Showing Posts For Hamster.4861:

[Proposal] PvP Map Rotation for Borderlands

in WvW

Posted by: Hamster.4861

Hamster.4861

Redrex, I appreciate your enthusiasm for this idea, but some of your suggestions may be a bit too complex for a WvW implementation and you haven’t really considered the potential for abuse. Ill go through some of your suggestions:

Jade – Player controllable elevators -

I think that giving players control of this would lead to a lot of trolling. I think that the way to do this to add the most chaos to what is otherwise an equal fight (between servers) would be to either have the elevators randomly timed (within a tolerance of 10 minutes) or regularly timed.

Desert –
moveable siege ? Don’t think that will happen outside of EoTM.

Mountains
I like the idea of having destructible bridges in this area. Would give the defenders ways to buy time and force enemies to take a longer / more dangerous path.

Although I do not agree that we should have attackers trying to climb sheer cliffs. These maps still need to be zerg friendly, even if they’re intended to convey an advantage to the defenders.

Asuran Megacity
I had envisioned this as a bigger version of Rata Sum with three hubs that would be based on the three asuran colleges.

I’m not sure that a “maze” is the right way to go. As i stated earlier, these maps are still supposed to be zerg friendly, and I had intended this map to have more easily defendable structures as the mechanism for defensive advantage. (add more entrances to structures, walkways overhead, uphill climb from outer gate to inner gates, etc. )

Volcanic –
I think you’re over-estimating the height advantage that I had proposed, but Dome walls would be really cool looking.

I think that server mergers, siege discussions and other such recommendations should be saved for another time and place, we should try and focus on how to design maps that promote balance.

Looking at Glicko (Let’s not get started on the problems with glicko PLEASE)

If you’re within 100 glicko of your opponents your borderland would Randomly be:
Grasslands
Jade
Desert

If you’re more than 100 glicko over your opponent your borderland is:
Jungle <- Greater glicko difference
Volcanic <- lesser glicko difference

If you’re 100 or more glicko under your opponent, your borderland would be:
Mountain – < greater glicko difference
Megacity – < lesser glicko difference

(edited by Hamster.4861)

[CORE] Company of the Red Elite - IoJ NA WvW

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Posted by: Hamster.4861

Hamster.4861

B is for bags!

Company of the Red Elite is recruiting all guardians, warriors, elementalists, mesmers and necromancers! WvW oriented guild | Bag Farms | GvG | Recognized Commanders | Custom Builds

The "Official" Isle of Janthir Thread

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Posted by: Hamster.4861

Hamster.4861

Bump. T3 is getting hot! and we would love some new friends to come and smash the blobs with us.

[[Unofficial GvG Scene Thread]]

in In-game Events

Posted by: Hamster.4861

Hamster.4861

Haven’t said hello in here yet, but Hello.

[CORE] has recently reformed on Isle of Janthir and has been making our way into GvG:

[CORE] vs [MM] from BP (CORE 3, MM 0)
http://www.youtube.com/watch?v=8r4MTWmD6B4

[CORE] vs [APS} from Fort Aspenwood (CORE 5, APS 2)
http://www.youtube.com/watch?v=kOZiHR2ibwU

[Proposal] PvP Map Rotation for Borderlands

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Posted by: Hamster.4861

Hamster.4861

It took 18 months to get the one, single new map WvW has ever had (EoTM). That is the 18 months immediately after release, the period when changes are most likely to happen. And many strongly suspect this only happened because it was a test run for MegaServer and also served as ‘filler’ for the LivingStory.

What do you think the chances are of a single new map ever happening again? Let alone 6.

I stated at the beginning of my post that it was highly improbable.

That said, the chance of it getting implemented is also irrelevant.

After reading through these forums and carefully considering the problems that we ALL kitten about, I wanted to see if we could get folks to agree on a potential solution.

At the end of the day you need to ask yourself : Putting no restrictions on your list of potential solutions, What would make World Vs. World better?

for me the answer was simple – Map Diversity

Map diversity would mean that we don’t live through the same fights every day, and we could see some new and interesting tactics develop, even if the overall PPT strategy stays the same.

Map Diversity alone doesn’t cut it thought. There’s the coverage imbalances that need to be considered as well.

If we assume that coverage imbalances will not be going away, What can we give to an underdog that will make them competitive?

My answer was Terrain and Structural advantages. I didn’t just pull those out of my buttocks either, I looked at some other examples in recent history.

