders on IoJ. You know who you are. Play where it counts so the people picking up after you don’t have to deal with one team that is holding all the cards.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Tier 6: DH / IoJ / SF (5/10/2013)

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

So yeah…when we’re barely treading the waters in EB, routinely outmanning ourselves in order to go back and clean up IOJ’s BL when needed…the southsun stuff just slaughtered us, lol. We were holding back the “waters” of DH’s higher #’s until this point, but now that so many of us were on southsun (haha we had an overflow, myself and many other regular wvw commanders were there too, hey why not?) DH just flooded EB and other assorted maps.

For the rest of this week I’ll probably just PvDoor/strike where reaction times are slow, and farm it up for a bit. Hopefully after the reset IoJ and SF will have more adrenaline to burn again!

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Tier 6: DH / IoJ / SF (5/10/2013)

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

This is a callout to anyone listening on SF. If you know i’m online, chances are i’m pushing whoever’s holding the castle on EB. vast majority of the time, it’s DH.

If you see a ginormous charr with 17 different armor colors and a goofy spikey helmet, plz hit DH when we are. Generally this weekend most of the time we’re able to both hit the bigger player, making it an epic match for several hours, but we’ve had a lot of cherry picking on umber/durios.

Spread the word, IOJ wants to play for 1st. Particularly in EB. I have no interest in cherry picking, and I’m trying to convince the other commanders on IoJ to play similarly (at least on EB).

The 5-hour 3-way we had for stonemist on sunday was truly epic. Took the castle from maxed everything and loaded with siege, and burned it down. And it took both teams to do it. I’d love to see more of that.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

Tier 6: DH / IoJ / SF (5/10/2013)

in WvW

Posted by: GavinGoodrich.1382

GavinGoodrich.1382

Btw we didnt crack anything of SM, it was mostly SF, We broke outter wall, got in, South gate was at literally about 50% already and no DH were around, 4 rams, broke down super fast, rushed into lords room and no one was there! Only aout 10 dh showed up about the time lord fell and was easy cap by then, had a good long laugh about that. It was your own negligence that let SM fall so easily there DH

Nope, it took the combined pressure of both servers for an extended period of time.

SF hit our corner a few times which stalled us, but we recovered fast enough to go back to what we were doing.

Not to mention said opening in SM wouldn’t have happened if they weren’t busy overextending vs. SF. So yes, it took both servers.

edit as annoying as 10-20 occasionally going for a cherry pick was…it didn’t last long, and I could tell the overall focus of SF was to work on the castle while we were. So props to those that did.

NomNomNomNomNom
Resident Zerg Idiot
Isle of Janthir

(edited by GavinGoodrich.1382)