I’d prefer a hotkey bar where you could put sieges, consumables or weapons. Stuff like that. Of course it should not be unlimited. Like 10 slots… you still would have more siege(if you take all siege + superior + guild blueprints) but then you just would have to choose which you use most. If you decide to use some slots on consumables or weapons then less slots for siege.
I have tried Ele, Engineer and Guardian. I like Ele most atm. Staff better thane Engineeer grenades.
Guardian also is good but atm in my matchup not that fun to play cause we often get pwned or pwn and the fights are short – which means not enough time to do damage to tag enough enemies(cause low damage build). Doing better eith Ele atm. But with longer zerg fights and better organized zergs(atm a bit bad at my server) I liked guardian staff.
I’m going to try ranger soo. Heard he is not good for WvW. Someone mentioned already piercing arrows. What about traps? Useful or not?
Europe it is 1 hour earlier. At least at my timezone(don’t know if it is in all of Europe) where we had changes in time 1 or 2 weeks ago.
I found this other thread:
https://forum-en.gw2archive.eu/forum/wuv/wuv/siege-weapon-damage-consumables/
But I thought I’d better make an own thread with a differend title. I wanted to discuss the tooltips(and if they correctly display the damage). I just tested and it seems at least my power, condition damage and condition duration affect the tooltip. Tested this with a cannon. (I only wanted to check the how mastery affects it but then while switching between chars I noticed other differences and unequipped all my stuff and reset traits to notice that these affect the tooltip).
So I wanted to ask if anybody actually tested this against enemies and noticed any differences? (Need to know if only tooltip is affected or if it really also affects the gameplay).
Also: What is with that difference in numbers for direct damage? I think in the past there used to be huge values. Wiki also still has them. Like 13k for Superior Arrow Cart. At the moment there are much smaller values… but then again they seem different. I tested with a cannon against some NPC mob. Tooltip was at about the same as one of my direct damage inflicting weapon skills but damage was 4 or 5 times higher with the cannon. (The old damage tooltip value from wiki seemed to be 8 or 9 times higher than the new tooltip). A bit strange. I know this is calculated by some average armor(I think) but that does not explain these differences.
I just checked at cannons. Condition Damage and Condition Duration seems to affeckt it. Well at least the Duration. I did not have Condition Damage on me and reset the traits that only gave me Duration. Lower Duration then(would be important and interesting to test here for Wiki cause I think there aren’t all infos complete especially with added Mastery).
Then the base damage for normal direct attack damage also got lowered. Took some more armor(with +power) and unequiped it… so at least the tooltip is affected by all that stuff.
Would be interesting for healing stuff on Treb(I think there is one skill with Mastery?) to know if this also affects tooltip.
And of course if it really affects the damage or only wrongly affects the tooltip.
Does condition DURATION also affect sieges? Or only condition damage?
It is just there for less clicking whats so hard to believe there?
It’s hard to believe because it is a stupid idea. Why would the want us to save a few clicks when we still have other stuff where we need to click a lot? Also why not just add luck automatically after you salvage(without giving essences)? Would be much easier and even save more clicks.
I mean really… a recipe just to save a few clicks lol.
Also where is the official response? I never read anything about it where a dev said that they wanted this only to save clicks.
I want Ascended Food.
Add crafting recipes:
1 platinum doubloon = 2 gold
1 gold = 2 silver
1 silver = 2 copper
Crafting possible in both directions. Maybe for jeweler. They already can transmute gems.
This would solve the problem. Or make it easier for high level chars to get those. I think the supply is only that small because it is used in that legendary gift(high amounts needed) and not many people get them cause once you reached max level you never will get more if you are only in high level areas.
Edit: Oh and you should not talk to mach about value of Juggernaut… afaik they also plan somewhere in the future that there are other ways to get precursors. This will devalue a lot of them and also devalue the legendaries. I think they did not intend it to be that expensive.
So anyone already found a useful idea why they put these recipes? Or do we still not have other crafting recipes that use higher quality essences? I just can’t believe it is only for “less clicking” – otherwise we would have this in other parts of the game too.