Consider how the Taliban have been using the mountains to hide from international efforts to capture and destroy them. Consider how the vietnamese used the jungle to their advantage in America’s Vietnam war.
Those are just some recent examples of how terrain advantages can turn the table.

The "Official" Isle of Janthir Thread

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Hamster.4861

cough bump

Looking for an alt home world

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Hamster.4861

Wiseman, I’m not sure what tier you’re looking at, but if FA is a bit too high up for you, especially since they’ll soon be back in T2,

I would recommend BP or NSP for a second account.

Boss in WvW

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Hamster.4861

Nury, I suggest that you get a zerg to take on the arboreal spirit at Speldan camp without siege. Time it plz

Mesmer Questions by a Newbie

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Posted by: Hamster.4861

Hamster.4861

In my experience mesmer is a pretty hard class to start the game on, but the uphill battle of getting a mesmer to lvl 80 is definitely worth it.

Here is BAMF Joe. He plays a zerker “Shatter” mesmer. Shatter is the mechanic of the class, so If you really want to get to know mesmer, you should learn to play shatter.

For PvE I’ve found phantasm builds to be the best. just kite with the GS and let the phantasms do the dps

[Proposal] PvP Map Rotation for Borderlands

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Posted by: Hamster.4861

Hamster.4861

5.Jungle (Strong Terrain Offensive Advantage)
Welcome to the Jungle baby! This map would draw inspiration from the
jungle-like joining section between caledon forest and Brisban wildlands. The
offensive advantage granted by this map, would be reduced visibility. For a
server that is out of their tier, they are constantly thwarted by scouts and the
existing map design makes a true stealth attack against a more-prepared opponent
very difficult. On this Jungle Borderland, the topography would be defined by
heavily foliaged rolling hills and ridges. Where the rivers of the present day
maps exist, you could have VERY DENSE jungle. In order to spot an enemy zerg
moving through this very dense jungle, you need to be in there with them (This
is up for debate as well, the only “must have” for this would be that you cannot
see into the desnse jungle from above). I imagine about 30% of the map covered
with this “Very dense” foliage. This would nullify the height advantage that
scouts in towers and keeps hold on the present day maps. Preparedness is easily
half of defending in your borderlands, and reducing a defender’s ability to
track the motion of enemies through the borderland would be a great stride
forward for smaller servers trying to punch their big brother in the kittening
face.

6. Volcanic (Medium Structure Offensive Advantage)
In my head, the Volcanic Borderland is a cross of Mount Maelstrom and
the mines of Moria from LoTR. The Borderland could have dredge and molten
alliance elements spread throughout, and the styling could also be drawn from
the SE dungeon. Defenders have 2 “Bay” style keeps, which are a tad easier to
capture when heavily defended (In my opinion) The overall topography of the
borderland would situate the Garrison at the lowest altitude. Similar to the
mountain map, but the average grade from the Border Waypoints to the garrison
should probably not be greater than 5% in order to keep the attackers from
holding such a height advantage that they can’t be counter-trebbed. I imagine
assaulting this borderland to be like descending into the crater of an active
volcano (Like in the fractal). I’m not entirely sure how else to give an
offensive advantage on a map like this. If any T2 server players want to chime
in on what they think could help them face up to a solid T1 server, either PM me
or comment below! Imagine if the keeps had lava moats.

okay. That’s the end of my idea.

I’ve seen some other posters come up with great ideas, If you’ve made a map
suggestion post, PM me with a link to your thread and i’ll edit this post to
include them here:

Underwater map: https://forum-en.gw2archive.eu/forum/wuv/wuv/How-an-Underwater-Map-could-be-Implemented/first#post4107568

TL;DR

Introduce 6 new borderlands which rotate weekly, and offer varying levels of
defensive and offensive advantage to the server that needs it.

(edited by Hamster.4861)

[Proposal] PvP Map Rotation for Borderlands

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Posted by: Hamster.4861

Hamster.4861

3. Foothills / Mountains (Strong Terrain Defensive Advantage)
The Foothill and Mountain map is to deliver a substantial defensive
advantage. Terrain in this borderland would consist of mountainous terrain with
glacial valleys (Think Yosemite or Lornars Pass). Conceptually, this map would
have narrow, winding paths which would serve as extended choke points to allow
lower population servers to have more opportunities to fend off a larger
opponent. I imagine this map as having more prominent elevation differences than
we see on existing borderlands. The Defending server holds the high ground,
which gives them opportunity to siege the winding paths and passes through the
mountains to the keeps. While it would be more difficult for an attacker to
cover ground ( until they manage to make it to the high point on the map, being
the garrison/citadel) The height advantaged offered to the defenders would give
them the ability to respond to threats to their structures faster, as they could
descend down a mountainside like a sea of goats, while their enemies come up the
incline. The combination of these entirely map design based advantages could
significantly improve the ability of outmatched servers to hold their own.

