Huntsmen(HM) elem
Jade Quarry
BG folks sure LOVE to run glass cannon builds. hahahaha Sooooo fun to kill! =)
haha that was it. Sorry. got them mixed up. Still waking up after late night WvW. =) Wheeeew. Crisis averted. =)
Sorry…..was trying to type and fight in WvW….but you get the idea. It changed from endurance slow to skills slow. And no, it was not always that way.
I think it “depends”. In WvW, I run a high condition built and just work folks over. They can’t cleanse off the conditions. I can teleport/mist/RtL around and keep mobility while just stacking away on them. Works nicely. By the time they realize how many conditions I have on them, it is too late for them to run. =)
Anyone else notice that if you are D/D…..your air “chill” effect got changed from reduction/slow in opponents endurance regen to being a slow on their skill recharges?
Not sure I like this. Keeping a thief out of endurance was a quick way to kill them. Just slowing down their skills doesn’t do much if they are stealthed all the time again. Same goes for other classes when players like to rely to much on their dodges.
Anyone noticed a difference?
Nice guide. My only question, many times you claim s/d as the “best” defense build for us. However, isn’t s/f truly the best defense combo? Anyways, keep up the good job and thanks for your hard work.
Some GREAT fighting this week! I don’t get the folks that bag on the other sides….without a tough fight, without the other “side” doing the things your side does too that makes you cheer when your side does it yet cringe/get-mad when the others do it, without this level of challenge we have all come accustomed too…this would be a very boring PvP game. Soooo glad to have great players on all sides! However this week ends up…it’s been a good one!
-Naturale
Huntsmen(HM) elem
Jade Quarry
11:30 am cst 1/2/2013
JQ still ahead. Where is SOS’s homeland again?
Assuming the overall issues are fixed (culling, terrain bugs, etc), which they will be. Some things I would like to see…..
1. LARGER maps….maps are too small and allow zergs to…well, zerg.
2. fix AOE targetting from on top of walls for defense. You can target from below them easily and hit anywhere on top. But from on top of the wall, ground targetting near the keep is almost impossible…you have to stand on top of the wall edge to even get a chance and can then get yanked off the wall….so what defense is the wall for the defender then? It is just a big LOS issue. =)
3. Allow PLAYERS to select WHICH commander icons they want to see. (ie. allow a toggle on/off) Sure, that person bought their commander pin, but that doesn’t mean I as a player have to recognize them as a commander. Allow ME to pick which commanders I want to see on map. Likewise (and I mentioned this in another thread before) allow us to select the color for the commander pins so we can follow the ones we want on map by color as well. Helps with groups following commanders.
Folks making kitten videos about small group encounters in WvW versus random level players of random skill levels. Less news at 11. yawn
Had 4 SBI run by me and /wave as our yak was coming up to our sentry and headed to tower in the SOS borderland. They were on way to SOS keep. Just /wave and /laugh and kept going. Made me want to /hug each of them. Love it when 2nd and 3rd see the value of playing together at times to topple number one. =)
-Naturale
Huntsmen (HM) elem
Jade Quarry
(edited by SilencingMachine.5049)
Gave it a go. It is funny when it works…but then you are SOL for a while. However, many times it doesn’t work due to bugginess of our skills….ie. more often than not the knock down does not work or the arcane skills do not fire correctly. Takes some tricky timing and luck. It is funny though to watch 4-5 people in a clump go “WTH?!??!!” as they are insta-downed.
Adding a world boss that drops special items or such will only further benefit the zergiest servers and/or those that “night cap”. It will also lead to people flocking to the over-pop servers so they too can “get the lootz”. Bad idea. Less PvE in PvP please.
I think there is a way to balance WvW a bit, but adding PvE content is not the solution.
Soooo you want to know where to transfer so you can get map completion? Just stop playing. This game is not for you.
I don’t think this would be too difficult to implement…at the very least, color coded commander icons. I do hope they expand it to allow “party of parties”….and even then, adding in functionality for guild alliances would be nice as well (a la WAR but even moreso).
People (including me) complain that the “commander” pin is paid in gold and not earned. Go to Lion’s Arch during any given day, and you can see a dozen “commanders” roaming all over the place….yet you NEVER see them on the battlefield nor leading anyone. Fine. It’s just crafters and such preening (hey! look at me! I had 100 gold and all I got was this lousy blue icon!). However, on the battlefield, it can get annoying and confusing with 3 or more commander pins all over the map.
Soooo…..a suggestion….mixed with an additional suggested change (haha). Coming from WARhammer in the past, I liked the “warband” concept. This allows essentially the creation of a “party of parties”. So a “commander” could invite other parties (5 in our case). And let’s say you could have a limit of 4-6 (that would be 20-30 people in a warband for those playing at home or slow with math haha). So what does this buy you? Well, you could then have your own warband chat channel to coordinate and you could see (blue dots) all of your own warband party members on the map. You could still use /t or /m to communicate with the rest of the players out of party/warband (or just use your good ol’ Teamspeak and not worry over it haha).
Now to take this a step further…..I think you should have YOUR commander’s pin in blue and any others on the map in another color (orange?). So then on a map, you would see your commander of your warband, you warband party members and only other commanders (orange icon?). Actually, it would be nice to allow players to choose their own custom colors for these icons/dots on the map, but maybe that’s further out. haha
Lastly, it would be nice if there was a “commanders’ channel”…and I am not talking about for commanders in the same map to communicate….I mean this would allow commanders across ALL WvW maps to communicate and coordinate (something no easily done in Teamspeak even).
Just a few thoughts. Feel free to add your own constructive criticism and ideas.
I do miss the character collision from Warhammer……you could run through your friendly players and if you couldn’t, it meant a stealther was near! haha……you could use it so tanks actually DID act like meat shields…..it kept cheese players from running in and back through targets to attack…and more….it was very nice…but VERY performance heavy as well.
They said from the outset, WvW is meant to allow casual players to participate on the same footing as any other player. There will be no ranks, abilities, etc. that would change that (as it did in DAOC and WAR).
The only thing I would ask to be changed is map size (slightly larger) and toning down the ability to move across map too fast (for example, limit mez portals to ONLY their own party).
Meh…..it happened in WAR as well…and was a legit tactic….but you had an auto-waypoint countdown so it wasnt too exploitable.
in WvW
Posted by: SilencingMachine.5049
Badges working FINE as is. If you award for taking objectives or destroying siege or anything of that sort, it will get farmed and/or “kill swapping”. I have seen this exploited to the nTh degree in WAR and even in SWTOR when their first attempt at WvW was there (kill swapping the transports for points).
It has to stay as a “players killed” based award. And even this too should have diminishing returns so 2 “friends” cant go off and just kill swap either.
Yes, if there is a way to exploit a system, people will find it.
That page doesn’t tell you that burning speed can trigger a blast finisher for example, it has a chart but there an an open end here we don’t know what exactly is the prerequisite of Earthquake to get the combo to trigger. For example nothing in air -> earthquake will trigger the combo.
@Renari….I don’t think you are getting how combos work…..it is NOT that burning speed triggers a blast finisher…..burning speed triggers a TYPE of combo field….when a “blast” combo finisher is used in that field, it has X effect. Using a projectile finisher in the same field has a DIFFERENT effect. It is the combination (ie COMBO) of a “field” and “finisher” that produces different outcomes. That is what that matrix I linked is showing you. Past that, simply refer to your skill’s tooltip to see what is a combo “field” trigger and what is a “finisher”. Not rocket science.
Easier just to look it up here…
http://wiki.guildwars2.com/wiki/Combo
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