Nononono no alliance. Every night, both focus on JQ simply because of the amount of map we have. But then it gets to the point when we’re going to get wiped out of the zone. Then things happen…
Last night, (DB Border) CD pushed hard into Etheron Keep, and Dragonbrand pushed hard into Dreaming Bay. Miraculously, we managed to hold off both forces, to come back and fix it all up, and wreck up all of DB’s obnoxious trebuchets.
It was an epic battle last night and I commend you all. However, I would love to see it between CD and DB without involving us at all . :P
Your quite welcome to stay out of the way. Honestly I think most of our zerg is honked off at DB more than JQ judgeing by map chat but its kinda hard to fight DB when we keep haveing to fight through JQ to get to them because you own everything. not really sure why there is so much animosity to DB but meh whatever.
Strange beat me too it but he’s right. If you take out siege as if you are about to deploy it and weaponswap (or die) it drops and anybody can pick it up like a bundle and its now theirs. I’ve actually stolen a few ram blueprints from invaders this way because they died with their hands full of blueprint. So if you really really want to transfer the prints to another character you could find someone you trust. go to an out of the way corner of the borderlands and drop your blueprints for them to hold and then repeate the proccess in reverse for your alt. Still there is really no need for them to be soulbound IMO and not sure why they are.
Just because some random put it on the wiki as a condition doesn’t mean it is. Secondly “Save Yourselves!” isn’t removing it from allies. and “Contemplation of Purity” does not remove it and change it into a boon.
I’ve removed confusion with “Shake it off” (1 random condition removed) Signet of stamina(all conditions removed) as well as with the warhorn trait that converts a condition to a boon on my warrior. It is a condition. If SY and CoP are not able to remove it and its not some other factor such as observer error then those two skills are bugged in that regard. Either way though it is a condition and it can be removed with at least some condition removal skills.
As to the clones in the OP I’ve never had a problem on a live mesmer. Downed mesmers are a different story as they are no longer moveing but the majority of players move in ways that clones are just not able to do. My favorate is the players that jump randomly and run away. Thats about as big of an “I’m the real one” sign as you can put over your own head as you can get.
As a crystal dessert player I wish you guys luck. Its really not all that fun dominating by as much as we are atm and I much preferred the massive fight we were having with you guys and BG over the weekend than what we’ve had during the week. Winning is fun but wining without much of a fight is hollow.
I totally agree with the above posters, it’s something different and the only thing I wanted to point out is that for the players like me who loves PvP like XvX arenas or something Like Rated BG in WoW, probably they should stop searching in WvW feature that it’s not meant to have.
If your looking for a PVP experience like RBG or arena’s in WoW looking for it in WvW is almost as silly as looking for it in a wow raid. Its a totaly different format and not designed to have 100% team equality all the time. sPvP is where you should be looking for that type of experience. Its not exactly arena or RBG, more of a hybrid of the two but it does have the team parity that WvW often lacks.
Honestly I’ve heard a few complaints from our Oceanics that were not leaving them anything to do. Sunday in particular the BG folks left about an hour before the bulk of our US west coast crowd started calling it quits for the night in mass. Crystal held most of the map hours before the oceanic guilds showed up.
I’m kinda sorry you guys are haveing so much trouble with a night crew. Frankly it was an amazing battle fighting you guys over the weekend and we were unsure who was going to win as the fight was so close. Several of the guild tags I saw out there gave us fits trying to either stop them or break into their keeps/towers.
Our night crew isnt nearly as big as our daytime numbers, its just comparatively bigger than yours apparently. We’d still get stomped by any of the top 4 overnight. Anyway hope you guys manage to recruit a night watch for us to fight against in the future so your day crew does not get so demoralized that theres little of intrest happening all day long.
I’d like to know where you got this mythical knowledge that CD has been using transfers to take up BG’s queue slots. Quite frankly the fight was fairly even until late last night when all of BG left at once. CD and BG had swapped back and forth holding 1 and 2 for the weekend with CD having a bit of a lead Sunday till about 11:30PM pacific time. Once that time rolled around what had been 2 forces pushing back and forth and not making much headway suddenly turned into CD nearly falling flat on their face when the opposing force as a whole packed up and left. There was no guild holding space in your queue, the few defenders we found had outmaned buff on them. It wasn’t oceanic’s coming in and doing night capping either as the whole map got capped hours before they were scheduled to show up for their shift.
