Tol Acharn [PHNX]
Fort Aspenwood
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She is still around. I’ve done 3 invasion events in the last couple of days. I have no idea how often this happens though. Maybe someone else knows this and can say.
Oh cool! I didn’t realize invasions were still happening at a slower pace (which I prefer actually). Thanks!
On edit: Now they just need to do a better job of letting us know when and where they are. Or like someone else suggested: hopefully GW2Stuff can track them for us.
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Scarlet (and more importantly her invasions) must come back soon! Please! After a year playing I was getting a bit burned out. Scarlet and her invasions were the most fun I’ve had in the game in a long time!
Yup Almost identical thing for me. Except I caught the high temp and shut the game down before anything blew up.
With the game on. Lowest video settings for everything. It got to about 93 degrees C before I noticed it. It never got above 80 C yesterday. Ambient temp is about the same as yesterday. Shut the game down. Everything cooled to normal in a minute or so.
I have a program that monitors GPU temp. I don’t have anything to monitor CPU temp. I cringe when I think what it might be doing to my processor.
3.16 Ghz dual core CPU
8800GT videocard
Vista 32 bit
What and where is my “home instance”?
Warrior:
– Whirling Axe: Increased the damage by 50% in PvP only.
By any chance does this also apply to WvW, or is it strictly in sPvP?
If it does apply to WvW as well: Yay! Zerg busting ftw!
If it’s strictly in sPvP: why even bother with the change?
Warrior:
- Whirling Axe: Increased the damage by 50% in PvP only.
By any chance does this also apply to WvW, or is it strictly in sPvP?
If it does apply to WvW as well: Yay! Zerg busting ftw!
If it’s strictly in sPvP: why bother with the change?
What if we are stuck in the LA overflow server when the fireworks happen? Will we still get to see them? Will we still get the achievement?
IMO charrzookas should be available in the barrels near the Claw of Jormag event throughout the entire event.
Currently they spawn in the buckets through most of the event (once the pre-event is over). But stop spawning shortly after COJ is knocked down into the lower area near the water. COJ is still alive and still very dangerous at that point
If I get encased in ice or die I drop the charrzooka I was holding. During the fight people are always great at getting me back on my feet. However, most of the time someone has taken the charrzooka I dropped when I died, or perhaps it despawned in the 10 or so seconds I was down. It would be great if I could just run back up to the buckets near the AA guns and grab a new charrzooka. But by that time in the event they have stopped spawning and in their place are (mislabeled) flamethrowers and explosive barrels that are both close to useless because of their much shorter range.
Deimos, Did you read my last two small paragraphs or am I misunderstanding your point?
When I hit the skill button to spawn a banner I have to activate it, tell the game where I want it planted, then hit F to pick it up, then activate the 1-5 skills I want. Too many steps.
When activated it should just appear in my hands (similar to a weapons switch) then I could do what I want with it, or plant it where I want it to go.
When I activate a banner I don’t think I’ve ever said right off the bat “I want it to immediately spawn way over there”.
But I’ve frequently been frustrated when I’m running with friends and have to stop for a second to do the steps needed to spawn, aim, then pick it up. Especially in WvW. By the time I’ve activated the banner, aimed it, then picked it up the group is usually several steps ahead of me (i.e. sometimes too far away to get the banner’s intended benefit) and often all spread out due to differing run speeds. Not the best situation when my group is about to clash with an enemy zerg.
To be clear, it’d be nice to still have a 1-5 skill that plants it “way over there” just not when I first spawn the banner. #5 would be the obvious candidate for this since currently #5 and the switch weapons buttons essentially do the same thing and are currently redundant.
(a trait to alternate the spawn behavior between the current method and my method would be fine too. In case some people prefer the current method.)
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I don’t think the boss mechanics were entirely to blame. Besides, I thought finding the target (i.e. having most or all of the zone’s wps and occasionally having to fight the zone’s inhabitants as well) was the main point. Not plunking a dungeon boss, with all the associated mechanics, in the open world on a timer.