4. Asuran Megatropolis (Medium Structure Defensive Advantage)
The Asuran Megatropolis map would have a medium defensive advantage.
Where the Foothill/Mountain map uses Map design to create the Asuran megacity
map uses Structure Design to deliver the advantage.Exactly what this means is up
for debate but I’ll try and paint a picture of what I intend for this, although
EoTM probably has some excellent defensive design that I have overlooked because
I don’t ever play in EoTM except to fear fools off the sides with a necro wall.
A keep in the Asuran Meatropolis map would have three floors – The outer gates
and destructible walls would be on the bottom floor. Attacking servers would
need to breach from the bottom, and fight their way up ramps to reach the second floor, with the inner gates and inner destructible walls to reach the lords
room. The Third floor of these keeps would be hexagonal skyways (floor surface
design to look like the floor for the boss fight of the Thaumanova Reactor
fractal) which are routes into and out of the keep for whoever owns the keep at
the time. The external Skyway entrances/exits are marked by the doorway
“portals” that we use to get into and out of towers that we own. For defensive
purposes the Skyway should allow for Arrow cart defense, but no other siege. It
should also be too high for a player to cast down from, and the entrances to the
skyways should be a good distance (at least 1000 units) from the outer gates(
this is because it doesn’t actually matter if your keep is easier to defend if
you can’t get in cause of the mega blob and its peripheries.). To counter the skyway, those carts on the skyway could be countered by an arrow cart on the ground on the second floor. I imagined these Skyways extending out of the keeps, covering about 1/4 of the distance between the three keeps on the borderland. ( If anyone from Yaks Bend [yes only Yaks Bend] has better ideas on how to design more easily defendable structures than what I have here, i would love to hear your ideas)

(edited by Hamster.4861)

[Proposal] PvP Map Rotation for Borderlands

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Posted by: Hamster.4861

Hamster.4861

Hello everyone,
I’ve been trying to think of a few ways to spice up WvW,and to bring some much
needed newness to this game mode. I’ve seen many similar proposals to this, and
I’ve added my own spin to it.

Before i dive into this solution I’ll state a few givens with WvW.

1. Matches are inherently unfair. This is caused by coverage/population differences, bandwagoning, and the steady migration of hardcore WvW community up to T1-3.

2. Play has become predicable and stale, we see the same tactics (and people) every day.

To solve this I’ve developed this highly improbable, but conceptually awesome
idea a bit.

Introduce 6 new borderlands which offer varrying levels of defensive and
offensive advantage.

For these maps I propose using surface and texture designs
that already exist in the game. The hope for this plan is that a server as many
as 4 ranks below you could at least be given a fighting chance against a
superior server.
(coverage, guilds, whatever. under no circumstances should you loose by 100k or more unless you literally do not show up all week.)


Here is the rundown of the style maps I propose:

Grasslands (Current map)

Jade,
Desert(perhaps with branded elements too),
Mountain,
Asuran City,
Jungle
Volcanic

Grasslands ( Current Borderlands, no defensive advantage)
The Grasslands are our current borderlands. They are large and have
sprawling open spaces for zergs to move and for epic battle to take place. The
map consists of a maze of ruins, with rivers crisscrossing the map which are one
of the only ways to move through the borderland (mostly) undetected. This map is
our benchmark, and provides us with the standard on which we will guage other maps.

1.Jade (no defensive advantage)
The Jade borderland would use surface and architectural features from
the Jade maw fractal. This borderland’s unique feature (instead of rivers) would
be dual layers, similar to how EoTM has multiple layers. I imagined this working
by having several (fixed or randomized) 1000 unit square sections that ascend
and descend between layers at random. I imagine this would make for some pretty
interesting ZvZ and map politics, as a zerg you’re chasing could suddenly drop
below you onto another plane of the map and they can move without being scouted
for a short period of time. This dynamic of the jade elevators would allow for
some interesting siege placement as well. Imagine building trebs in the lower
level, getting elevated to the top for a suprise! 4 treb assault on a wall
until that elevator drops again. You could also make ballista traps and wait
for a zerg to pop up through the ground. The options are wide open with this
format.

