fissure of woe
Leader of legends of traumatic stuff[LoTs]
id say that 2000 gold for an item that we dont know where to get would be PLENTY fair enough, so if you find it id suggest that you say you found it and wont say where until someone buys it
It’ll push crit chance closer to 100%, and they don’t want that.
I can barely get to 50% in full knights. If you are talking about one class (name it, it is warrior) they should fix the class instead of gimping all the other classes` builds that rely on knights stats (there are a lot of those).
Anyway, you can get same precision as Knights via ascended Wayfarers, Berserkers, Rabid.I really, REALLY wish to hear the reasoning behind current ascended stats distribution. Because I don`t see anything remotely logical in it. A lot of nomenclatures are absent. Of those present half are the mixes of two nomenclatures, and half are pure 3 stats. No items with primary Precision or Vitality. Three primary Power. One primary Toughness. Healing as a stat is pretty much non-existent, but there are two different items with MF.
People are forced into wearing exotics as opposed to ascended, because exotics actually give more of the useful stats for a lot of builds.
dont tell them to nerf warriors, nerf your class for saying warriors are overpowered, they arent unless you can play them right. just like every other class. just because you get killed a bunch in pvp by warriors doesnt make warriors overpowered or your class underpowered, it means you arent playing your class the way it was meant to be played.
In my opinion, jumping puzzles have no place in WvW. Period.
Remove the JP altogether. Problem solved.
Doesn’t fix the problem though. If you’re working on your legendary and really just don’t care about doing WvW (or have the rig to run WvW) there’s no other alternative aside from map completion. But at the same time it would be unfair to suggest they remove the WvW requirements for legendaries and world completion due to all the people who have already had to struggle through all of it.
i dont wanna pve for my legendary, why in the world should anyone not have to wvw for theirs?
everyone wants final rest, but how would you go about it? i would farm the chest till i die, but would you pay for it? if so, how much?
have we ever had it confirmed it only drops in open world? could it be a DUNGEON event? they have those you know.
my fav thing about w3, the lulz and screenie proof with your bragging rights
fow is pretty barren in cursed shore, come on oveer here and ill help ya do the events together
im red death of you the charr quaggan warrior:P
Yeah, I don’t know about the loot or experience part while in revenge. However, there is a trait where you have the chance to revive completely out of revenge on a kill. I believe there is also a bug to reinstate yourself after a kill in revenge without the trait (happened to me before, but not very often). Not sure if that is intended as well, but that’s the difference between it and mist form.
it is supposed to happen occasionally without the trait, but its like not a 50% chance, definitly lower than that.
give me your voodoo powers over DR. i need your precious powers now! quaggan will give you 1/4 his drops if you give quaggan your voodoo powers!
my signature says it all
well, the most powerful guild on my server (fissure of woe) would be both dark and pvp. they are run up close by my guild LoTs, when we have people on we take towers and are a very coordinated strike force, very powerful, and we know how to make combos and have good survivability in wvw. we strike fast and we strike hard, and we are growing all the time.
coo! quaggan likes you! quaggan has 249 more quaggan tonic to be quaggan forever! coo! QUAGGAN NEEDS HELP! MOSHPOIPOI!
(edited by My Dead Characters.9517)
after you get killed in the jp, invite them to your party and congradulate them. then go back and duel them 1v1 for fun, i did this today, was much more fun than actually helping my team, and besides, this is a game i play, the way i want to play, and if they are nice enough they will even give you tips on a build. i changed my build just a little bit and it drastically changed how good i do.
3. WvW has devolved into ZvZ (ZergvZerg)
When I first started playing WvW in the BWE’s and the weeks and months after launch, zergs were a valid tactic, a tool to be used, but could be tactically outplayed using coordination. More often than not, at launch the guilds in TA were outnumbered vs the guilds from other alliances, notably Ascension Alliance, due to HoD bandwagoners and queues. I remember going against devastating, brutal zergs; even when you beat them they’d come back again and again knocking on your door over and over and over like a battering ram. Like a heavyweight boxing match they’d just keep bashing you again and again until you felt like you couldn’t take anymore. As soon as you finished the last of a zerg, regrouped and got your bearings – they were on your doorstep again. It was awesome.
Once when our homeworld garrison was occupied by Ascension, my guild and 2 other TA guilds were assigned to take it back. Using about 5 guys to attack Bay and draw swords, the rest of our motley crew hit garrison for all we were worth. Eventually they were too slow getting back to garri and we ninja’d it from them. It was a great feeling.