However, does anyone have a page that details the strategy for each bounty target?
(Other than and more detailed than dulfy.net. He has great info on pathing. Not so much on strategies.)
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Like by a couple thousand percent!?
Shortly after the update that introduced the Guild Missions my guild did a level 3 bounty mission with about 12 or 13 people (most of whom were well geared 80s). It wasn’t a pushover, but it wasn’t that difficult either. About what I’d expect from a lvl 3 mission.
Last night my guild did another lvl 3 bounty mission. We had 15 people, all 80s and all very well geared. Exotic everything, weapons, armor, trinkets, etc. Several had legendaries. The bounty mission results? We found the targets easily enough. The fight? Not even close! Many of us would die in seconds, wp and run back, others would die run back. Everyone died several times over. We may have gotten one of the targets to about 50%. In the end everyone wiped at once and the mission failed. Has anyone downed these guys recently without a big zerg?
These bounty mission targets need to be nerfed significantly!
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Turn every weapon skin in the game into a rubber chicken for the day.
(stats & skills would stay the same as now, just a temporary cosmetic change)
I haven’t been keeping up with this thread and I’m not gonna read through 12 or so pages to see if this has already been suggested, so…
With some rare exceptions, each chest event gives the chance for the same rewards. Yet I’ve only been in overflows for Shadow Behemoth, Claw of Jormag or (just once) Tequatl. Never for the Frozen Maw or the fire elemental in Metrica Province.
I think one fairly easy way to ease the problem some is to shorten the time between spawns of several of the more infrequent and co-incidently more popular events (Claw of Jormag and Shadow Behemoth, maybe Tequatl or The Shatterer). Same limit per character/per world boss + more opportunities to reach that limit=more spread out player base for each spawn.
Thus less need for overflows, less lag, less xenophobia and less complaining without an economic effect or the major kittenfest that would come with a nerf to guesting or the chest per character limit.
(In other words, instead of Shadow Behemoth’s spawn window opening every three hours have the window for Shadow Behemoth every 1.5 or 2 hours – I’m just making numbers up to illustrate my point, Idk how long it normally is between windows)
To be clear, I’m not suggesting this change for the Frozen Maw, the Fire Elemental or some of the more frequent spawning chest events. Or some would be popping every few minutes and perhaps disrupting the normal flow of a zone.
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One other thing I’d like to see is a toggle in Options to tone down spell effects. Idk if this would lower the stresses on Anet’s end, but for people with less than brand new/high end machines a large zerg ball with flashing spells everywhere makes my computer cry. You could keep the sounds, white and red circles and grey combo field hearts. But I think if some of us could tone down the visual explosions and flashing lights of a major zergball at an event or wvw battle it would help.
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If the only craft you have is cooking (especially at 100) you’re pretty much outta luck. Sorry. About the only green or better things for a chef are some dyes, which take a lot of mats, and may be higher level than 100. And meals which cost a lot just to get the recipe (Mystic Toilet or the TP).
The easiest way for me was on my jeweler. At 275 or higher a jeweler can turn smaller stones (shards I think) into larger stones (gems I think). Which are green and give the credit. A jeweler can also turn t5 gems into t6 orbs if they have the mats and the skill level. It’s easier than going though the several steps most disciplines need to make a single green or higher.
It’s not just me. In Lion’s Arch and in several dragon events tonight (since the daily/monthly rollover) I’m getting incredible lag, and many people are reporting the same in map chat. Extremely bad culling in PvE and PvP and sound issues too.
It’s also impossible to sell anything on the Trading Post as well. It doesn’t recognize anything in your bags.
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I’d like to see the UI incorporate some sort of “Favorite Waypoints”* list. So you could save a small list (10 or less) of waypoints that you use frequently. That way you could go to this list and click on the waypoint of your choice to get some place really quick instead of zooming your map view way out, click/dragging the map and searching for the wp you want.
