Why this has not been done yet…I have no idea
Why the puzzle jumpers have to clog the EB queues…I have no ideaWhy Anet makes some decisions that looks like they have not really thought things through…sometimes I have no idea
The impact on the queue is minimal at this point. At most the puzzle jumpers are blocking a WvW’er for the minute or two it takes to run over to the portal and then the next person in the queue will get in. It was more of an issue when they held a spot in the queue for the 10 minutes it takes to do the whole puzzle if no PVP happens and they are halfway competent jumpers.
Your second point there is actually a good reason to defend the t1 tower first. The t3 requires less effort. and can look after itself for a while. Your final point (which I didn’t quote) is just a statement that ‘All towers have equal value in the game.’ which is my point.
I think the salient point is weather or not its even possible to defend the tower. A paper tower is going to be fliped befor your mobile force can even arive to defend. In most cases you cant realisticly expect more than a few players to stand guard for any significant length of time and even if you could it weakens your team elsewhere. Even with good siege placement a strong push by the enemy will be through the doors and pushing to the lord withen 2 minutes and there is nothing a handful of players can do to stop them or even slow them apreciably. There’s no point in responding to defend a paper tower halfway accross the map from the main zerg when you’ll arive just to have the doors close in your face and have a large enemy force inside ready to fight you.
A fully upgraded tower on the other hand can often hold out long enough with a handful of players for the mobile defence to arrive. Obvious exceptions to this are if the enemy throws a golem rush at the door or a silly number of rams/cata’s but frankly there is no defence agianst an enemy willing to dedicate that many resorces into takeing a tower unless you have a comperable zerg close at hand.
I think at the end of the day it comes down to achievable goals. do you abandon your current objective in a vain hope of stopping a nearly sure flip of a paper tower or do you continue with your current plan and just take the tower back in 5 minutes after the enemy abandons it. Staying the corse on and sacrificeing a T1 tower gets you 2 karma/Wxp hits for the zerg. abandoning an attack to defend a T3 tower has a high probability of geting alot of Wxp and loot bags for your zerg. Abandoning the offence to try and save a paper tower gets you just the Wxp for retaking the tower because chances are most of the enemy will move on before you can breach unless they are looking to farm you.
I actualy think that dolyak defence one should be cumulitive with all players posesing it withen range. Yaks are really squishy and nearly impossible to defend unless you have the numbers to keep the enemy from ever geting close. Its not uncomon for defenders to wipe out the enemy attackers yet still lose the yak because all they have to do is rush the yak and cleave on top of it till they die to kill it. If a dedicated yak defence team made those things significantly harder to kill while in range then yak slappers would have to wipe out the defenders first to have a reasonable chance of success.
Then agian I’m biased, I’ve advocated giveing yak’s a 10-20% damage reduction for each living escort in range for a while specifically to discurage hit and runing around the escorts.
You could always just setup a macro that hits AOE loot periodicly and never miss a loot bag agian (or only 1 or 2 if you die at just the wrong time). Personaly I just tweeked my razor naga to also hit the AOE loot key in addition to whatever weapon ability I was trying to fire for everything but my autoattack. I doubt I’ve missed more than 1 or 2 bags since they put in AOE looting.
while auto loot would be preferable this arangement is close enough for me.
SoS, please don’t ruin this week by simply placing a kitten ton of siege in camps and hide behind it when 3 CD roll up against 5+ SoS and upgraded guards in the camp. Come out and fight!
The primary culprits are [Fang] and [Bane]. Grow some balls!
You havent seen the horrors we’ve seen over the last 5 weeks. the 3 TC/DB/SOR players that suddenly morph into a 20+ zergball in an instant. Yes openfield/camp siege may be overkill vs you guys but there’s no reason to get complacent. Complacency leads to bad habits which leads to getting crushed even harder next week when the RNG throws us back against one of the top4. Besides if the siege is there may as well use it.
In all honsty the 2 downskill is probably tied for worst with the warriors. When used to interupt a stomp they are about as effective as eachother. While the engineer one does make things slightly easier on a far away enemy theres not much point to use it on a far away enemy anyway (much like the warrior one)
Now I admit the warrior vengence is much better than boobytrap 9 times outa 10 but then agian unless your foe is asleep neither the engineer or the warrior will ever get a chance to use their 3 ability due to the CD on it being longer than 2 stomp attempts + each classes single CC (down 2).