2.Desert (No Defensive Advantage)
The Desert borderland would be the open field fighter’s dream map. These
maps would have dunes instead of cliffs, and cave/caverns in lieu of the rivers
that exist on the current borderlands. The Desert borderland could be styled
like the badlands in EotM. What could differentiate this map could be a giant
caldera in the center of the map which contains: the Bloodlust ruins, entrances
and exits to the caverns that cross the map, and a large, Obsidian Sanctum style
arena in the center. For those who played guild wars 1, imagine the garrison
being built into Augury Rock
(http://img4.wikia.nocookie.net/__cb20060904201028/gw_/images/b/ba/Augury_Rock_(Explorable_Area)_1000x800.jpg)

(edited by Hamster.4861)

[CORE] Company of the Red Elite - IoJ NA WvW

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Posted by: Hamster.4861

Hamster.4861

Check out our rounds vs [APS] from Fort Aspenwood. We had some excellent fights and both teams learned a thing or two:

Final Score: [CORE] 5 [APS] 2

How hard would extra maps be?

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Posted by: Hamster.4861

Hamster.4861

Map creation is a developer-intensive process. My guess? Months.

However, getting new borderlands maps or even a new EBG map, and having those on rotation every week would definitely help the stagnation that is felt by most wvw players.

I’m actually writing up a proposal for this. Will have it up sometime this week.

Let me save you some time. Anet provides on a yearly basis updates to maps or creation of a new wvw map. However if you wish to get Anets attention, write your proposal and suggested improvements in a short paragraph.

A SHORT paragraph? is that possible?

WvW Tournament Rewards Distribution Delay

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Posted by: Hamster.4861

Hamster.4861

Guys, the last update was on Friday. Today is Monday. Contrary to popular belief, our developers have lives and families that they would like to live and see respectively.

Believe me when I say that we will provide an update as soon as we have an update to provide. Until that time, your continued patience is appreciated.

XD This is the best comeback mark. I loled. So many folks are wetting their pants cause they don’t have the skin yet… It kinda blows my mind that they can’t wait.

Mesmer Commander vs. Necromancer Commander

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Posted by: Hamster.4861

Hamster.4861

Personally, I think you should go for the Necromancer commander.

In my experience, mesmer’s high in-combat mobility makes it extremely difficult for someone who is not used to how YOU play to follow you. As the commander it is your job to drive the front line. Not only does the necromancer class offer more protection, it also gives you more opportunity to absorb the damage that will be coming your way ( Deathshroud and Plague form).

with the mesmer, one Blink, phase retreat, or sword leap/swap, and you could easily disorient your heavies, which could potentially spell disaster for you .

How hard would extra maps be?

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Posted by: Hamster.4861

Hamster.4861

Map creation is a developer-intensive process. My guess? Months.

However, getting new borderlands maps or even a new EBG map, and having those on rotation every week would definitely help the stagnation that is felt by most wvw players.

I’m actually writing up a proposal for this. Will have it up sometime this week. New maps, while an excellent idea, I dont think will cut it alone. more details later.

but I can see developing maps being an extremely time consuming task… not only do you need to design the map and the textures and surfaces, you also need to take time to test it to make sure that blinks can’t go through walls or up onto ledges etc..

Redlake Lord .. No RI?

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Hamster.4861

We experienced it on IoJ yesterday. The ring stays up and allows you to cap it even if the Lord is still alive, as long as it’s out of the circle of course. Once you flip it, the circle reappears and allows the next group to cap it in a similar fashion.

If you can clear the ring and push the lord out of the circle, you can capture the tower and have the lords duke it out as well. =D

Need videos! Examples of voice comm raids

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Hamster.4861

Why aren't you fighting for what's yours?

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Hamster.4861

I think that they did a great thing when they updated the Spvp rewards, and they should do the same for WvW.

I almost entirely play in WvW, despite averaging about 2k kills a week I still hemorrhage gold trying to siege towers and keeps.

I would love it if Anet balanced the loot tables for WvW, It’s quite irritating and it feels like they do not value our time in game as much as they value the time and energy of a PvE player, who gets showered in rewards for their effort.