I know it’s a bit lazy, and only saves a few seconds usually. But I like to fight the dragons and a few other of the chest events often. When I hear they are up it would be nice to just open up a list and click and I’m where I want to be (provided I’ve already unlocked the wp, and it’s currently uncontested.).
*for PvE locations only, for the regular cost it would otherwise be, and you would have to be out of combat same as always
I understand your frustration. We at Fort Aspenwood have frequently had the same opponents for weeks on end. Either losing badly or rofflestoming the matchup for weeks on end due (at least partially) to population or coverage issues.
But you do realize if they change the matchups like you suggest it would likely end up even more lopsided than it is currently, right?
Perhaps it would help if they randomized starting colors (made them independent of the server’s overall ranking at the rollover) it would switch up things at least a little to make it seem a little less stagnant. And/or seriously revamped the outmanned buffs.
Ah, it must just be a string of bad luck with the RNG. I used up a stack (125) between 5 toons* and got zero dyes. I got a few grey dandelions, but not an unusual amount. Not a noticeably higher amount of cooking mats either. I’m used to better yields even with ori tools.
*Thank you Anet on at least making them account bound, not soulbound, even after use. Good move that.
I mean the ones from the laurel vendor.
They don’t seem to give you more mats per use than the tools you can buy from most vendors for silver. Before you raised the required level (to 45) I bought some advanced sickles to give to my lowbie alt to gather a few high lvl mats in EB. Now that’s no longer possible.
Ori tools can gather the same mats and also have a lvl restriction (of 60). So what’s the point of the advanced tools? To allow someone lvl 45-59 to gather higher lvl stuff in WvW? At the rate lvling is in the game, that’s what, maybe a week?
Two days of doing dailies (for one type of tool) for approximately a week of gathering in a very limited (WvW) area*? Why bother?
Please remove the level restriction.
*if you try to go to the PvE areas with the mats that outlevel mithril tools it’s pretty much insta-death for a <60
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I was causing grey hearts to go up all over the place on several different toons and many different mobs and rarely got credit. I eventually finished it. But it was very hit and miss. So those elitists telling everyone to l2p, kitten off. It was bugged.
I’d like to see a slight modification of the combo skills daily (once Anet gets it unbugged and running again).
As I understand it the major idea behind adding that part of the daily was to teach people to use combos. As it was last night I believe the combo had to play a part in the killing blow or at least be something that caused significant damage. But that leaves out several combo effects. Especially the healing or regen effects of some combos. Different shield effects and vulnerability didn’t seem to get credit either. It also made it dependent in what did the killing blow.
How about make it “Interact with a combo field or create a combo field that someone else interacts with”. So basically do something that creates a grey heart=get credit. So it doesn’t matter exactly when or what effect the combo created. I imagine it’d be easier to program on Anet’s end and easier to track on our end.
Grey heart=combo=credit
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Yes, I have a similar situation. As far as I can tell my crit chance did not go down with no changes by me.
But recently (about a week ago I think) I added a Superior Sigil of Accuracy to my offhand axe. My crit chance went down 5%. If I switch the position of the axes (offhand-to-mainhand and vice-versa) it makes no difference. My crit chance remains at the lower number. And if I unequip both axes my crit chance goes back up to the % it was before I added the SSOA.
(My axes are crafted lvl 80 exotic valkyrie axes)
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I put a Superior Sigil of Accuracy on my offhand axe (+5% crit chance) and my overall crit chance on my Hero UI went down by 5%.
Superior Sigil of Earth (60% chance of bleed on crit) is on my mainhand axe.
On Edit: if I switch the weapons so SSOA is on my mainhand and the SSOE is on my offhand my crit chance stays the same, and if I unequip both weapons my crit chance goes up.
Any ideas why?
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I think an easy fix… at least for “fly hacking/jump hacking” would be to make all vets/guards within a tower/keep have a buff that stops them taking any damage unless a wall or gate has been breached. Once a gate or wall has been breached the buff vanishes and will only reappear once all gates/walls are at least at 10% hp so they are “up” again and have been at a stable up position for “X” amount of time to give any players still inside chance to take down a lord.
