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Spirit of Faith [HOPE] – RIP
that’s hardcore organized action right there bro
ps.: 10v10 is 2 teams of 10 players, not 5 :’D
I meant each team has 2 partys of 5 for a total of 10 players a side, 20 players in total.
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Just because people play well doesn’t mean that their classes are OP.
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So instead of adding to my post you create your own where you don’t actually propose any sort of game, just “things that need to be done”
I don’t think cap points are a good idea for GvG; we already have those in sPvP.
you talk too much about “mindless zerg”; have you played wvw on any higher tier server using voice comm with your guild?
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I am really surprised by the negative comments and complete lack of constructive criticism.
If people think that 15v15 is too much, 10v10 (2 teams of 5) is perhaps better?
It is entirely possible to heal others (including guild lord) in this game by dropping a water field and spamming blast finishers. If necessary, healer npc similar to those in gw1 could be added to help keep guild lord up, or the lord could be given a self heal.
Making the guild lord a champion or “purple” level mob would make it near impossible to beat with anything less than 3-5 people.
I think a lot of the negativity is stemming from people’s negative views of WvW. When you enter wvw solo or without voice comm, a lot of it can seem mindless and confusing until you play with organized people on voice comm. Huge 40 v 40 zerg fights can be intensely tactical and organized, utilizing terrain and specific skills.
Watch this organized zerg get wiped repeatedly by Red Guard:
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(edited by Quick Mouse.7635)
Won’t work. You could just rush the enemy lord. Not being able to actually heal makes it impossible to keep the lord alive.
Also, if it’s just a couple “splitters” on lord, you can’t really do much about it except send the equal number back to defend and hope you can kill them. You can’t really send a healer to defend and save the lord.
It won’t work.
you can’t just rush the guild lord 1) keep is defended with npcs and will take time to kill. you can send less players back than they split to defend while having a number advantage pushing into their base. 2) The lord is a champion level mob that would kill anything less than a coordinated group of 5. 3) I enver said you can’t heal the lord, in fact it should heal out of combat.
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I think you don’t understand what “GvG” means….
It’s not a mode where entire guilds battle each other, it’s a highly structured game-mode (it was 8v8 in GW1, which should be the absolute highest limit of Players) between two Guilds. It had multiple Maps, objectives, a Ladder and the best games could be observed ingame by the Public.
It is nothing like some ppl out there think; it’s NOT simply a Mode where entire WvW-Style guilds can duke it out.
as someone who played 7000 hours in gw1 with a significant portion of that in gvg, i think i know what gvg is. And gvg in gw2 could have everything you described.
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So a lot of people (esp gw1 people) have been wanting a gvg game type in this game. People often go to certain areas in WvW simply to duke it out in 15v15 or 20v20 "gvg"s, basically deathmatches.
Here’s my idea for a gvg game type that would fit into gw2:
It would be a cross between WvW and sPvP (specifically the legacy of foefire map).
Player limit: 15 per team (3 teams of 5 per side).
The map would have 2 keeps on either side of a battlefield. No doors. Keeps will have more than one entrance, both guarded. A front entrance (leading directly towards the center battlefield) and the shortest distance to enemy keep. One or more side or back entrances that allow for splitting and tactical play.
Outside the keep would be a few guards and some rangers/casters on the walls. Map should be big enough that guards don’t aggro into the center battlefield if 2 guilds are fighting in the center (ie can only be used defensively).
Inside the keep should be more guards/rangers/casters and a Guild Lord. Guild Lord is a champion-level mob.
Objective: Kill the enemy Guild Lord before the time limit. If time limit is reached, the team with the most points wins.
Time limit: 15min or 30min.
Points are scored for player kills (say 5 points per kill), npc kills (1 point per kill), and damage done to enemy Guild Lord (say 50 points for damage equal to half his health).
respawn timer: 2min30sec. Dead enemy players will respawn at resurrection shrine inside keep every 2min30sec.
Possible secondary objectives:
=Flags. Not sure how this could work, since flag runner would likely get insta-gibbed. Two options:
-Both keeps get a flag and there is a stand in the middle of the map that gives 10 points per minute held by a given team. Flag runner cannot use skills while holding flag, but can drop it/pick it up. Flag runner is not immune to swiftness/other boons from other characters, but loses all boons/buffs upon picking up a flag (to prevent stacking 2 minutes of swiftness before picking up flag).
-2 orb type objectives on either side of central battlefield, that give 5 or 10 points when succesfully returned to guild lord. Similar to spirit watch. Encourages split play.
== in neither case should the runner get a giant X on their heads.