I wouldnt be too worried about a 240ish point gap causeing stagnation. Look at SOS’s matchup list since this started. We’ve had TC or one of the T1 servers every time so far. Heck we got SOR with a rateing point gap well over 400 at the time (and still I think) Our rating has risen dramaticly even after 5 weeks of geting steamrolled just cause the RNG keeps throwing us upwards over relitively large pointgaps.
Honestly I didnt mind the 2 strong servers vs us matchups. the 2 stronger servers tended to focus on eachother out of necessity while ocasionaly turning to stomp us to pad their PTT and that let us hold our own at times. The match’s vs 1 strong server we suffered more because that server could stomp both us and whatever poor server got to come along for the ride on coverage alone.
We on CD haven’t seen that. What we have seen is that the two stronger servers take and keep our stuff for the ppt that is easier for them. No, not everyone is giving WvW up but I do see fewer and fewer of the more casual players in the maps.
I’ve seen you guys hold your own in some of your matches although you’ve had your blowouts as well. when you got paired up with us and TC we both got crushed because TC could field covrage comperable to both of us togeather. on the other hand we(SoS) did better in relitive terms in our TC/FA/SoS match in part because 1 TC couldnt compleatly blow out FA to pad the PpT even more but because the needed more of their population to counter FA leaveing fewer to stomp on us.
I’m not saying the more powerful servers wont target the weak ones to pad the PPT, they will and would be foolish not to. However they are less likely to leave significant numbers in your BL once they cap all if they need them to counter the other powerful server. Then agian you could be unlucky enough for the other two servers to have a proxy war on your BL as they fight over your land.
tl;dr: How can one with runes and food buff achieve an over all 65% condition duration increase?
2 piece lyssa and mad king (10% each so 20% for both)
2 piece nightmare or lich (4%)
rare vegie pizza (40%)
thats 64% increase before considering traits which have no comparable reduction trait lines. so you could get up to 94% duration to all conditions if you went all in on buffing that stat.
I wouldnt be too worried about a 240ish point gap causeing stagnation. Look at SOS’s matchup list since this started. We’ve had TC or one of the T1 servers every time so far. Heck we got SOR with a rateing point gap well over 400 at the time (and still I think) Our rating has risen dramaticly even after 5 weeks of geting steamrolled just cause the RNG keeps throwing us upwards over relitively large pointgaps.
Honestly I didnt mind the 2 strong servers vs us matchups. the 2 stronger servers tended to focus on eachother out of necessity while ocasionaly turning to stomp us to pad their PTT and that let us hold our own at times. The match’s vs 1 strong server we suffered more because that server could stomp both us and whatever poor server got to come along for the ride on coverage alone.
Roe – you’re probably thinking unorganized pugs. I’m talking organized fights where the groups are usually stacked up properly.
Sure you can avoid the majority of the well, but when a necro goes darkness plague and latches onto your group there’s not a lot you can do about it.
I’m prety sure darkness plague still suffers from the AOE cap. If its only 5 players and they all stick togeather sure you can keep em perma blind. faceing 10 plus you’ve only succeeded in committing suicide slightly slower than charging in nekid. Main reason for tight stacking is to take advantage of the AOE cap to reduce damage on individuals. So really an orgonized group that gets rushed by a necro in plague is still going to focus him down in a hurry, just a bit slower due to some of their members being blind but then again that’s offset by the necro locking out his own survivability tools while in plague. As for well… anybody that stands in an AOE circle for any longer than nessicary deserves what they get
Tactically useful? sure. OP? not a chance.
Someone please explain why the server that will end up losing by 200,000 points talks the most smack, and acts like 13 year old basement dwellers in game?
please explain why tc has spent the past 3 hours flipping our camps, running into about 20 supply traps each time, then bailing out to go skirmish with sos in eb. they had an excellent attempt on wildcreek once where they dropped some rams and ran/died. it was a good show imo.
It’s because ANet figured out how to balance the Eternal Battlegrounds map by zapping one of the two Danelon and Umber Yaks for the past 8 hours, making it thrice as hard for TC to upgrade SMC, Durios or Quentin Lake.
Anet isnt targeting you. It seems like yak events in question are buging out for the blue team on a number of matchups. Theres a couple threads about it in general WVW discussion.
Thank you Thank you Thank you devs.