.
I like this suggestion. But with some modification. Not all npc guards should have the buff. Just the main keep/tower lord and perhaps a few surrounding him. And leash them to their little area. If the npc guards just outside the door/wall are invulnerable until you breach the wall or door then you’ll never be able to legitimately breach a keep or tower. At least with a ram. 
And I’ve also seen plenty of npc guards that are normally inside go outside and fight the attackers. Not to mention the npc archers, etc. up on the walls. I wouldn’t want them invulnerable during a legitimate attack.
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Thanks for the fast answer.
My ranger uses a longbow (i.e.-not much condition dmg caused by me) but use devourers or birds as pets (frequent conditions caused by them).
If I have +condition damage gear does it make the conditions caused by my pet more effective?
I’d just like A-net to randomize the team colors (and therefore the starting positions in EB) every week. I wish I could start out in the blue corner one week, the green corner the next week, and the red corner a different week, regardless of the relative score of my server to the other servers in the tier.
I think it would alleviate a lot of the feeling of stagnation in matchups that don’t change much for weeks on end. New towers and keeps to defend and capture. New supply routes. New strategies that would have to be employed.
I think it’d be a better solution than all of a sudden having wildly mismatched servers fighting each other for a week. That would just lead to one server quickly dominating and the other servers getting rolled and everyone losing interest in a day or two of the matchup. The dominating server would have nothing left to take, the losing servers would have no interest in automatically getting steamrolled whenever they tried anything.
In the month or so since I’ve been active in WvW I’ve never seen Wildcreek, Klovan, Aldon’s Ledge, Jerrifer’s Slough or the green keep (the ones that start off green) in anyone’s hands other than green. Not even once and not even for seconds. Never. I’ve seen a single supply camp in that corner change hands rarely and only seen both Golanta and Hooligan’s blue or red at the same time exactly once. I’ve seen every other objective on the map change hands several times (well, red server keep only once). Often times several different hands in the same 24 hour period. That’s not definitive evidence. But it sure points to a strong correlation. It’s easier to build up defenses on those keeps and It’s easy to attack, attack, attack when you rarely have to worry about defending. So the strong just get stronger.
A-net should definitely randomize the EB starting positions and colors of each server in a matchup at the beginning of the match on Friday nights. It would prevent stagnation in matchups that don’t change for weeks on end and test the theory that that starting position gives an inherent advantage.
I would like to see the crossed swords “battle” icon in WvW changed slightly to indicate exactly who is involved in a particular battle. Perhaps one sword the server color of one of the combatants in that particular battle and the other sword colored to indicate the other participant in that battle.
If it’s a 3-way battle I guess just leave the icon as it is now.
It would give everyone just a little better picture of who is where at any particular moment.
On edit: and also maybe even change the size of the icon to indicate roughly how big the battle is.
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If it’s red it’s dead….problem solved.
Who cares what the name of the guild is? I rarely even notice. It could be as simple and benign as the guild was named when they were facing a different server than now. Or it could be a lame attempt at subterfuge. It doesn’t really matter. The color code tells you who is an enemy well before you read their guild tag.
I’d like to be able to see the status of my server’s WvW without having to go into the Eternal Battleground or a Borderland. Not just the score, but who has control of which place. And not just for my server’s borderlands, but also for borderland’s of my server’s two opponents and also the Eternal Battleground.
Sometimes I’m not in LA close to the WvW portals or sometimes there a queue and it’d be nice to see the status of the WvW maps to decide if I want to go there to get a POI or strategize or for whatever reason.
Having a dedicated webpage for the map associated with the current matchups would be cool too. So if you were not even in the game you could tell “Hmm, something’s going on with such and such objective. I should log on to the game and help.”
Of course it would have to be in real time or just a very short delay.
I totally agree. It cripples performance on many machines and i-net connections and also makes it hard to keep up with the action regardless of machine specs.
It may even make it easier for the infrastructure on their end during big events and WvW zergs.