For example the new WXP consumables where the smallest(that drop a lot) only give 250 – you would need 20 for 1 rank. Would also make sense to let us upgrade these.
Also it would make sense if we really could gain anything from it… not only saving clicks(nobody needs it if you regularly use the essences you don’t have many clicks only a few every time you salvage).
Like some other recipes that use higher quality essences or WXP items.
Or a better conversion rate where you really gained more luck or WXP but had also to put other stuff(=which is worth some silver) into the recipe.
Secondly, there has been some amount of discussion about the nature of server transfers and how that affects population. I think there is some space for us to make changes there, but there is always going to be a tradeoff. For example, what if we restricted or completely eliminated transfers during a season? I think it has some positives, but it might be overly damaging to people who aren’t intending to bandwagon, but legitimately want to change servers. It may be the case, though, that that number is so small that it is worth the cost. Or, what if we prevented people from transferring to the higher population servers, but not all of them? Again, it runs the risk of being a burden on some number of folks, but it may be worth the cost.
First try to better calculate the population(people actually playing WvW – PvE server with “very high” but all the time “outnumbered” in WvW should not have to cost “very high” transfer cost to transfer to). Then before a new season starts: 2 weeks free or cheaper transfers. 4-6 weeks to let it balance and make normal matches for better “ratings”(they slowly will change cause of the transfers). Then start the league. Maye 1 transfer at normal cost for people that still need to transfer during league. But only 1 so they can’t transfer back and forth too much to. Should be enough for “people who aren’t intending to bandwagon, but legitimately want to change servers” if you cap it at 1 while season is running.
More US players should be encouraged to play on EU servers. There are EU servers with weak night coverage and US servers with long queues. People should transfer. Also maybe from EU to US.
Golem mastery would be welcome only if…
- Golems are not affected by any boons nor attributes their driver has.
- While driving a golem, players cannot use portals or waypoints.
- Golems are not affected by Time Warp nor any other field.
- Golems cannot be stealthed.
- Golems cannot enter spawn area.
Good idea. I don’t see why they should be able to move to spawn. Should be there even without mastery. You can’t build sieges there. But building golems elswhere and move them to spawn where they are safe until you have 100 to rush the enemy is okay? WP always seemed strange. They are supposed to be slow and vulnerable. Mesmer use of portal is okay. It is a strategy and makes their portal useful. But WP should not be allowed. Stealth: They are too big to be stealthed.
I don’t even know how this works story or lore wise. Isn’t that EB some totally different thing they just made up so we could fight WvW? How would they even get there? There are only portals in LA and they probably could not sneak past there into EB.
US players should play on EU server with weak night coverage. Maybe lower queue(but depending on their matchups and enemies it there might be nothing more than PvD – only good for smaller groups and guilds – but then again… if a lot transfered to all different servers all those servrs would have a better night force… and maybe some from EU to US as well).
Edit: To make the pools smaller.
I like it, even though my server will finish last in our league.
Simply due to the fact that it brings loads of new people into WvW, and that is always a good thing in my eyes.
Yes it is good. I played a bit more than usual because of the achievements. Also I like defensive play style more(I’m engineer and I want to shoot those big cannons at keep because my rifle is too small!) Also this week we had some good commanders so far and even yesterday we were able to retake and fully upgrade the keep and 1 or 2 towers at EB(last matchups – even first match against weaker servers – we always were outnumbered starting sunday/monday). We even had short queue EB. I did stuff I usually don’t do: Pay for some of the cheaper upgrades at camps and towers and speeding dolyaks and learnd that this stuff also is fun even if no enemy is attacking. Lol(and I’m fast to cap the merc camps for achievement if I stay at the tower).
It is starting to get better. Need more people to also fill borderlands so we can be present on 2 maps… and more people for night. Reward system sucks cause because it rewards for better coverage… but if it’s only some useless finisher I don’t care.