For the longest time I’ve wanted the option to bind looting to a key separate to the general interact key. So many times have I been trying to gather up all the loot from an event only to end up talking to the NPC I was just escorting and getting a pointless popup window. Now I can just hit my 1 looting keybind periodically throughout a fight and never have to worry about getting stuck on an NPC again and it loots everything in the area at once too boot!
I would have been happy with just a loot keybind but the AOE added on top is a gem beyond measure. Thanks again devs.
Good to hear that you had a good time. I was commanding at the time of that Cata rush… it was pretty funny watching that wall melt. I sent scouts out and before they were gone 10 seconds I was like “Oh wait, come back… wall is at 20%”.
heh as I recall that was the 3rd assault and second attempt at cating that wall down (first was those trebs) First I reported TSL is back at cliff. then it was they are after the south wall agian as a small squad was sent back to man the siege. “2 catta’s up, 3, oh good lord they’ve dumped 5 superiors on this wall, 40% and falling fast.” whole zerg tried to get over there but you guys were in and up to the lord room so fast it made my head spin :P We were just boggeling at the amount of supply you dumped into bringing down the wall that fast.
Boy TC if this keeps up there will be talk of formalizing our relationship like you used to have with FA :p
Had tons of fun in SOSBL last night even if I spent most of it on watch duty. TSL you guys were relentless going after clifftop. I was stationed there during most of your assaults, yes those engineer mortar rounds landing on your cata’s was me. Woulda used the AC’s but you guys kept wrecking any close enough ot hit that spot. That 5 superior cata rush at the south wall was absolutely insane.
Sounds like he’s talkin about the charr racial elite
http://wiki.guildwars2.com/wiki/Charrzooka
OP thats not an engineer exclusive skill, its a charr skill. Not exactly the most amazing skill either but the racials are suposed to be a bit weaker than the alternatives.
What about it? you can quite easily compleat the monthly in WvW alone. of the 7 for this month only fractals and the jumping puzzle one(repeats on different days dont count) cant be finished in WvW and you only need to do 4 of em. Invaders, salvage, events, veteran and completionist all can be done in WvW. even daily’s are prety easy to complete most of the time in WvW now thanks to at least 3 categories exclusive to wvw with normally a few others you’ll get in normal combat.
lol you know the first thing I thought of when I saw this thread?
“hmm blue portal on moon, fire orange portal at the enemy keep. if we cant have it neither can you!” sit back and watch as all the defenders and half the keep get vacuumed through into space.
Would never happy but is still an amusing thought.
Just a friendly reminder to all of my fellow SoS players, unequip your pants when the SoR train hits, it doesn’t hurt as bad :P
meh to hell with that I think I’ll just strap some ice cleats to my backside as a last act of defiance as I get steamrolled :P If your gona die make it a painfull victory for your enemy.
no, they don’t even try… i’ve been on the voice, i’ve read the map chat… it’s all the same “group up and giant death ball”
Operating on the militia level yes giant death ball is about all you can communicate through text based chat. It takes too long to type out more complicated calls and half the folks wont even read those calls. Normaly you can convince them to push when the blue tag pushes and pull back with it(or die if you dont) but complicated tactics not so much.
On the other hand I’ve seen decent combinations of militia and guild fights where the pugs were mostly just following the tag while the guildies were responding to TS calls, often in parallel to the pugs but striking out with a better response time.
One recent fight I was involved in we were assaulting bay on an enemy borderlands from the south. Defence was to well entrenched to aproach the walls so we set up trebs in vale with a commander there leading about half our forces. The other commander and my guild leader lead our guild and some of the milita around to the north side to try and draw off defenders. After a few pushes the enemy came out in force to try and wipe us in the open field, outnumbering us 2-1. We retreated back twards the sentry point between bay and garrison, guild portal bombed back while the commander turned the pugs back around. Killed a good number of the enemy but were pushed back agian. This was repeated twice more and were were considering a full retreat when the southern commander, who had been listening ot the fight on TS, called out that he was OTW. about 30 seconds later after a fighting retreat to the sentry second commander slamed into the enemy zerg from behind while we turned around and hit em from the front. Wiped out a good chunk of the enemy zerg. While the enemy zerg was runing back we managed to break down the southern gate/wall and fighting resumed inside the outer walls. None of that level of coordination would have been posible through map chat so we dont even try.