It may be a co-incidence, or a reference to something completely different but…
Frequently when you kill Risen they say “ kitten your eyes”. That’s the title to an Etta James song.
On edit: One word got kittened out. But if you see the video you’ll recognize the line.
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Yup, that did it. I switched to dual axes and stayed close. He went down without a problem. All the way up to and through Claw Island was a breeze too.
However, the mobs in the sewer (and for that matter anywhere underwater) frequently bug out and become invunerable. Even when I’m right next to them. I have to move several times to unbug them.
Thanks, I’ll give that a shot.
OK, what’s the trick?
I know I’m not a very good player, but I’ve gotten to Battle of Claw Island on 3 of my toons (Asura Elementalist, Human Guardian and Sylvari Ranger) so I know I can fight and beat Vets and Champs from prior quests. Yet on my lvl 50 Norn Warrior I don’t even get close to defeating that Vet Devourer. : (
My Warrior is fairly well geared (lvl 45-50 greens and two yellow pieces, everything has runes or sigils) and this thing has killed me well over a dozen times. I’ve tried melee with my hammer and ranged with my rifle. I’ve gotten him down to maybe 75% health with my rifle. Nothing near that with my hammer since he just tosses me all over in melee with no warning.
I do my best to dodge when I see the red circle. When I’m not fast enough he gets me for around 75%-80% of my health in one shot! Even when I do time it right. I can dodge two big rocks. But then I’m dead soon after to the rocks that quickly follow, since my adrenaline is gone and the rocks come too quick together. Then of course when I die, even when I stay in the instance, the devourer goes right back to 100% health. I’ve spent many silver on repairs. I’m so frustrated.
I’d love just to be able to change one of my toons’ first name. But I imagine that functionality could lead to problems. With some troublemakers just changing their names to get off Ignore lists (or whatever).
There’s a ‘Swim Down’ keybind which works only if I’m already underwater and a ‘Swim Up/Jump’ keybind. But no ‘Dive’ or anything like that, that I can see, which will take me from the surface to underwater.
Perhaps the ‘Swim Down’ command on my game is not working the same as yours?
IOW, 2 claws, 2 fangs, 2 vials of blood, etc. Not 1 claw and 1 fangs, etc. Mobs in the Guildwars universe only ever have one claw or fang, etc.?
I love to craft. But like many others I find it to be a pain in the neck because of the relative scarcity of the fine crafting ingredients needed for virtually everything. I’m often forced to stay in a zone I’ve totally completed and outleveled just so I can stay and farm the needed fine crafting ingredients in order to keep my crafting anywhere near my character’s level. Which then snowballs. I go into the next level already several levels above the zone minimum. But of course then I have to stay there longer than I want in order to accumulate ingredients for that level of crafting. So onto the next zone even more overleveled than the last and on and on.
Or perhaps there should be a vendor where you can trade one fine crafting ingredient for several of the lesser tier of that ingredient (make the stuff you get from these exchanges soulbound if you’re concerned people will do this with their old stuff then flood the market). And please don’t just say to use the TP. Laws of supply and demand will often make a lesser tier of a crafting ingredient (when you have less gold to spend at the TP) more expensive than a higher tier.
Maybe I’m missing something. This seems like such an obvious problem. But it’s still a problem.
When I’m underwater I have a key bound to go deeper and another one to rise up closer to the surface. No problem. And when I’m on top of the water I just go left-right-forward, etc just like when I’m running on land. However, if I’m on the surface of the water and want to go underwater I have to change my hands around and use my mouse to “steer” myself underwater. Where I can then again use keybinds for up and down like I prefer. It’s a bit of a pain in the neck especially when you’re on the water surface and being attacked by something underwater.
Why doesn’t the key I have assigned to go down allow me to break the water surface and submerge? It sounds like that’s the way it should work. It works that way with every other game I can think of.
PS – Apologies if this has already been discussed (I imagine it has) or is in the wrong forum. But for some reason the forum’s search function is not working with my Firefox browser.
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