I told this long story because the WvW pop has consistently dwindled now to where ZvZ is the only way to play. Sure, you can try to play tactical with a small group and ninja an obj. A zerg can take it faster though. Sure, you can try and defend your only remaining objective on the map with the handful of people you have. A zerg will just ram right through you and your defenses though. Due to culling and the way the maps are designed, a zerg will get to a location just as fast and stealthily as a small tactical group (and maybe even more so).
Zergs even have the advantage in fights vs smaller groups, due to the AoE limitation. The AoE limitation is so utterly idiotic I cannot wrap my head around it. Zergs are a valid tatic – they shouldn’t just be the ONLY tactic. AoE limit needs to be lifted/increased and some other mechanics need to go into place to dull the power of zergs and ecourage more tactical play.
very dumb section of this post, a group of 9 can decimate a group of 30+ if you are smart and know when and where to hold them. as you can see in the picture below, we had 9 arrow carts at a perfect location to defend as we had a choke point. if we had tried to defend at quentin instead of langor we wouldve DEFINITLY been wiped, but we used.. wait for it.. wait for it… STRATEGY afterwards, we retook quentin and proceded to take durios and bravost before the enemy invaders were able to get enough discouraged people to come back and fight for it again, and by that time we had fully upgraded tower, and once again we decimated them. we did this one more time before they took our keep instead, and then trebbed us. we held them off for 30 minutes after our wall was down. so yea, you think zerging is the only way to make a difference? newsflash, small group can cap most stuff if they know something called Strategy. try it, it works, just take 3 towers and your helping more than a zerg taking a keep. there are plenty of rewards to doing towervs keeps, you can get more exp and karma and money from taking 3 towers, while in a zerg you attract another zerg and they will fight you for hours on end before you take the keep. taking 3 fully upgraded towers in less than 30 minutes. now where does that encourage zerging? where? honestly, zerging is incredibly boring, and not zerging is incredibly fun.
Why do arrow carts work vs. zergs?
Because they have a 50-man limit to their AoE, not 5.
The thing is I don’t want to play an arrow cart with its 3 skills, I want to play my character.
I think I might use your quote whenever someone brings up such a stupid argument about zergs again.
Well said.
oh, i see. you want to be a team of 5 that can kill 50 players at a choke point. guess what? that is a horrible idea, even though it encourages zerging, it would not be fair for 5 players to be able to kill 50 players at a time unless they had the willingness to pay for their roflstomps. however, 10 – 15 would be a bit more fair, it would require good teamwork still without making it too OP. 50 should require money to be able to hit that many people, it would hurt too badly, and everyone would roll staff eles and well necros and other aoe builds. i do agree that 5 is much drastically nerfed, but 50 for 1 player is not usnig enough teamwork, using supply wiht you team to make the arrow carts and having the teamwork to use it correctly
3. WvW has devolved into ZvZ (ZergvZerg)
When I first started playing WvW in the BWE’s and the weeks and months after launch, zergs were a valid tactic, a tool to be used, but could be tactically outplayed using coordination. More often than not, at launch the guilds in TA were outnumbered vs the guilds from other alliances, notably Ascension Alliance, due to HoD bandwagoners and queues. I remember going against devastating, brutal zergs; even when you beat them they’d come back again and again knocking on your door over and over and over like a battering ram. Like a heavyweight boxing match they’d just keep bashing you again and again until you felt like you couldn’t take anymore. As soon as you finished the last of a zerg, regrouped and got your bearings – they were on your doorstep again. It was awesome.
Once when our homeworld garrison was occupied by Ascension, my guild and 2 other TA guilds were assigned to take it back. Using about 5 guys to attack Bay and draw swords, the rest of our motley crew hit garrison for all we were worth. Eventually they were too slow getting back to garri and we ninja’d it from them. It was a great feeling.
I told this long story because the WvW pop has consistently dwindled now to where ZvZ is the only way to play. Sure, you can try to play tactical with a small group and ninja an obj. A zerg can take it faster though. Sure, you can try and defend your only remaining objective on the map with the handful of people you have. A zerg will just ram right through you and your defenses though. Due to culling and the way the maps are designed, a zerg will get to a location just as fast and stealthily as a small tactical group (and maybe even more so).