That said however I do think they need to add in another level of commander for use at the 2-4 group level. IF the pin is only visable on the map to members of the same guild, squad members, and other commanders we might see less of the guilds taging up just because they have 1 or 2 more people than a single group could hold and leading the random militia members off every which way.
As someone from CD I am proud of our performance so far this week. All old tier 4 server rating increases come from two factors 1. the servers in old t4 were a bit underrated (and receiving recent guild transfers) 2. we are sponging some glicko points from the higher rated servers in our matchup.
I think a lot of people are overreacting to the new system. Its like they forget thakittens offering us a chance for more varied matchups and that matchups only last a week. I going from winning or being competitive every week to being blown out would be a shock but that’s where you will fine the people/guilds with the grit to define your server.
I agree. SoS while still likely to come in last (unless FA phones it in the next couple days) are still doing far better than glicko expected because the old matchups were so stagnent. Movement up or down was all but impossible short of repeated blowout performances or months of constant but modest victories/losses. heck a few of the tiers had matchups where 1 server was stomping the other two for many weeks but still couldnt move up. While what happend in a few tiers was regrettable those results wont hit the same servers/tiers like that every week. I’d rather 1 or 2 weeks of a bad matchup due to RNG followed by some good matchups over months of a badmatchup under the old system(or a stagnent matchup)
and props to CD, you guys are effectively fighting a T3 match (even if its in the T4 slot due to RNG)and at the moment its still anybodys guess as to who’s going to win in the end (7k down from first place with 3 days to go is still within the realm of possibility)
even without the tag, you can tell based off armor.
Not always. I use the Hall of monuments skin in WvW partly because I like it but also because the enemy can not tell if my armor is exotic or blue. I know plenty of folks that have Xmuted lower tier skins just for looks on exotic gear. The skin of the armor is far less of a reliable indicator than the upleveld arrow.
Even changing 1 member of the matchup can compleatly shift the balance of the match and make it much fresher. Under the old system yes you would have goten a new match this week and then 4-5 weeks down the line that matchup would be geting stale because you’d now be stuck in T4 instead of T5 (asumeing you didnt drop back down) Now the chances of geting at least 1 opponant different from last week is much much higher other than the fringe cases of changeing tiers. The chances of both opponance changeing are still very high.
Yes luck of the draw kinda hurt you this week. Your server managed to roll a 1 on a d20 for a critical failure and got the repeat match. While your luck could be very bad and it could happen agian you are far more likely to end up in a different match. Yes you may have one of your old bedfellows there with you but you could also end up in a match like the T3 one where you loose by a landslide and still pick up twice as much rating as you lost this week.
While this week is bad for you do to pure bad luck in the long run your going to have more varied opponents far more often than before.
Coming from a largely PvX guild, we like contributing to WvW when we can, but with the limitations on the number of slots for researching things it makes it really hard to do this other than once a week (on reset nights, and the buffs only last what 12 hours~).
Beyond that, I have a hard time seeing even a WvW-based guild keeping those buffs up, maybe t1-t2 can accomplish that? Need someone’s perspective from those tiers here.
Generaly larger guilds will spend extra influence to rush the job on the buffs. Smaller guilds or less active ones have a harder time doing this due to simply not haveing the influence income to spam rush jobs and maintain complete buff coverage. On estratagy is to leave the full aray of buffs to larger guilds for holding big objectives like the keeps while smaller guilds go only for supply buffs and claim camps as they cap them alowing your group to put up more siege on location.
Had a blast this afternoon in the TC borderlands. We were rather surprised when we bumrushed your garison to find 6-7 unmaned golems keeping the lord company. We were even more surprised the folowup on hills worked. Sadly when we went for the hat trick with bay our golems got wiped out but still had much fun fighting over bay for another hour till RL called and I had to take off.
Either way glad to be faceing you guys as frankly the SOS/CD/SBI matchup was stagnating badly and was not all that much fun anymore. We may be this matches whipping boy but at least were strong enough and tenacious enough to not get compleatly stomped. Heck an uphill battle vs improbable odds is probably what we needed.
Yeah, the oil itself is useful simply by its presence.
That doesn’t mean Oil Mastery will be at all useful.
No one builds anything on the gate while the oil is up, so points in making the oil better are a waste.
Well thats not exactly true but then agian those that do build on a gate with oil still up are banking on a victory due to defenders dieing from laughter (or are just that inexperienced) and you probably dont need any boosts to win.