They obviously need to stop the ticking of points. If something like this starts at night when a lot of people from Server A and B are sleeping and C capping everything and it continues until people from A and B get online they lose time(they already could recap stuff for more PPT). Would be totally unfair now with the leagues and reward system(which is already unfair because it rewards individuals for better coverage of their server – nothing they influence directly by their playstyle or skill).
The rewards for finishing 2nd in the Bronze League will be markedly better than the rewards for finishing 6th in the Gold league.
I hope the differences in reward are not too big. I’m on Underworld atm and I’m having fun playing WvW. Achievements made me play a bit more than usual. Also I like defending and it is fun to defend during day. But we lost a lot of guilds because of the cheap transfer costs before season started. Also we have no players at night during weak because we have no Australian or US guilds.
It is only determinded by coverage if you win or lose. The difference in reward should not be too big. It would only discourage people that had fun and played and fought for their server. We still are doing our best during day to get points and defend our keep and tower. Why should we get less rewards only because OTHER people decided to play on OTHER SERVERS not ou OUR SERVER? I mean it is not our fault the transfer cost are high and the whole system is broken. It’s something we can’t influence directly. This is why it should not influence our rewards that much.
That finisher I heard about for 1st ranked server sounds good. But all others should get the same rewards… maybe 1gold difference but not something big like tons of more chests with special stuff(if its only some more badges it is okay).
Maybe other servers should also “buy” some guilds lol(there is some topic about buying guilds in other forum lol). Prefered some Australian or US guilds to get better coverage at night. I’m sure PvE farmers on Underworld have a lot of money to pay gold for others which they can transfer to gems for their transfer cost lol.
I think the main advantage of the thieves is that they never get killed if they don’t want to get killed and still can kill guarded Dolyaks pretty fast even if players are nearby to protect them. They just move there, do some attack to take away 60-70 percent of the Dolyak’s health. Then 1-2 more hits and it is dead. Then back in stealth and away with their bow infiltrator arrow skill. Not possible to kill or stop them(at least not if you have a lot of players – they just kill the Dolyak and run away if you only have 4 or 5 players nearby).
This is a good think cause the map is big and you don’t want to die often or spend time fighting others.
I’m playing different a bit now. I got some suggestions and most suggested some points in the water trait lines and stuff. But I already have my Guardian at full support with 80+ boon duration and staff and hammer.
I wanted full damage. So first I saw sigil + aura trait combination that lets sigils apply one of these auras and then some trait to get fury on aura. Not that good(but I might try using sigils for small scale group fighting builds for their active effects with trait that gives passive even if on CD… maybe trying something in sPvP cause cheap to change gear and builds and hotjoin lol not affecting my ranks).
I then switched to arcane… focussing on crit damage(not crit chance – using that one arcane for sure crits):
At this atm:
http://en.gw2skills.net/editor/?fEQQFAWhEmMbnR5QlDABFEwg4hFQIRRRM7A-j0yAYrgQQASeRM7FkEYWLuFRjVvgpKB0lRWdmUvRR0qBA-w
Little bit toughness on gear to not stay at 900. Traits stuff like +damage on fire +damage on stun +damage after using arcane(don’t know if this all stacks, I hope so). Also the scholar rune.
Mist form to run away(some people suggest lightning flash but it does not have stun break and I just use arcane shield there to also benefit from my traits). Tornado for the lulz to knock people down… small fights I might use elemental or some asura golem(but I think elemental is stronger and less CD).
It’s okay so far. Of course no running solo. Small groups if they don’t focus you. Big zerg if you can stay out of their aoe spikes(mainly a problem with Meteor shower that takes time to channel). The Arcane Shield is helping a bit no cast time and you can still use the skills(Meteor Shower) and spamming skill 1 on staff fire is also good… small AoE and good damage with traits.
I’m having fun so far. Waiting for that new patch december and then checking to change a bit but I saw tempest defense trait defensive stuff I think got internal CD buff… might be even better then.