Zergs even have the advantage in fights vs smaller groups, due to the AoE limitation. The AoE limitation is so utterly idiotic I cannot wrap my head around it. Zergs are a valid tatic – they shouldn’t just be the ONLY tactic. AoE limit needs to be lifted/increased and some other mechanics need to go into place to dull the power of zergs and ecourage more tactical play.
very dumb section of this post, a group of 9 can decimate a group of 30+ if you are smart and know when and where to hold them. as you can see in the picture below, we had 9 arrow carts at a perfect location to defend as we had a choke point. if we had tried to defend at quentin instead of langor we wouldve DEFINITLY been wiped, but we used.. wait for it.. wait for it… STRATEGY afterwards, we retook quentin and proceded to take durios and bravost before the enemy invaders were able to get enough discouraged people to come back and fight for it again, and by that time we had fully upgraded tower, and once again we decimated them. we did this one more time before they took our keep instead, and then trebbed us. we held them off for 30 minutes after our wall was down. so yea, you think zerging is the only way to make a difference? newsflash, small group can cap most stuff if they know something called Strategy. try it, it works, just take 3 towers and your helping more than a zerg taking a keep. there are plenty of rewards to doing towervs keeps, you can get more exp and karma and money from taking 3 towers, while in a zerg you attract another zerg and they will fight you for hours on end before you take the keep. taking 3 fully upgraded towers in less than 30 minutes. now where does that encourage zerging? where? honestly, zerging is incredibly boring, and not zerging is incredibly fun.
2. The roles/rewards/recognition of Guilds in a game called ‘Guild Wars’ is lacking*
Spare me the lore argument. The game is called guild wars and the guild component as it relates to WvW is undercooked. The buffs and the siege weapons you can get from the guild upgrades are great, truly they are, but that’s where it stops.
If we take bay, garri, sm or what have you – does that do anything for our guild? So our banner is hanging from some parapets, what of it? Do you know whose banner that is? Are the NPCs named after us? Do we get influence or gold or karma over time for holding onto an objective? Does it announce in map chat that xxx guild has captured and claimed xxx objective? Do we have a system that allows us to form groups larger than 5 or at the very least see all guildies on the map? Is there any mechanic at all, other than an indistinguishable banner, that recognizes guild achievements in WvW? is there anything – at all – that truly benefits WvW guilds and significantly encourages guilds in this gameplay?
The answer to all of these questions are No. The guild buffs do not significantly encourage guild gameplay in WvW as they apply to pugs as well. They’re a ‘set-it-and-forget-it’ mechanic. No one knows which guild just gave them 5 different types of buffs neither do you need to be in that guild to get them. I’m not advocating that you should – but it just goes to show that guilds really lack scope and purpose in WvW.
very very true, i would like my guild to be recognized more when we take towers using our very cooridinated strike force
i manipulate the market a good bit now, i started 3 days ago, i gave myself 20s to my fund for attempting this, now at 4.5g in 3 days, and no farming was done, i was leveling a brand new alt for about maybe 1.5 hours a day max, probably less. i am a normal player who knows how to use the trading post to my advantage.i am very casual, and i dont like to farm. i would not be suprised if some rich tycoons are changing the precursors prices a little bit, but i doubt the precursors are getting hoarded by goldsellers, a normal player can farm and play the TP at the same time, simply by parking an alt in a town, by the trading post.it would not suprise me if goldsellers have a slight influence, but i do not think they control the market completely
How about we compromise: lets make there be a pvp version of it, or a path that lets you pvp if you chose to go down that particular path. that way non-pvpers can jump without pvp and we pvpers can pvp while jumping.
can it have traps and be a pvp zone? PLEASE!!!!??? i love killing people in the jumping puzzle in EB. i want more pvp jumping puzzles!
i cant jump when i use my quaggan tonics:(
im gonna be the first to conquer it. i called it! and josh, will it have traps so we can pvp in it? PLEASE?!!!!!!
ok, this post is similar to the legendary posts. “i dont want to have to wvw for my legendary” well i dont want to have to pve for mine. the same concept applies here. the devs want you to do ALL aspects of the game, therefore they will put incentives for you to explore these aspects. dont want to do something on there but like one of the other things on there? well some other people dont like what you like on there and like what you do not like. they cannot cater to you until you are a person who likes what they get no matte rwhat it is. they already are gonna make dailies customizable. what more do you want??