Bout the only time I’ve ever seen oil being all that useful was on a slightly overzelous golem rush. Asside from thakittens mearly built to slow down the enemy zerg for another minute while they kill it so your zerg has time to arrive and repell them.
Make it 10 at least, and maybe the WXP farmers will tag occasionally as they pass through.
even a couple of WXP will entice them to tag some siege on the way by. it probably wont be enough to make them run around the full keep taging every one but a few points here and there adds up and if its only a few seconds out of their way they may hit em.
I manage to win down state fights with my engineer. It really isn’t that bad at all. It was bad in beta when skill 1 did next to nothing in damage, 3 did next to nothing in damage and dropped your hp by a considerable amount. Couldn’t rally off of anything in pve with it, didn’t do too much in pvp with it. Warrior is worse off as they need to either be lucky or trait for vengeance to be really useful.
Warriors vengeance still beats our booby trap. Ive had a few fights were me and a warrior both go down, but they always win thanks to being able to stomp me.
I found booby trap to be pretty useless no matter what others say. In pve I use it..boom! and..10% damage done, 20 if I’m lucky. But by then my health is so low I die either way. In pvp, if theres any chance I am able to use it, same situation.
Thats one of the few situations warriors come out ahead, otherwise our downed skills are pretty comparable to engineers in their patheticness. Our 2 does have the advantage of not yanking the target closer for the stomp but then agian if they are not trying to stomp neither proffesion is likely to use that particular skill. Vengence sadly has the same issue with its CD as your boobytrap. If our opponant is on their toes even with a perfectly timed 2 to interupt the first stomp it will still have a couple seconds by the time the second stomp lands. Realisticly I rarely get a chance to vengence outside of PVE although it has allowed me to get back inside a tower in WvW if the field is too busy for the other team to stomp me right away.
Firegoth no it is not cause now i am really bored and the journey to get there was really boring i mean face it the story sucked! And the heart quests are chores not epic quests like most mmos out there. So i would rather them have taken there time to develop quests stories and epicness so the game wasn’t rushed into boring level 80. There’s nothing to do but farm. This game is over glorified PVP so at least get rid of the down state and do something right in this game.
Your opinion of the story is your own. While I would have liked a bit more variance of the storyline from profession to profession(aka ToR like) it was enjoyable enough.
As to hearts vs Epic quests in most other MMO’s… What MMO’s have you been playing? In every one I’ve played (most of the big name ones) for every absolutly epic quest/chain there was a dozen kill 10 bears, fetch and carry, painful escort, or simple delivery quests. On top of that hearts were never ment to be a replacement for quests. At most they are the equivalent of the delivery breadcrumb quests designed to lead you to a level appropriate area. DE’s are the quest alternitives and while I admit there are plenty of the hum drum types every MMO has it also has a number that are quite epic in their own right, just like every other MMO out there.
There is alot in this game Anet did right, some they could do beter, and a few things they did wrong IMO but really thats my opinion of every other MMO out there. I chalk that up to differences in game design and enjoy the game for what it is. The fact that you point at downed state and indicate its removal would be the only thing that would be right about this game if it happend implies you’ve got a very bad case of “Grass is Greener” syndrome. If you prefer the styles of the other games so much… Well theres the door, you can walk through it at any time.
While underwater combat is more tolerable in this game than some other MMO’s its still not all that fun for many players and even entire professions. Melee type underwater weapons are nearly useless on a moveing target religating them to PVE where the mobs tend to not move too much. As to the ranged options not every proffession is created equal in that reguard. My warrior for example feels beyond kitten useing the spear gun unless I build specificly for it which in turn leaves me dangerously weak on the surface. Several strong land builds work ok with the spear but as stated its extreamly difficult to hit anything with melee range attacks that dont stick you to the target.
On the other hand there are several proffessions that can build to be pure murder under the water in PVP. Unless many issues are addressed with UW combat I really dont want to be forced into it aside from the occasional stragler that runs away into the water to be chased down.
How is blowing into a Warhorn a shout?
Both require you to be full of hot air? Although one side just toots their own horn while the other rages at everything.