I like the changes on elixir infused bombs and the “Exploit Weakness” traits. Not using bombs a lot atm but I might try with that trait again. Also might try “Exploit Weakness” – I usually stayed with my rifle and using Sitting Duck atm. Might be nice against single targets and in smaller scaled group fights.
Regarding Symbol of Swifness: I would have preferred if it was base 8s and +4s per pulse if you already had swiftness boon.
Now with 4s per pulse: Does +Boon Duration apply on each pulse? (So with +80 or +90 percent you could get like 7s each pulse)?
They need to fix those transfer costs. Yeah: It is free to transfer to Vabbi sometimes. But that does not help at all. It needs to be free to trans fer from Vabbi to other servers.
So players there could just leave without having to pay much(but of couse ArenaNet does not want this – they want to earn money). Easy solution.
Or better(for WvW) more guilds could transfer there. The problem still is that it costs money to transfer back – especially if they come from a “very high” server. They won’t know if they will like it there. So this is also risk… that you would have to transfer back(even costing more then). Stopping players(or guilds… single players won’t even think about it where bigger guilds already could change a lot) from even trying to go there.
Also that population counter needs to be fixed. But I wrote stuff about it in that collaborative developement thread.
This would need testing. Yeah probably on very high WvW populated servers it could lead to problems if map is on queue and suddenly 150 people with saved spot tried to get in at the same time.
Maybe there could be 2 queues. One with those saved spots. One for the others. And game always rotates between letting in one from each queue. If then a lot save their spot they aren’t anymore in that first normal queue and while it will take longer because only every 2nd guy gets taken from normal queue it might be still okay if that queue is shorter now.
What I want: If you queue there should be an option to join the map later. You have an option to go to the map, leave queue or rejoin the queue. I currently use rejoin. But I would prefer if I could just save that spot if there are some good fights at BL while I’m queued for EB.
So I could fight a bit there and then later go instantly to EB while there is still queue(as long as I saved my spot I already queued and only queue – it should put me on position 1 then and only if others with saved spots try to join take a bit longer).
Will there be some patches and then season 2? Or will there be a few weeks normal matches according to rating until next season starts? (I would prefer this – also if you bring the new map let us play a few normal matches without league to open test it cause your closed beta testers won’t discover all the problems).
I agree. I made another thread and I also posted 1 post in another thread. But people don’t care. In some thread about schedule a Dev said they would not change anything while the season is running but take feedback for the next season.
I wished they could at least change the colors since this does not change which servers are playing against each other… only colors.
For weak servers like UW it will be hard to get the JP achievement if we have to go to enemy BL(cause we never have it as home BL) and we have no people there we barely can get a few at our home BL(and then 1 vs. all the enemy AP farmers at their JP). I did it at night. Still possible. (Or if you got guilds and bigger groups to go there just do to this).
But still it is boring… I don’t care about the EB advantage. I think it is boring – especially if you stay only in 1 part of the map(most of the time during primetime cause you defend and maybe attack SM or 1 or 2 enemy towers if you aren’t overwhelmingly strong to take their keep then).
They really made a bad schedule with that colors. UW 6 times red, 1 time green. I think there are others(AM) that are green all the time. Bad for weak servers and JP achievements at enemy BL(need to go there during night or solo against all their PvE achievement farmers doing their JP). Also getting boring.
Do sPvP.
Message Body length must at least be 15.
I still don’t know why everyone is saying they are sorry for us (Underworld). It’s not like we are here whining how unfair it is or that we are not enjoying ourselves.
Sure, we are out manned about 95% of the time and the rest 5% we are equal, but that doesn’t mean we couldn’t have fun or something. I haven’t had as much fun roaming for months that I have had now. It reminds me of the “old days” when this happened before. We were out manned all the time, but we did roaming parties and sneak sieged stuff and so on.