The only time I’ve seen portals used in a way that “MAY” be abuse was right after the dark room in the EB puzzle. Small force was holding off a big group from above the arena and any time one of their own server showed up a mesmer would drop down and leave a portal for their alies to bypass the room and avoid being slaughtered. It’s not really possible to exploit the portals for keep takes without exploiting another glitch first to get inside. Fix/ban that glitch and the portals offer no advantage for that.
Fringe cases such as a mesmer geting inside during a short lived wall breach and haveing enough time to drop a portal, get back out alive and coordinate a mass portal ussage to bypass the wall I dont see as a major issue. If they got the door/wall down long enough to slip in and you repaired it in their face too fast to get their whole force in they are probably going to bring it down agian in moments anyway.
When trying to defend agianst a large force, weather its a tower or a keep your defending so far the best option we’ve found has been to prepare a counter around the initial breach than to fight from the walls. We affectionately call it the badge farm when we do it intentionally. Power rush a tower, dont upgrade the doors and setup as much overlaping siege pointed at the door as possible. Do enough defence from the walls to force a large zerg to arrive and then bunker down inside. Wait for the breach and set guardians to block the path while the balistas, carts and cats mow down anybody that comes through that gate. Patch the door a bit run out for more supplies and let them come in agian. Frequently we aim to shred whatever siege knocked down the door and put a tick or two of supply to close the door once enough have goten inside to wipe out so we have enough time to finish them and revive any we lost.
We’ve done this intentionally on towers we never intended to hold several times and can often get 50-100 badges for anybody operating siege after fending off a few waves. you can wipe out 50 with a force of 10 without much trouble although you require more setup time if you dont bring more initialy as you have to run supply from a camp.
I really cant come up with an explanation on how servers get spawn camped in the borderlands other than pure ignorance on their part. I’ve seen spawn camping in action from both sides. It always revolves around the winning side pushing south from the closest tower and bottling up the ramp from spawn to tower. The thing is that only bottles up the invaders if they keep runing down the ramp like lemmings.
In case this excaped notice there are paths from the spawn point leading off to either side. One leads to the closest supply camp to your spawn and the other leads roughly to the middle one. Either way provides multipule places to drop down for an effective breakout and the spawn campers can not mass enough forces to prevent a breakout at all the potential places one could happen at the same time. Only if you run down the main ramp into the teath of the grinder can they keep you locked up.
It all comes down to organization. Instead of mindlessly zergin the ramp form 2 groups and push off the sides. steamroll each camp and push north ASAP. One team or the other might run into the spawn camping zerg if they pay attention and react but most likely you’ll only run into a smallish force. Either way both teams steal all the supply’s and move on to the next camp north. Again smash the camps and take more supply’s. From there its up to your own judgement where to hit but I’d recommend a tower you have the numbers to defend. No mater what you decided to do you’ve accomplished 3 things. 1 you broke out of the spawncamp, 2 you now have plenty of supply, 3 you split up the zerg at your spawn point as they try to react. note if 3 didnt happen and the whole team is still there rejoice as they are ceding their Territory to you for being dumb. If they break off and come north to deal with you you can now take all that supply you gathered in the north and strike the closest tower hard and fast and gain a foothold before they can run south agian.
It makes sense since the box that holds them should cost mats, too. ;p
But seriously, you probably don’t even require the craft to make them. I could be a warrior or guardian and not take up armorsmithing and buy the mats on the TP. Though, it would be cool if you could put them all back into the box…
The box shouldnt cost THAT much more. I could buy that explination if it cost an extra chunk or two of metal/wood or whatever but it takes 2 more insignia than if you crafted them individualy and the insignia are a rather significant percentage of the cost for any given piece of armor.