The fact remains that siege is now defending a keep and not players! Previously it took co-ordinated defenders who knew what to do in order for a keep to not flip, it required both siege and players to fight off the attackers, now I could quite easily stick a dribbling idiot on an Arrowcart and it can turn most forces away and if one isnt enough I can build 12 on a single gate due to the increase in range also increasing the amount of AC’s that can hit a single gate! To anyone with a modicum of balance and sense this is obviously not following what the original concept of WvW was meant to be and it isnt one I or many others wish to be part of – Let us actually fight each other rather than blueball all the time.
Previously the only way to really defend the keep/tower was to either A) have a large enough group with the skill to roll up the zerg ball, or
have a small group but enough smarts/time to setup a killing zone that will wipe the zerg ball as the run in the breach.
While option A is preferable often you cant have the coverage (outside T1)to intercept a mobile zerg before they breach and overwhelm what defenders are inside. The only major difference between option B and now is the small group can force the zerg off the doors with the AC’s instead of bumrushing the door/wall at point blank range. The attackers have to setup siege to take out the defending siege instead of facerubing the door. Guess what if your group of corordinated defenders does not show up the keep will still fall as the attackers pelt it from longer range. You can still go out and have your fight of skill vs zerg. Well unless your idea of skill was leap off the walls with heavy protection CD’s, AOE the daylights out of the zerg, and then dive back into the portal before they kill you.
Why not “Heal when you gain a strike of adrenaline?” grandmaster trait. Would actually give us a reason to use burst.
Love it, as does most of this thread.
Also probably need a clause to limit it to a single strike worth of healing when it comes to quick adren boosters like weapon swap, fury signet, zerker stance, etc.
While I like this in principle I think it would be more likely we’d get a trait that healed when we used the burst skill(aka adrenal use) instead of on adrenal gain. This would inherently be self limiting as you couldnt posibly trigger the heal more often than every 4s (quick bursts, alternating weapons) and realisticly you cant fill your bar fast enough to maintain that pace for more than couple cycles due to CD’s.
burst skills make up 30% or more of a warriors effectiveness in battle, if you aren’t gs and you aren’t using burst, your playing the class wrong.
I agree with most of your post but I only accept this with the stipulation that you need to be using the burst of your other weapon. GS burst is pretty bad, not particularly high damage and its easy to get furry from other sources. I’d frankly perfer to trait for adrenal based damage boosts than use the GS burst.
Now axe or hammer burst… mmhmm goodness.
While I view contesting WP’s as a valid tactic I also think the rules need to be tweeked a bit. It does seem silly that 1 player can run up and break wind near a gate to lock down the WP for several minutes. What I would propose is change it so you actualy have to do something to contest the keep.
If I had my way contesting a keep would only occur if
a) siege damage occures to walls/door
b) gate guard NPC’s are killed
c) an enemy player is inside the walls.
If any of the above happens the defend/capture event activates and the WP becomes contested. a single player plinking a door once is not a meaningful threat to the keep and should not be enough to trigger contested. 1 player could still kill one of the guards at the gate but to do so they will need to stick around attacking for longer than 1 attack animation. This would alow defenders a reasonable chance to intercept the contest attempt vs what we have now, rush the gates, fire 1 attack, die/stealth, run back repeat.
actually a guild commander icon, only visible for a guild and that can only be given to people by a guild leader would be great
I know my guild would love this. Being able to have a couple smaller pin’s for guild groups to follow along with an overall commander pin to guide the zerg to where its needed would be a boon for strikeing several targets at once.
if you are stuck in an undermanned WvW server you will likely wait months now for a chance at map completion, and personally I think that is wrong
Even on an undermanned server it can be done. If you can organize enough people any POI or vista in WvW can be bum rushed with a bit of misdirection. Take a zerg of 30 or so and flip camps in various borders to get supply. Once full on supply jump to the location of your true targets and bum rush the doors. several rams on the door will drop them before any meaningful defence can arrive, even if you dont cap the location you got inside for the POI and probably the vista as well. Its nearly impossible to stop a group attempting a smash and grab like this unless you have your own defenders very close at hand as they can be through the doors in under 2 minutes. you may wipe but if you were out to get the POI you still succeed.
SM and the other EB keeps are some of the few places this does not work well and its still possible to get in at odd hours or on the tail end of a push from the other server trying to take it. Any of the towers however can be easily rushed if the enemy is bussy and a few have POI’s close enough to the door you can facerub and get them.
(edited by Merendel.7128)
Giles Marchand: 1) I’m aware that there are 420 baubles in Zone 2 from digging. But I think it would still take longer to get all (or most of those 420 baubles), to get 1,000 than to farm the bosses.