[CORE] Company of the Red Elite - IoJ NA WvW

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Posted by: Hamster.4861

Hamster.4861

Company of the Red Elite is now recruiting active WvWders!

About [CORE] Company of the Red Elite
Company of the Red Elite is a hardcore WvW and GvG guild with its roots on IoJ. We are here to collect bags and help IoJ develop steady WvW coverage in the NA -> Ocx timezones.

Company of the Red Elite’s focus is foremost to have and support a positive and fun environment and to make sure that our players excel in World vs World. We have an array of skilled and well known commanders who play in all NA time zones, and oceanic commanders as well.

We are very active in World Vs. World, and we want to help you learn how to make the most of your time there. We will do our best to help you understand the flow of ZvZ combat, We have skilled players in every class who can tutor you in your class’s roll in the zerg, and how to optimize you for competitive play.

http://www.tinyurl.com/coreweek6

Our most active time zones are NA and OCX

Recruitment Information
_________________________________________
As a member of CORE you can expect:
A WvW focused environment – We raid every day at approx-6 PM Pst, and when we aren’t raiding, we’re out havoking on enemy Borderlands, forming gank teams to assist the map commanders, as well as scouting and upgrading our own borderlands. We also participate in S and TPvP. In CORE you will always have someone to ask all of your WvW related questions.

Guild Teamspeak

Generous amounts of sarcasm

A skill building environment

Frequent trainings, both individual and team, to help you build your individual skill set and develop a cohesion within the group.

open and approachable guild leadership.

Troll build Tuesdays!

We’re scouting for GvG and scrimmage opportunities in order to give all of our members a chance to try their hand in GvG!
https://www.youtube.com/watch?v=8r4MTWmD6B4
______________________________________________
CORE conditions:
Represent us in WvW!

Join us in Teamspeak during raids!

participate in WvW Raids when available (Lvl 80s requested, but not required if you have 0 level 80s)

Use CORE WvW builds during raids or GvGs

( Our builds are made to synergize, Everyone is traited in such a way that they keep their party, and the whole team alive, and our group synergy is what helps us dominate in the field)

Patience, and a commitment to developing your personal skill and teamwork in game.
To find out more send in game mail to Hamster.4861, or Sassenach.1590 (NA)
Apply by registering at our website or contacting us in game!
http://core-ioj.shivtr.com/

(edited by Hamster.4861)

Eternal Battlegrounds broken?

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Posted by: Hamster.4861

Hamster.4861

@Hamster

I get same lag spikes with occasional dc’s just like in your vids. It doesn’t seem to be affected by WvW population, happens to me probably more on Vabbi T9 than on my 2nd account on Aurora Glade.

My guildie used to dc several times a day, sometimes every few minutes on Vabbi. He hasn’t had that problem since we transfered to AG.

Thanks for confirming. Support is telling my that it’s my ISP – which seems like a common answer to get from them

For me, it’s not even combat related. I’m used to a bit of skill lag (virtue guardian for the win! skill lag? who cares just staff 1) in a cluster-effed three way SM battle. For whatever reason I can barely maintain a connection to GW2

Massive Lag since 6/3/2014

in Bugs: Game, Forum, Website

Posted by: Hamster.4861

Hamster.4861

This is what the game has been like for me since tuesday:
http://www.youtube.com/watch?v=mx7fJ7d45CM

<no combat
Trying to defang:
https://www.youtube.com/watch?v=AareLhMpbD0&feature=youtu.be
Its all the time. comes in waves.
Notice that for some reason the guild tags have been replaced with []

Eternal Battlegrounds broken?

in WvW

Posted by: Hamster.4861

Hamster.4861

This is what the game has been like for me since tuesday:

<no combat

Trying to defang:
https://www.youtube.com/watch?v=AareLhMpbD0&feature=youtu.be

Its all the time. comes in waves.

Notice that for some reason the guild tags have been replaced with []

(edited by Hamster.4861)

Eternal Battlegrounds broken?

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Posted by: Hamster.4861

Hamster.4861

That’s fair mark. I basically only play WvW, but I encountered the lag elsewhere as well, so I was assuming that it wasn’t WvW specific.

It’s the same old story – less rubber banding now, more the bursts of activity. I’ve also been running into skill lag in excess, as far as i can tell, all since the patch earlier this week.

What i’ve found myself doing is finding a mob somewhere, and going through my skill rotation in its proximity, and then waiting to see whether I died or the doe.