But the Legendary is just a skin and you get nothing from it except cosmetic’s (that is until they change that and make it the best weapon(s) in the game, then I can see your arguement as more valid).
the legendaries will always be best in slot, so they will tier up to match ascended, and then tier up to match the next level, so there is a good reason behind getting one. also, i meant the reasoning of the posts, rather than what the end result was.
ok, this post is similar to the legendary posts. “i dont want to have to wvw for my legendary” well i dont want to have to pve for mine. the same concept applies here. the devs want you to do ALL aspects of the game, therefore they will put incentives for you to explore these aspects. dont want to do something on there but like one of the other things on there? well some other people dont like what you like on there and like what you do not like. they cannot cater to you until you are a person who likes what they get no matte rwhat it is. they already are gonna make dailies customizable. what more do you want??
wvw towers with a group of you and 1 other. easy to do, a fun challenge, and annoying to your enemies. i HATE zerging, my guild has done many tower caps where we take a supply camp in EB and hit the 2 closest towers hard. we split up, one team of 5 for langor tower and 1 group of 5 for quentin. they are taken in less than 5 minutes. then we put up arrow carts and crush them when we defend, because our opponent has a very coordinated and fast responding zerg. so yes, wvw zerging is boring, wvw tower capping is fun and even great fun when defending. if you want proof that it is fun to defend, look at this screenshot my guildie took, the result of a few(9) well placed arrow carts and a cannon. i fell out of my chair laughing when we did this.
this is a great post, will help those starting in wvw know how to survive early on while they get used to wvw, i see a lot of wvwers come and go because they go glass cannon or magic find gear, also one thing i would add is when fighting a theif and the theif stealths, hits randomly while spinning in a circle, usually i hit the theif out of stealth doing this.
stupid idea, enemy spies would kill your golems and there would be nothing you could do about it
my guild can guest and we can bring food trays! i have 2 food trays to bring!
needs to be crystaline dust i believe, the T6 dust
i doubt it, because the signet doesnt give the normal regen buff, it has its own special regen, gives a different buff, and therefore i doubt it is affected too. if you want a lot of regen go as a banner warrior with healing power.
my idea is this: the keep that the orbs is in produces its own supply like a supply camp. when the keep is under attack, however, it would stop, and instead give the defenders a buff for 25% magic find and 25% gold find. when the keep is at full supply the team with the orb get a 10% magic find bonus on all the maps. also, the orbs could not be taken unless a defender was defeated, say like a strong npc that needs about 2 people to kill, so it wouldnt just be: theif permastealths while they do mes check, and then solos the npc. this allows orbs back in and giving the defenders no stat advantages, but a good strategical one, and the magic find is incentive to defend and hold the keep. there would be a MAJOR advantage to a good wvw team, who could upgrade faster than normal, BUT not an advantage that makes the team with the numbers OP x 15.
i think our friend jul was mistaken about the aoe cap, he doesnt seem like hes suggesting nerf them, he just thinks that player siege cap is the same as siege cap, which would be ridicoulous. also, they would HAVE to nerf aoe cap to do these buffs, when as you can see in this picture arrow carts work fine if you have enough of them.
Arrow carts hit 50 people, not 5. PLAYER aoe hits 5. however, if we buffed superior weps things would be MUCH harder to take, one person on a sup arrow cart can break everything but a treb, if placed properly. this only encourages MORE zerging, which is even worse.however, the omega golem blueprints should cost 2 less alpha bueprints. also, its only 1 siege masters guide except for golem, which is 3.
warrior is an amazing tank, all you need is gear with the soldiers stats, and it gives good dmg as well, i love it, and i can do well in pve, i soloed a champion with a grenade kit in an event in straight of devastation because i had a nice health pool and good toughness with a lot of power.
also, perhaps when the keep is at full supply, you get a 10% magic find for all maps of wvw for your team(to make holding that keep its in more desirable), and 25% magic find when defending the keep the orb is in. that way the orb-holders WILL at least try to hold the orb, adn it is a mjaor strategic advantage when you first take the keep with the orb.
THIS IS NOT A COMPLAINT, BUT RATHER AN IDEA!!! What if orbs could give a strategical advantage, but not boost the other teams stats? i was thinking maybe they caused the keep that the orb was in to produce its own supply, just like a supply camp. HOWEVER, it wouldnt work if the keep was under attack , so the keep would be repaired forever. this makes orbs have a strategical advantage WITHOUT making the most likely more numerical team OP. this way wvw would have another clear objective, and WvW DEFINITLY needs those, it helps the new people a lot.
there is a status called invisble, it makes you show as offline, so unless you are actually seen by your friends, you wont be invited
maybe, the orbs should make the keep produce supply for itself, but only when NOT under attack, so that way its a strategical advantage, BUT not giving stats to make the numerical team OP and have the numbers.