Zone 2 you can get around 200 baubles in under 2 minutes from the start and then reset. the time spent zoning in and out then waiting for moto to finish yappin is almost as long as the time spent runing the dig spots. Yes you can get more by hiting all the spots but a few of the spots are obnoxious to get to and those 4-5 right inside are super easy.
I’m not sure about the technicalities of it. I’m on vacation this week so I can’t walk down the hall and ask someone. But you have hit the dodge something like a tenth of a second after the jump. I don’t even know if you could bind that with a programmable mouse.
To be honest a function like this is trivial to do with most programmable mouse/keyboards. Both my mouse and keyboard have macro functionality where if I wished I could set 2 or more keypresses, set their exact durations and the exact gap between the presses. Would take me less than 10 seconds to setup initially and the only hard part would be figuring out the exact timing to use.
Personally I dont bother with the roll jump, the few places I’ve found it works I have better luck with just executing a perfectly timed jump. Timeing the jump properly is often more repeatable than a quirky, latency sensitive roll jump for a fraction more distance.
e-Mail from "ArenaNet?" Please read! [merged]
in Account & Technical Support
Posted by: Merendel.7128
My question is where are these scammers getting email addresses from? How are they targeting actual GW2 players and being so accurate? I mean there’s been A LOT of people complaining about this recently….
More than likely they are geting them from compromised sites players visit. I get 2-3 of these a day in my junk mail box for my public email. Some are for games I used to play. Some, like this one, are from a current game I play. Others still are from games I’ve never played but once visited a fan site for while just browsing around.
Picture this senario. You register for the forums at FansiteX. If FansiteX is really lax perhaps your email you registered under is publicly avalible, easy pickings for phishing email senders to snap up emails of likely players. Even if FansiteX is more security conscious their databases are rarely as secure as a larger corporations and may be hacked. Those hackers now have your email address and may even add a script to the website that attempts to look at your cookies next time you visit to see what other game sites you visit. They can now “Tailor” their phishing attempt for you to target games you either play or at least have a passing interest in.
In reality those emails are a form leter with a few fill in the blank spots they change depending on the game they think you are playing. Right now I have emails in my junk folder for GW2 WoW, Diablo3, RuneScape, and several others that are 95% identical text and I never even played RuneScape or Diablo3. Honestly I wouldnt have even noticed these GW2 ones other than the fact that a couple showed up in my main box instead of my junkmail folder.
Mattias, no where in your rambling incoherent post did you come close to anything that could be considered a rational thought. We are all dumber for having read it. I award you no points and may God have mercy on your soul.
You gave no reason as to why warriors should be nerfed other than you feel they are too good. You gave no reason as to why removing rifle would somehow fix this perceived imbalance other than it better fits your view of how a warrior was meant to be played. If I had to point to one thing that made warriors slightly too good in PVE it would be how easy it is to generate very high MELEE dps using little more than a cookie cutter build and having the skill of a trained monkey or better. Removing rifle wouldn’t change that, it would just limit our options in other areas.
Frankly your suggestion is like going to the doctor complaining of a headache and being told they need to amputate your leg to fix that. It makes no sense whatsoever.
well if spending excesive amounts of time doing WvW isnt your thing how do you like jumping puzzles? you get a few BoH each time you compleat a jumping puzzle in WvW. There is 1 long one in the eternal BG and 1 in each boarderland you can do each day although chances are you will be better off just runing alts through your home BG puzzle vs trying to do the enemy ones unless your server is very dominant.
I’m not smart or computer savvy but even I can come up with far more nefarious reasons for having this info.
If so you should go change your account info every time you post because the only info he is asking for from applicants is exactly what is displayed next to every one of your posts and is also available in game to anybody who sees you with little effort. That said its much easier to keep accurate roster records if you dont have to manualy transcribe each persons unique ID by hand. All he’s asking for is a way to cull applications that are clearly impossible due to being invalid options. He could get this info either way once in contact with the person but it would be more effort on his part.
The only waypoint people are going to get heavy use out of is the one at their spawn. Other waypoints are often contested if your faceing a competent server so you only have small windows of opertunity to use them. Asumeing no queue times you could easily drop from WvW and just reenter to get back to your spawn location any time you pleased so adding waypoint costs to there would be pointless.