I’m prety sure the WvW skillpoints reseting were an artifact of the BWE’s and is not live. Since the game launched I’ve not seen the skillpoints I’ve collected there reset at all during the 1 day battles and have still not reset since we went to 1 week. To those seeing the SP’s reset have you seen it happen in EB? Be aware that each of the borderlands has its own separate set of skillpoints. You could for example only go to your home borderlands while your on the red team and collect them all and then next battle when your on the green team it would look like all the points in your boarderland reset but if you look you’d still have all the points on the red map collected.
That said OP you’ll not have trouble with not having enough SP’s in the long term. there’s 200+ available from various points around the world, 75 just from getting to max level and a theoretically infinite amount after the level cap each time you fill up your xp bar at 80. once you run out of static points found in the world it may take you significantly longer to gain more points but you can still get them just for doign things that earn XP so any number you need is not out of reach.
Its not that hard for a warior to hit that much with eviscerate particularly if his build is designed to go for big crits with that ability. Most other classes have some really hard hiting abilitys as well with the propper build. Also remember that while you are scaled up to 80 the difference in gear between an 80 and a 40 is significant. I can wade into 2-4 lower level players as an 80 and expect to kill more than one of them while a single barely damages me. 80 vs 80 tends to be a much more hardfought fight.
Why would I want to queue for all the maps? This is Guild Wars and I want to play with my guild on the same map at the same time. I don’t want to be in a boarder land while the rest of my guild are in EB.
Because not everybody is part of a wvw guild and would rather just get in and play in any WvW zone untill a slot opens up. Alternitivly if all the queues are full which one is the shortest? right now there is no way to tell so you could end up siting in an hour long queue for one borderlands while another one is only 2 minutes long. You could also have 1 guild mate queue for first avalible slot and then have the rest of the guild queue for that map to meet up as it probably has the shortest queue time. It really depends on what you’d rather do, cool your heels in LA while waiting to join your guild in EB or have some fun in a borderlands while waiting to join your guild in EB.
[Suggestion] Not ONE should have to bear the costs for WvW upgrades
in Suggestions
Posted by: Merendel.7128
In all likelyhood a single individual should not be trying to upgrade a keep by themselves. The upgrades on the camps/towers are much more reasonable if you want to pitch in. Ideally the keeps should be claimed and upgraded by WvW guilds and alliances and its much easier for them to setup a collection for that.
if you want to help upgrade the towers/camps or join/run with a WvW guild that is a constant preasence on your server.
Mike, it will not matter if the matches are 1 day, 1 week , or 1 year. Every guild is feeling apathetic about investing any serious amounts of resources/siege into a building when they know when they wake up it will be for nothing.
We can arrange a night watch to help hold things overnight. Good play and orginization can hold a keep for 24 hours. However when your going to flush all that gold after 24 hours reguardless of your skill thats whats bringing the apathy. I know a number of guilds that decided to just sit it out and farm gold in PVE to stockpile till the matches are long enough to be worth it.
you guys do too much damage with 2handed swords.
Whats your point? I’ve had elementalists rip me appart in a matter of seconds if I’m not careful too and alot of folks seem to consider them in a fairly weak position compaired to other professions. GS warriors built to be glass cannons have a very easily countered 1 trick pony combo that will shred you in seconds if you let them get it off. However like I said its easily countered/dodged as long as you have some way to dodge/break the stun/immobalize they are going to throw at you. After they’ve blown their one trick they are prety much reliant on whatever they have in their second set for the next minute.
As a related note has anybody else noticed vengence can kill you a second time if you waypoint quick after being power spiked back down? I’ve had 2 occasions in WvW where I managed to avoid the stomp while solo long enough to get back up with vengeance but got powerspiked by a recently arrived group a couple seconds later and got back to the WP before the 15s since I triggered vengence were up and keeled over agian at the WP. Its prety rare for this to happen as you prety much have to loose a 1v1 who is a bit slow on the stomp but still have a good sized backup group arrive shortly there after and then instantly release. I didnt take any armor damage on the second death and a nearby guard revived me but it was still kinda odd.
hmm I’ll give this a try later on. I’ve been runing a very similar build but with only 20 in arms with that and all the points in defence over in disciplin instead. Mine also focused on baners instead of shouts more often than not. looks like it would play very similarly but mine was more focused on group support but also had a rather glaring weakness to lots of cripples which the warhorn would help mitigate. Will miss the near perminant uptime on signet of rage however, sig CD reduction in disc + tactics boon duration and an omnomberry cream had the duration almost = the cd.