I’m also from UW. But I’m not doing roaming. On EB most of the time and I was surprised we even hat queue at EB yesterday evening. I remember last 2 matches people already stopped playing at sunday. We never had been able to upgrade stuff witht the start of the week. This matchup feels much better. Best since start of the leagues so far. We were able to fully upgrade our keep and even some towers… of course it got capped during night but we rebuilt the next day(and even could fully upgrade the keep). Taking SM was possible. I think this is possible because the difference in power between AG and Deso is not too big(they can be more busy with each other then). AM last match where overwhelming thats why we were farmed constantly and could not even upgrade the keep during daytime when there 80-man zerg was there all the time.
Also I noticed in zerg fights AG is much stronger and better than Deso. Deso have some good small roamer groups and some fun going Pangloss building AC there when we want to recap it(and of course our people don’t push that’s why it takes time…) But AG are better with the bigger zergs.
Deso are mainly strong because they have better coverage. More people at night because they either have US players, players that don’t need to work or go to school – or just don’t need that much sleep(and even if we had those players they probably would not want to play GW2 all that time even at night). Capping all that stuff and holding it is giving them a lot of PPT. Look at that blue map now. If it was not like this(and it will stay some time to give them more points making the difference between them and AG bigger) probably AG would be strongest.
I hope we from UW can continue what we did this weekend: Get some players and at least fully upgrade the keep and defend/recap our towers… maybe try SM. But I don’t think we will have enough people online during week. Maybe late afternoon or only really late in the evening. “Outmanned” sure will be a lot of the time these next days. We must have a lot of working people that work until evening and then only play 2-3 hours so not much building up and defeding until late in the night/morning of next day but hopefully still some fun. Commanders are good. Some fun people commanding here which I missed the last matchups. … and we need some more people again to fill Borderland. We would be a lot better in points if we could defend at whole weekend EB our corner and home BL(and then recap and rebuild at weekdays).
AM seems strongest atm. I checked Millenium website and according to them matchup with AM and Deso was pretty close. I also heard AM has a lot of players that only play when AM is against weaker servers(much like UW back then when we fought against weaker servers) so that might explain it… I think they could as well have won against Deso. (But that might also have been only temporarily – I think in some parts of Germany there still were school holidays until end of last week).
Enemy NPC should at least only be there when event is running. Hate if there are enemy npcs killing the merc camp(I think if you failed the event they stay and do this?)
Also at some events I noticed(near mendon! – don’t know in other corners) some things killing Dolyaks where you need to pay extra attention.
I’d suggest: Some speed boost. No(or lowered) falling damage. A movement skill with 1500 range. And of course for the first 1-2 some attack damge increase or CD decrease(other stuff at 3-5 to be more expensive).
Atm I can only say anything about red corner EB so far. In the past I only ran with the zerg and did not think much about this but the last few weeks and days I stayed defensive a bit and speeded Dolyaks and bought some upgrades.
West part is a bit worse. Much longer way for the dolyaks. Anza which can get dolyaks faster(if we dont have SM and we often don’t have SM) is often capped first by the enemy. Mendon takes ages cause the dolyaks take long and they go the full way cause we have our keep most of the time(if we don’t have it then we also don’t have that tower).
East part of red corner is strong. Shorter ways and possible to upgrade both towers fast(if you keep your camps upgraded with increased supplies and speed the dolyaks). Veloka already has been mentiond. But I don’t like it that much. Boring and most of the time enemy not going there(only if they are strong enough to roflstomp us and also take keep and then it also is not that interesting and more boring if we have not enough players to defend).
From red corner I prefer Ogrewatch. Fast to upgrade(shorter way then at west towers and if we don’t have SM its faster). Cannon is nice if you have people to defend so attackers won’t AoE it down too fast. Hitting entrance to Pangloss and ogre npc camp. Treb from keep also can help to defend I think(hitting gate and destroying attacker rams placed there).
I’m having fun so far. I’m from UW. Weekend we still have a few people online – at least at EB(if guilds hadn’t left maybe home BL as well). So we still can defend our corner or at least recap fast. Didn’t see much fights cause I was speeding Dolyaks but SM fight was a bit fun.