Costs are fine as they are, if your repair costs are getting that expensive heres a pro tip, don’t get yourself killed so often. I’ve had plenty of multi hour long WvW sessions that only required a single repair at the end of the night because I only died a few times.
the culling issue has gotten better over time, still there but better. I understand that has more technical limitations in regards to players rigs and they dont want to bombard them so they cant play.
But server lag that makes it so we cant even use our skills, is simply a issue that arena net can fix by just getting better servers. Im shocked people arent up in arms over it
Throwing more money at the problem, while the favored response of most governments, is rarely the best solution. The actual problem could be any number of things rangeing from software, hardware, or bandwidth limitations on either server or client side. Chances are the problem is much more complicated than a simple “Servers are lagy, upgrade them now!” can account for.
condition damage is pointless for A/A so dont bother. For boosting damage power first then precision and crit damage if you can get it. since your runing that sig trait presumably your useing healing sig. If so good that + your naturaly high melee damage is all you need for most non dungeon content, just mow it down like a buzz saw and dont pull too much that you cant kill in a hurry.
Honestly I wouldnt sweat it right now, as long as you’ve got plenty of power/precision on your gear its pretty hard to gimp a warrior for leveling. Once you hit 80 you’ll be gathering new gear anyway and any changes to your spec are easy as 1 event + accompanying loot will more than cover the cost of a respec and waypointing home.
Doesn’t fury stack duration? So why would you need to stagger the shouts? I say let the other warriors know that you’re warrioring, and they better be warrioring too!
Most either auto cast it or hit it every time they notice the CD is up, this naturaly staggers a bit depending on CD times and how diligent the player is at geting it off. Also a warrior traited for healing shouts will have a 20s CD vs the 25 of non traited so they are even less likely to line up.
Myself I burn it on CD unless I’m faceing alot of conditions in the fight, in that case I’ll hold it for up to 5 seconds to see if a condition will pop up on myself or an ally so my soldier runes can eat it. Also entertaining on harpy fractal after the frogger run. Activate console FGJ, activate second one, Shake it off! and hit the third clearing off immobilize from the console each time and doing with 1 person what should take 3.
If your whole party is dieing to fight mechanics then chances are your doing it wrong. The old waypoint system promoted throwing more bodies at the issue and overcomeing it with sheer tenacity over good gameplay. Learn the fight mechanics. Learn what to dodge to avoid dieing. If need be change your utilities or use a different weapon setup. All the dungeon paths can be done without resorting to zergling tactics. Its also easier on the repair bill to do it right than to just zerg it anyway.
If it helps look at it in another light. In the old mario games if you failed at a jump and landed in a pit time and agian you had to start over from the begining of the level (or last checkpoint) you didn’t magically get teleported past the trouble spot to get to the reward at the end. Or more appropriately you didnt suddenly find the pit full of your past corpses so you could just walk over them to victory (wining through attrition) No you either learned to do it right or you didnt save your princess at the end of the castle. Its the same situation here. Dont expect to be rewarded for bad play nor expect them to nerf all the content to alow for said bad play.
I disagree with banning MF from dungeons entierly. Had that type of policy been in effect I would have been unable to run any AR for my 2nd through 5th fractal run above 10. On my frist daily 10 I got a ring with MF on it and immediately stuffed a versital in it. Haveing no AR would have been more detrimental to my group than the negligible drop in damage from a sub optimal ring. While this would easily be classified as a fringe case it showcases why armchair developing with no thought to the consequences often comes up with worse solutions than the status quo.
Now personaly I wouldnt run full MF gear unless the group was cool with it because it is a bit selfish. However just because you want to make an exclusive min maxed group dont try to come up with systems that would force that on everybody including those that dont care if there are some wasted points in the build.
Personaly I’d go with 3, party-1 votes with the stipulation that people that are out of the zone, offline, or have been afk for 5 or more minutes dont count twards the party requirements just to prevent situations where one of the above block the ability to kick because you’ve got 1 menace and 1 dead weight.
As an additional asside I want the option to vote NO on a kick vote (asumeing I’m not the subject of the kick vote) As it stands now if someone tries to initiate a vote even if he is the only one that wants to kick it will sit there on the other players screans till the initiator decides to cancle the vote. Let us hit No to clear it off so we dont have it takeing up UI space and to end the vote prematurely if enough click no for no chance of the vote suceeding.