Still with warhorn can probably afford to give up the banner as aside from the regen comeing off it the bigest boon was the group swiftness that warhorn also provides with a fairly close uptime parity and the shouts probably would match the HPS of the regen too.
Mending is superior for countering large spike damage and has a higher HPS over its CD but single discreat damagekitten are not the only form of damage. If you are geting small packets of damage periodicly your not going to burn mending untill you get low enough to use it where as the warrior that was useing signet probably stayed toped off that whole time due to the passive effect. If you both take a big spike say 20s in after already takeing that incidental damage you are now either criticaly low because you hadnt used the heal yet or have no spike heal available because you just used it to counter the smaller damage packets. The signet warrior on the other hand was full HP before the hit and now has to choose to either hope the passive recovers him enough or if he should burn the active effect. there are pro’s and cons either way and which is best depends on the damage pattern you expect to face and your own ability at avoiding that damage.
In PVP your probably better off with the stronger heal as your more likely to face a big spike and then be useing the heal on CD if the fight drags out long enough for multipul uses. PVE I tend to find the regen the better option as damage is often more predictable and avoidable even in dungeons. That said I do agree with the notion that the active on signet is really not worth useing most times. PVE I’ve only intentionaly activated it a handfull of times sense I got it at low level although I’ve used it quite a few times due to fatfingering my keys and regreated it every time.
Perhaps adding an additional ability to each siege with a ground targeted ability with only 100-200 unit range from the siege to reposition. Give it a couple second channle and a 10-20s CD. Perfect for slight position tweeks because you were slightly out of range or geting LOS issues but you’d take less time farming up more coin for another siege and runing the supply by hand if you wanted to move siege from one objective to another.
Not sure a supply reset would really help there. A camp can fill up to 100 supply in 3-4 minutes and it keeps the supply it has in stock when captured. 10 folks each rush 2 supply camps for a quick cap and run supply for the first set of rams befor runing back to restock and you’ve got almost the same situation you do now. it might delay them 3-4 minutes but thats not enough time to get any significant defence setup. an unupgraded door is not going to hold more than a minute vs the 5 rams you indicated they use and there is no way your going to stop that without alot of counter siege already in place or equal amounts of coordination to place it quick.
My experience has been the reverse of what you’ve apparently seen. Crystal Desert was doing quite well for the first week and a half. We were not wining every matchup but we won more than we lost. Now we are seeing servers we soundly defeated several times already actively ganging up on us almost to the point of completely ignoring eachother. Last night we had a fight in one of their boarderlands where we held the southeastern side of the map(our start side) both the keep and the tower/camps while the other invaders held the same on the SW side. We were geting hit from the north by the defenders and from the west by the other invaders all night with no activity going on in the northwestern areas at all. The other invading team did not even try to push into woodhaven untill the defending team finaly broke our keeps back and took back their orb, they spent the whole time pushing our lone tower dividing our forces. What was even funnier is after the keep fell both teams focused all their might on takeing the area around our last tower. Note I say the area not the tower. That thing held out 5 times longer than it should have with no supply because both teams were more interested in keeping us bottled up in our spawn than fighting eachother or even making an attempt at the door. They would fight eachother when they killed off everybody outside the tower or forced us back but as soon as we returned they would both pull a bit away from eachother and focus back on us.
The problem with Vapor Form is that it isn’t instantly available. That’s what causes most deaths in WvW and/or sPvP – Because during those few short moments that the skill needs to become accessible, your enemy could already be on top of you executing the finishing animation. You simply don’t have the luxury of waiting around for several minutes.
Trust me your not alone in this. Warrior vengence is nice but takes around 10 seconds to become avalible. Sometimes if its only one person trying to stomp me I can get the stun off right near the end of their first try and vengence off just before the second but this normaly requires them to take a moment to reach me for that first one. Vengence vary rairly saves me in PVP unless someone else delays the enemy.