It’s mostly a problem of numers. Of course we have a few trolls(but every server has them) and others might be a bit more organizded. But main problem is that we don’t have enough players. Starting monday probably loosing keep more than once a day. Until then only early morning/night when blue caps everything and we dont have people online. During the day while outnumbered we still did well I think(and then later not outnumbered for a bit at evening cause it is weekend).
Afaik it is totally random.
Lower rank should have more priority. So they also can play a bit WvW(the ones with high rank already played a lot) and level up their ranks a bit. The other way it is just wrong.
Siege owner should be able to get a longer timer. Or maybe all siege he placed should be permanently up as long as he is online. After he leaves a timer starts.
Edit:
Against trolls just make – like in another thread suggested: Siege cap per peson. And maybe like: 1 golem per person, 2 trebs per person, 4 catapults, 8 ballista, 16 arrow cart – ram then lower again. And maybe a max cap of 10(he can place for example 2 catapults, 8 ballista and no more other siege).
Would need more persons for golem rush to place blueprints but that is good(everyone getting golems from JP and taking away the cost from the commander).
Trolls would need more than 1 person to troll.
Without that they’ll still troll. Even without a longer timer. They just ran around and tap it to keep it alive. I know this from some videos.
Other idea would be to just remove the “free siege placement” and add fixed siege points. And only let useful siege be placed there. No ballista in front of a gate. Rams only in front of a gate.
(edited by Luthan.5236)
I also would like if they balanced colors/servers a bit more. At the moment my server in EU silver is 6 times red, 1 time green I think. That is boring.
Hahahahahhahahahahahahahhaha
If Anet is not even gonna comment about the schedule, do you really think they cares about colors?
I’m sure they’ll fix it.
Next season.
I also would like if they balanced colors/servers a bit more. At the moment my server in EU silver is 6 times red, 1 time green I think. That is boring.
Where are all those infected mobs? Dulfy said they were on all maps with vets and champs? But is this really like “all maps in the game”? I don’t think the vet guards on EB have this(while there are still some PvE events to kill offshoots in WvW map EB).
Is this only in the affected non-wvw maps that have offshoots?
It does not look like “teaming up” to me. At least not from the points shown at Millenium. We at Underworld could say the same about about AM and GH sometimes both attacking us instead of each other(because we are easier targets).
But it is just strategy. The 2nd one of course(in your matchup Aurora Glade) wants to attack you because they want ot be 2nd… so they want to weaken the 3rd to make the difference between both bigger(they can’t do anything against 1st). 1st one and strongest is just going to the weakest for some easier points(only when it’s close between 1st and 2nd they would fight the 2nd to make the gap between their points bigger).
Especially now that winning or being 2nd is more important with the league. And atm the strongest also seems to control most(in all 3 BL) and not only focussing to kill your server. Because they need to tick high.
(edited by Luthan.5236)
Yeah the way they work atm is strange. Also there are too much. WPs in keep could get removed. Would make EB more interesting(but probably SM too hard to cap if people need to move from spawn all the time… but then again towers too hard easy to defend if WP in keep). In BL alle 3 keeps are fine cause there is much more walking because of the way the map is designed(or carefully “falling down” which is slower just than running somewhere).
Being uncontested for 1-2 seconds while the objective is contested really seems buggy. Should be removed.
Also it should be fixed how “contested” is generated. There should be siege equipment that blocks the gates. And it should be needed to block all gates. Killing a guard or attacking gate with melee should not contest. Attacking 1 door of a keep should not contest. Attacking ALL doors should contest. If a door is down place some sort of barricade there(possible to build with your own team blueprints and supplies – enemy needs to take it down… less HP than a gate but still should take some time without siege to destroy it – your own team should be able to pass it at some colored gate). Gate counts still as contested then. If gate is destroyed and you won’t place it it will be “open” – and enemy can port(game can’t detect if you are somehow else are guarding it, and killing some guards by 1 solo guy won’t count if they came with a zerg so WP open).