=Resurrection orb: Can ressurect up to 5 allies within a given area. Respawns every 5min but can only have 1 active. Player can use skills, but if the orb is dropped it returns to spawn location. Orb is dropped on player down.
Sorry for the wall of text, I hope you read this and give feedback
Cheers
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gw2lfg.com → problem solved
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The very first orb of the game never spawns, not sure if it’s something triggered by some random sequence of events or just random
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thieves are also really good at moving the orb with heartseeker spam. Any mobility skill should have a reduction while carrying the orb.
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Not everyone is like this, but some people are and it doesn’t matter what game you play (go play CoD on xbox live for example). If they are sending you offensive messages, report them. A 3-day suspension will cool them down
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I had this bug happen the other night in tournaments as well. Was kind of funny, because the other team didn’t realize and had 2-3 players camping orb all game
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full knight gear
use autistic healing
staff/gs over hammer/scepter-shieldscepter only if truely needed. a big chunk of your heals come from staff empower, and it makes up for lack of range. i only scepter for lets say like : TA Nightmare Tree, Arah, not much else. (alot in fotm)
autistic healing HA! not sure if typo or intended.
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Below 40 is not hard, above 40 things can get a bit dicey and wipes are more common.
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part of the reward of fractals are the relics, but I agree once you have your ascended the gear the rewards are underwhelming to say the least.
An easy fix to both this issue and the issue of farming a specific fractals weapon skin would be to make fractal weapon skins tradeable. Kitten if that’s gonna happen tho.
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for pve and wvw staff is pretty good, that’s what I play. For pvp not so much, it lacks any of the defense/mobility of weapon sets have, not to mention people in pvp dont stand around in aoe like mobs in pve do.
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Short answer: Yes. You can skin it and retain the purple “legendary-ness”
Long answer: This may result in problems when they release ascended weapons and legendary weapons get rolled up to ascended stats. Which is why I’m holding off doing this for my bifrost.
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3. Insert (trait maybe?) a way for the passive to remain active when you use the heal.
I think the Earth trait Written in Stone already does this, could be wrong though. I’m not a big user of Sig Restoration but I like your ideas!
It definitely does. Used to use this until I realized 30 earth was silly.
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I need moar bank tabs…I have all unlocked and my bank is almost full lol
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when did they add mf% to hero panel? I never noticed >.>
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In gw1, pvp had a monthly “flux” that provided some interesting shifts in meta gameplay. I’m wondering if such a thing will return in gw2, if people were in favor or disfavor of this global effect returning.
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The second boss heals to 100 when you kill the first boss.
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Honestly given the cost of amulets i wouldn’t worry about it. Knights stats are almost as good, since the extra tough provides more survivability as well as precision (if you’re traited for it). Maybe a few months down the road when you have all your other gear and nothing to spend laurels on I would worry about it. Not until then.
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several people have requested a guild message of the day >.>
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At the moment I am using knights armor + weapons and berserker accessories, following strifey’s guide:
http://www.youtube.com/watch?v=JWfgaA_MJw0&list=PLzYy8FVzP3HauPQvucrlqudKTQFkoa4kg&index=1
I find this to be the optimal setup for pve and dungeon farming. You will have around 45% cc with about 76% cd and around 3k armor.
Accessories are the best place to get crit damage since you lose out on the least amount of stat points. Chest armor and weapons are the worst.
Edit: out of curiosity what amulet did you get?
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I have to say I’m a little surprised about this one.
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We have never waited around the 30min until the rush timer was finished, and this was our 5th or 7th rush.
And by tricksy I think I meant Sotzz whichever is in the barrels and is a kitten to find
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On sunday my guild was doing guild missions. We are a very large guild, and had 50+ people doing them.
First we did guild bounties, and we got tricksy. We found tricksy, but when we talked to it to activate it (clicked the crossed swords text option), it disappeared, leaving two destructible barrels in it’s place. All 50 of us scoured the map trying to find it again. Needless to say, we failed this particular bounty hunt.
Then we did guild rush. We had 50+ people complete the rush (the bear one in lornar’s pass). The UI tracker clearly stated 15/15 completed. A little while later we were in wvw and we get a message saying guild rush failed, and we did not receive any guild merits.
Double fail.
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When you have a target selected you can spam this attack to move across the map without returning to your original position by using weapon swap.
http://www.twitch.tv/loljumper
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30/30/x/x/x/ with berserker gear. Stick to fire attunement and spam spells dont bother swapping attunements as its a DPS loss, you save that if you need CC/Healing ect not damage. 10 Earth gives you 5% more melee damage, 10 water gives you 10% more damage if you are at 90%+ health or 10 arcana for Vigor on crits.