List of Mesmer Bugs (Older Thread)

in Bugs: Game, Forum, Website

Posted by: Hamster.4861

Hamster.4861

No! dont fall off the front page! Stay up here. cause Mesmer was once my main, and now it’s broken.

Active player wanting to switch server

in Looking for...

Posted by: Hamster.4861

Hamster.4861

If you’re considering NA servers, IoJ has a thriving WvW (AUX, CORE, IoM, Lost, QQ, TEST, TRBO, WOLF, ZERG, and others) and PvX( KoR, HARD, ASTL, FIRE, and others)community that could work with you.

(https://forum-en.gw2archive.eu/forum/wuv/recruitment/The-Official-Isle-of-Janthir-Thread/first)
http://isleofjanthir.net/forum/forum.php

(not entirely sure where in canada you are, but I’m sure that we have guilds who operate in your time zone)

WvW Shatter or PU ?

in Mesmer

Posted by: Hamster.4861

Hamster.4861

I’ll trait into PU when i need to hide in Stonemist castle or an enemy keep.

When i’m not doing that I’d rather play shatter. so much more fun IMO

Eternal Battlegrounds broken?

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Posted by: Hamster.4861

Hamster.4861

https://forum-en.gw2archive.eu/forum/support/bugs/Massive-Lag-since-6-3-2014/first#post4093683

In short, Yes. IF you’ve also been experiencing lag, chime in on the bugs post linked above.

Game bugs forum seems like it has higher developer visibility. The more people we get to talk about their recent lag, the faster it can get fixed

(edited by Hamster.4861)

Massive Lag since 6/3/2014

in Bugs: Game, Forum, Website

Posted by: Hamster.4861

Hamster.4861

Has anyone else noticed lag since last tuesday’s patch?

Not sure what’s happend Anet, But since the patch on Tuesday, i’ve had crippling lag which causes me to disconnect. I cant even get out of the first map that I load onto.

Since the last big lag fix i’ve been 95% lag free. Something happened on and I’m certain it’s not my connection. (6MB/s download 2.4Mb upload, Comcast)
Same kind of symptoms as always, skills don’t activate, and then they suddenly catch up.
chat is all screwy too. It comes in waves.

Is Comcast trying to pull some netflix style bullkitten on you anet?

Attachments:

(edited by Hamster.4861)

Badges of honor - make them count

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Posted by: Hamster.4861

Hamster.4861

1250 badges for a single piece of ascended ( armor or weapon) would give me something to spend my 10k badges on;

It’s also a 30% increase in cost over a FULL set of exotic armor, so the potential for abuse is low.

I might ACTUALLY get some ascended gear then, cause I’m not gonna craft that kitten, and the drop rate is so exceptionally low. I know folks who’ve gotten more precursors than ascended drops….

Damaging Dead Bodies

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Posted by: Hamster.4861

Hamster.4861

I thought dead bodies are what ballista prints were for.

This is a man after my own heart

The "Official" Isle of Janthir Thread

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Posted by: Hamster.4861

Hamster.4861

Well actually! Mango has started teaching an introductory class to PvF!

http://www.gw2wvw.net/topic/beginners-guide-pvf

Activ experienced player looking for new home

in Looking for...

Posted by: Hamster.4861

Hamster.4861

If you’re looking at NA servers- IoJ is fairly strong in EU times, and is looking for moar to join us to cement our position in T3. We also have an active and very friendly WvW HC wvw guild who operates in that time zone: Team Auxilium [AUX]

http://mos.millenium.org/servers/view/32/

contact Banzie.5248, he’s our contact in that time slot =D

(edited by Hamster.4861)

WvW D/D Secondary Sigil Choice

in Elementalist

Posted by: Hamster.4861

Hamster.4861

I run Energy + Intelligence

Needing a S/D build for wvw solo roaming

in Elementalist

Posted by: Hamster.4861

Hamster.4861

Try obsidian focus instead of smoothing waves. Most of scepters auto attacks are channeled so you should always have it working for an extra 260 armor. Signet of restoration is not the best heal for scepter since you attack slower than dagger. With ether renewal will have another skill that will actively increase you armor. You should have a decent amount of heals with a S/D set-up. Nothing esle I would recommend different from the build mentioned (0-6-2-0-6).

Good. Idea. Mang

(edited by Hamster.4861)

D/D for WvW - still decent?