(native Fissure of Woe player, will never change)
It has to be said that the WvW scene no our server has evolved a lot.. I remember that in the beginning of my GW2 career I would be wandering around in our homelands encountering more enemies than friendlies.. Nowadays you can actually see lots of planning and upgrading, so we’ve come a long way (but of course there is still a long way to go yet).
War story to illustrate: Tuesday 40 WSR were hitting on Dreaming Bastion and 20 FoW kept them off (they even breached the gate but were pushed back by us).
Also the amount of GOOD commanders has increased. Indeed, good, since there are still others: People that wear the commander tag should be acting like one. I will not mention names, but there is a commander who find pleasure in flaming all for “stupid noobs” instead of giving proper advice (knowing that not all are all-knowing like he (thinks he) is).
(I myself rarely wear my commander, since I like to raid camps solo. However, when the time is nigh, the tag will come on and we can get to some serious WvW..)
So, to sum it all up: Fissure should never merge with another world.. Those otherworldly invaders should beg us to join our ranks.. ;-)
another story to illustrate: we had about 20, wsr had 50. i did the natural thing, i used a quaggan tonic, ran into the zerg, and ended the tonic form, and used 100b followed by whirlwind. they scattered making it easier to pick them off one by one, while i cleared the target and used rush to escape. next i used bulls charge to knock the person on the cata, then we took 7-20, and we won, had lots of lulz and fun, and got a few badges. also, if any1 on fow wants to join wvw, friend Red Death Of You, ill teach you what you need to know, and i typically teach by showing you how to kill ppl with siege once we get to the siege uses lesson, and all my pupils have had fun the most on that stage. i teach by taking towers and supply camps, and then showing you defense. friend red death of you and speak to me in game, if i can at the time i will teach you!
entire zerg took quentin,, the tower my buddy adopted. i had adopted quentin. so while the were taking danelon i decided no zerg is taking MY baby. 9 AC, cannon. mortar, plus choke point. MWHAHAHAHAHA
if your attacking you ALWAYS must have a larger force to take a tower/keep. however, you can do an AMAZING job defending with 10 ppl. my guild had 10 ppl in wvw at the time of this photo, and we did this. id say thats making a BIG difference, when you wipe a zerg of this size with 10 people ( 9 AC and a cannon). your main problem is, i suspect, you are not understanding how awesome DEFENDING is, instead you are only attacking. this isnt a bad thing, but its only half the aspect of wvw.
the guild that can fight as quaggans, priceless
simply solution against a zerg: 9 AC and a cannon.
That was a bad commander in that picture :/, especially if he stayed in that chokepoint.
the commander didnt STAY in the choke point, he never got past it:P
srsly,if i find a way up there can i? and can i kill their merchants? like, without getting banned?
simply solution against a zerg: 9 AC and a cannon.
i can vouch for AC hitting more than 5 ppl, i have this pic as proof, half of them respawned, so about 40 dead bvodies from 11 AC and 1 cannon, that was so worth 81s for that screenie. so yes, AC and cannon DO hit correctly with thses nuumbers.
I don’t need hacks to make a big pile of dead bodies, just my guild and my 9 AC on walls+cannon I ordered:P just my little present from fissure of woe to ruins of surmia, I took the photo after half respawned, sorry fow peeps, but hey, we still got about 20 bodies left:P
(edited by Moderator)
I don’t need hacks to make a big pile of dead bodies, just my guild and my 9 AC on walls+cannon I ordered:P just my little present from fissure of woe to ruins of surmia, I took the photo after half respawned, sorry fow peeps, but hey, we still got about 20 bodies left:P
(edited by Moderator)
I made this thread to share our best battle pics. here’s my pic, half the result of 9 AC, cannon and mortar at langor, and by half I mean half the enemy respawned. don’t go on a bridge when you see 9 AC on the walls. AC ad upgrades were curtesey of Red Death of You(me), and they were worth it for this screenie. post your best battle screenie here!
I am on Fow , ilove langor tower, so to def it I placed 7 arrow carts on the wall, 2 behind the door, and had cannon and mortar upgrades. here is half the result(other half respawned)
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