If only 1 door attacked others are open to walk in – so you also could use WP – but there could be a hard capped timer on how often you could go there depending on how far the nearest to your WP gate is which is still available. If they attack at your EB corner your keep near the 2 gates next to your WP it would take longer to walk to the other gates south(red keep example) still uncontested. But you still could walk. So you could as well use the WP. But maybe only once every few minutes(calculated per person and it should be a longer time… not starting to count with death for example 10 minutes… if it were only 2-3 you could just respawn too fast after a death in a prolonged zerg fight in lord room – then it would have to start counting after death which is useless… you could just run to some other gate during these 2-3 minutes then).
Or just give us an option to make t3 gates. Nobody ever goes after walls once they are fortified, the doors are the obvious weak spot, and the fact that a reinforced gate can melt in less than a minute with superior rams and a blob backing it, is IMO a waste of money on that upgrade. Maybe add some new structural upgrades or something to counter balance the siege masteries we are seeing.
Yeah. I don’t even know why people at my server always buy “fortify” first when we don’t even have cannons. Only to have the keep constantly out of supplies because that upgrade takes ages using all supplies coming to keep… only to later lose to th enemy zerg(cause we don’t even have people to defend atm – Underworld, lol). Of course zerg most of the time is at gate. Sometimes they are at walls… but if fortified they just use a few more superiour catapults.
Maybe also make some different requirements so noobs can’t spam wrong upgrades too fast. Like T2 needs to T1 finished. T3 needs 3 T2 finished. Not Wall, Gate, Wall again – oh crap, captured, no supply to build siege, no cannons no other stuff lol. I did it at towers when I upgraded one myself and just bought merchant cause it was cheap as 2nd or 3rd to also increase the supply cap a bit(helps to store a bit more before going for a more expensive upgrade and then you need less additional dolyaks… more safe especially if enemy often takes your camps…. oh lol and people might like to defend there if they can sell their stuff fast at the merchant).
(edited by Luthan.5236)
Nice. Good job. Thanks from Underworld for removing their waypoint. Too bad a lot of guilds at our server left – we usually try such stuff at “farm friday” before reset(to try take SM when we even can allow other stuff to be lost… some “achievement commander” tried it even the last few days getting farmed at the fortified walls). But I don’t think we will have a lot of people at this friday before reset. Most will only join after reset and new match started. And then we will have queue. One of the few moments we still have queue, these 1-2 hours after reset.
Won’t these spores be crafing materials? I haven’t checked the recipes yet but I thought something in the item description said they were used for crafting?
So they might add this like Scarlet Invasion – some random events spawning on the 5 or 6 maps we have atm(but map being back to usual other than that).
Why did this not count when I did one of these events in WvW where I used powder kegs? For me it added one to “kill with mortars” and that achievement. That is strange. Shouldn’t it update the demolitionist then?
Edit: To be precise: It was the event at EB, ogre camp. And I used a lot of powder kegs. Might be just a bug at this single event if no others report it from other events and ther correctly getting the demolitionist.
(edited by Luthan.5236)
Yeah thanks. I read that in another thread already. With skill points it seems fine. Having a tons of them if you already bought all the other stuff and play your char 80+ still getting points.
Did 2 new POI get added? I am at 723/725 but haven’t been in Kessex Hills. Only doing WvW atm and going to do the story tomorrow. Are they in Kessex Hills?
Haven’t played yet. In the release notes it says “Once the instance has been completed, it can be replayed by another character.” – is this only so you can see the story again? Or are there rewards you can get multiple times?
“Antitoxin Spray: This new heal skill is usable by all professions in PvE and WvW. Players can use the antitoxin to heal themselves and nearby allies while also removing toxic pollen, poison, torment, and confusion.”
Will you only be able to get this now? Or will this be sold permanently? New skill seems a big thing so it probably would be bad if it was only possible to get in within these 2 weeks(then I probably will have to get it with all chars I hope it is not too grindy).
Pro tip: Remove WvW! No problems with population then. PvE allows guesting. (Maybe also allow guesting for WvW? )