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Posted by: Hamster.4861

Hamster.4861

D/D Elementalist is in a really strong place again in WvW, not as strong as the glory days near launch, but way up there now. A lot of people are claiming it to be OP now in WvW because of Strength Runes. I do not agree that it’s overpowered, but it’s definitely one of the top solo or small group things to play across all classes.

It’s always been “good”, but now it’s back to “great”.

yeah. this.

The "Official" Isle of Janthir Thread

in Looking for...

Posted by: Hamster.4861

Hamster.4861

bump =D

IoJ has a very strong PvX community and you can ABSOLUTELY find an environement to suit your playstyle -

Take a look at a reset from the perspective of one of our WvW guilds:
https://www.youtube.com/watch?v=gWCRH9-GkjM

Been gone for 3 weeks, what happened???

in WvW

Posted by: Hamster.4861

Hamster.4861

I started lagging more today after the patch. was having to do my best to be on the opposite side of the map from the commander and the zerg to be able to play fluidly.

Needing a S/D build for wvw solo roaming

in Elementalist

Posted by: Hamster.4861

Hamster.4861

some stuff i found with a little digging:
basically what oZii said.

Here’s a durable build

http://gw2skills.net/editor/?fFAQJArYhcM6cW4wyBf0AOAGpig4IQAoDW+KsEiCA-TFSLABToSAEq78oSQRUaAgGiPUmRx+DEZ+jUAMJMC-w

Here is a combo guide with some nice slow-downs on how to execute the super high dps burst

and here’s another video of it in practice:

So, something i’ll point out, is that the video featured above does not have evasive arcana. you’ll be dodging all the time, and it’s really great to be able to attune into water and dodge to get a small burst heal. since you’ll be attuning back to air all frequently, you’ll be able to keep your air training bonus.

Best silent update ever

in WvW

Posted by: Hamster.4861

Hamster.4861

This was an intended change, but was mistakenly left out of the release notes.

I don’t mean to be that kitten, but it feels like a lot of little things get left out of release notes…

Thanks for the update though

For those upset about WvW

in Community Creations

Posted by: Hamster.4861

Hamster.4861

Another piece of joy for those upset about WvW:

I bring you, Troll Hammer 2
https://www.youtube.com/watch?v=gfVU5MTF1EM

observing gvgs

in In-game Events

Posted by: Hamster.4861

Hamster.4861

Use some kind of tonic, put out a box of fun, and what posters above said, /sit. Make sure that you stay well clear though, they’ll be movin about a lot.

Tournament pricing ended May 30th

in WvW

Posted by: Hamster.4861

Hamster.4861

Where do you want to move to chaba? are RET or ONE coming back?

Help: Mesmer can't kill Warrior

in Profession Balance

Posted by: Hamster.4861

Hamster.4861

Honestly if you want to beat a warrior the easier but boring way go PU condition.

WHY!! Why are you doing this! The plague must not spread!

agreed. PU is a powerful crutch, but by no means do you NEED it to survive roaming. get creative with portals, you’ve got tons of stealth with torch, decoy, veil, and mass invis,

mesmer has enough escape that traiting into PU is a waste unless you’ve got to sneak into SMC or a keep or some kitten. You would be better off putting those traits into another tree.

poking fun at the last 9 weeks (video)

in WvW

Posted by: Hamster.4861

Hamster.4861

tehehe nice vid beetle. hilariously bad

Just merge the bottom servers

in WvW

Posted by: Hamster.4861

Hamster.4861

Please split the zerg servers and be done with it.
Or give the “top” tier servers the option to transfer to any lower server for free.

MOM STRIKES AGAIN.

btw love that guild name.

I would like to see more weather and pve

in WvW

Posted by: Hamster.4861

Hamster.4861

Weather could be fun.. big rainstorm cuts your LoS in half =D

Which servers still play WvW?

in WvW

Posted by: Hamster.4861

Hamster.4861

in NA i’d reckon everyone T3+ has good WvW

No need for a 3rd season

in WvW

Posted by: Hamster.4861

Hamster.4861

agreed.

The seasons are a stopgap measure put in place in lieu of developing actual new things.

It’s similar to them saying " you know, we’ve got this big map and people are bored, so lets design a set of weapons, once that’s done we can give those same weapons some shiny, market them separately and then make everyone fight for it for 2 1/2 months. that will shut them up"

Much easier to design a weapon skin and a tournament system than to develop fully fledged Maps and content.

(edited by Hamster.4861)