Dont listen to this guy lol
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Either staff or daggers you will be running 30 in water. You will take Cantrips grant regen and vigor, cantrips recharge 20% faster, and regen removes a condition. When you go daggers, you can change the grandmaster trait to auras are applied to allies, but you will have to change the master trait to remove a condition on attuning to water. As D/D you will want at least 10 in air for auras grant fury+swiftness. In either build you want at least 10 in arcana for boons on attunement.
After this it’s up to personal preference. On staff I run 20 in air for glyphs recharge 20% faster and glyphs grant boons, then i take healing glyph and glyph of storms. 20 in arcana for larger aoes with staff.
With D/D most people go 30 in arcana for evasive arcana. Also as D/D ele you will want signet of restoration for healing.
With staff you can go full berserker armor and accessories, for D/D you will want considerably more survivability. I would go either power/vitality/toughness or power/toughness/precision armor with either clerics accessories or power/toughness/crit damage accessories. If you want to build more crit damage into your build do so only on your accessories, since on armor you are sacrificing a lot of stats for the cd%
Hope this helps
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So much enTITLEment in this thread
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Don’t worry, the kid doesn’t know. Anet does I’m sure. you won’t get banned or anything
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The only point of world completion is to get gift of exploration for legendary. You ALSO need badges for legendary. Put 2 and 2 together.
Stop complaining, you will have your gift of exploration ca. 1000hrs before you get your legendary.
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It’s expensive because it’s tier 3.
</thread>Spirit of Faith [HOPE] – RIP
People who have been playing longer will have more achievements, and rightly so. Should someone who just started spvp have rank 40 just because people who have been playing longer have rank 40?
It was the same way in gw1. Those who had been playing longer had much higher titles.
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Rangers countered eles in gw1. Although not as pronounced in gw2, they do still counter eles esp D/D ones.
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corrupted and fused are my favs
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flame sword usually, switch to tornado for zerg busting
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I think puff meant 0/20/0/20/30, but yeah.
Mine is slightly different, with 0/20/0/30/20. I go 30 in water for cantrips grant regen+vigor, cantrips recharge 20% faster, and regen removes a condition. This will replace the need to attuning to water removes a condition, since you will be granted regen to yourself and party by arcane 10 trait. Healing rain will remove 2 conditions per pulse. With mist form and armor of earth, glyph of elemental storms. Use glyph in earth for the aoe blinds. Use the combo finisher on earth #2 to blast your water fields and fire fields. With this setup and the cantrips, you can go full berserker gear for max deeps.
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It’s not instant or a bug. Generally what happens is that there is one spawn near the bottom of the hill where there are two veterans left but the pact moves on. They aggro the next spawn while the majority of people are still fighting the two vets, causing them to lose most if not all their moral. This is where most zergs fail, and I always try to yell in /say or /map to ignore those two vets. Not a bug, just poor awareness from the zerg.
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Devs have been very tight-lipped about this issue, despite several forum posts about it. I am waiting to see what happens with the April update.
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I think one of the things that would make boss battles epic would be Touhou-style aoes
If you are unfamiliar with Touhou, see attached:
https://www.youtube.com/watch?v=4Nb5Ohbt1Sg
Obviously not as insane, but something similar adapted to the available mechanics would be epic IMO.
There should be several different aoe’s with unique patterns, used in no particular order but with distinguishable charge ups.
Jormag phase 1 has this to some degree, but because of the “safe spot” most people dont notice.
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What they need is instead of giving bosses random aoe attacks, they should give them really cool patterned aoe a la touhou style. These attacks should be used in no particular order, but have distinguishable power-ups. I think this would make boss encounters epic
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not sure what comparison you are talking about
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Most probably in the future
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I understand the comparison to buying ori picks. But I prefer this comparison:
24g (for pick) / 3.2silver per ori= 750 ori mined pays for pick.
To put this in context, in the 7 months I have played the game I have mined somewhere in the region of 15 stacks of ori.
After this the pick is 100% profit.
3 other factors to consider:
1) convenience. Nothing like porting down to cursed shore for an ori run only to realize you’re out of picks.
2)It mines all ore equally, and I don’t feel like I need to carry around 10 different picks so I’m not wasting ori picks on copper.
3) animation is dope, well worth 800 gems imo.
And yes, I do own the pick
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Well guild missions have ben out for over a month and if anything precursor prices have increased…sigh
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sigil of blood ain’t bad either
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