What setting do you change to reduce the “Supernova” graphics that surround the boss/champion? There’s a ball of light around each boss/champion that I can’t see the ground to land the GTAoE and I can’t see the boss the hit with melee.
I jumped off the bird overhanging the Pavilion, and survived. Then again I was on my Necro, and Necros can jump from a low orbit and walk away.
then why do you post that thread here and not in the pvp-forums?
Because there are Devs that post regularly on the sPvP forum and since last patch there have been two anti Necro threads with Dev responses in the sPvP forum. A quick nerf to Necro(PvP) was done after one of those threads, expect another nerf soon, probably DS#3.
Not all Necros look at PvP forums. I didn’t until I found out that the game is “balanced” around PvP, which is causing tons of frustration for those players who mainly do dungeons or WvW.
Hmmm Quaggan going bye bye, return of the orb(buff). Coincidence???
Maybe some kind of “king of the hill” event instead of Storm Temple/Weather Node?
Failed Quaggan ritual leads to “King of the Hill” event, like Thaumanova Reactor?
Quaggan small….Asura small….Coincidence?
Storm Temple Fractal???
If a “team” is giving itself retaliation, you will need a team to remove it.
Get the timing down with your boon stripping teammates.
Drop a stun field. Next hit with Boon Stripping. Then you hit with Meteor Shower….Profit!
Anet,
Show me the data!
For each level of each trial pre and post patch, what is the outcome(fail, bronze, silver, gold) from groups of 1,2,3,4 and 5.
If you don’t know you should.
This was fun, in the beginning as I was learning how to play.
It became less fun once you found out that winning and losing offer the same rewards and that as people played to get breaker achievement no one played to win.
There was the one time where we all met in the center and had a 4v4 PvP battle. Nobody wanted to grab a crystal. That was different and fun.
We finally beat it after several fails when we decided to just pull/knockdown/knockback the first plunderer and NOT kill them.
I don’t know if this was intended, but we wiped several times before we just decided to play pinball with the first plunderer. Finished it.
Really? What does a Roamer who solos camps/sentries/yaks really do at the end of the week?
PPT means nothing, gives nothing, is nothing, unless you’re using the PvE bonuses your server gets…..right.
But what about the roamers who flip camps for 5 points. Since points mean nothing, all you do is take the WXP from flipping a camp and give it to one person on your server. If the other server flips the camp with 5,10,20 or 30 people, they get 5x,10x,20x or 30x the WXP for their server. All you really do is help the other side get WvW abilities quicker.
First of all the “T1” servers wanted the max on each map and recruited to get it.
Then they complained about the long queues, and still recruited for more.Next they bunched all the players on a map because numbers>skill
Then they complained about all the lag.Sounds like you just described something that is the fault of anet, not the players.
Then don’t start QQing when Anet’s solution is to reduce map cap.
I would rather see a balance change where a WvW matchup between server #1/#12/#24 would be a close match each an every day.
When you figure out a way to make a Vizunah Square/Vabbi and Blackgate/Eredon Terrace matches close a few hours before reset then you can start talking about rewards for winning servers.
First of all the “T1” servers wanted the max on each map and recruited to get it.
Then they complained about the long queues, and still recruited for more.
Next they bunched all the players on a map because numbers>skill
Then they complained about all the lag.
Easy solution for Anet.
Either do things to allow for the entire max population on a map to be in one place and still play the game as it should be played.
Or do things to prevent/discourage entire map population to be in one place.
This could be done by reducing map cap, changing graphics, map changes, score changes, better servers, better code…whatever. Anet will decide what’s the easiest or best way to do this.
Another thing Anet can do is if someone is queued on a red server, they will get bumped down to the lowest population red server until they no longer have a queue.
Post a topic about why you are leaving SoR when you finally decide to leave because of the lag/queue. Make sure to mention that it’s no longer fun and you want a challenge. Also thank all the others still on SoR for the teamwork and leadership. While you’re at it you can thank BG and JQ, that you will miss them and hope to see them soon on the battlefield.
You’ve had your time in “T1”, now it’s time for another server to get there. I’m sure there’s several servers that would love to buy, ahem, recruit you to their server.
Dolyak Mastery
Skritt Mastery
Centaur Mastery
Quaggan Mastery
Hylek Mastery
Ogre Mastery
Dredge Mastery
Siegerazer Mastery
Siegecrusher Mastery
I hope I never get to the point where I’m so serious that I stop having FUN.
The quest to getting better is much more rewarding than the quest to be the best.
The real problem with WvW is that the players are changing faster than Anet can change the rules.
Players want to play, ahem, WIN the way they want to, which causes/cuased
1. Servers having imbalanced WvW populations.
2. Night Capping, an issue that’s still not been addressed.
3. Zergs taking advantage of AoE cap limits.
4. Zergs using speed boosts to traverse quickly from one side of a map to another, or even from one map to another. Map size is at max, it’s not going to change.
5. Megablobs using skill lag to dominate Zergs.
Also add in siege between towers/keeps and all the “dead” space that’s in the borderland map and you’ve got most of the major issues with WvW.
I think that lower cap limits is going to happen just to stop the 100 man zerg from firing off 100 skills causing up to 500 damage calculations with the added conditions they apply.
I’m not positive about this but didn’t Anet say the reason for the AoE limit of 5 was to prevent lag?
Now you get megablobs all firing off skill 1 causing lag. It has to change. Maybe reducing the visual effects will reduce the lag, maybe not.
The current state of NA WvW isn’t fun when you have one server playing against another server thats 1 or more levels below them. How much fun is it to wait at a breakout tower hoping something happens? Probably just as much fun it is knowing that after your 10 man group starts a breakout, even if you happen to take a tower, you will lose that tower before the next point tick. And you have to do it all over again, and again, and again……
As for the argument of breaking up communities, in NA, how do you think JQ, BG and SoR got stacked? Somebody had to leave one server to join T1. There’s already a long list of servers that were at the top of the WvW ladder only to fall several tiers. There is no lasting WvW community and there never will be one.
The game is headed in the direction of a re-balance.
1. change map population cap to force players away from top servers
Anet has already made changes to player cap and said they can change this at any time.
2. Stat buff for outmanned AND outpointed servers as well as stat de-buff for high population AND high PPT servers
I don’t see any way of making the game “balanced” and FUN for everyone without this.
3. Change from server bases WvWvW to faction based WvWvW, with “overflow” instances added for more players.
We already have 3 factions in GW2, Vigil, Priory and Order of Wispers.
It’s too bad that there’s only four things that OS and WvW have in common.
1. You can be killed by another player
2. Choke points are kill zones
3. People being camped don’t like being camped
and what most PvEers don’t realize…
4. If you can’t beat the enemy with what you have, bring more
I wish the WvW JPs would just go away. There is so much more fun in the regular maps.
Now if you want to discuss a way to bring more PvE players into WvW I don’t think putting achievements in OS is the best way, but I don’t know a way to keep a PvE player in WvW long enough to start liking it other than having some kind of keep/tower/camp award. I think map exploration is easier now that everyone changes colors each week.
Anet is forcing WvW’ers to do something they don’t like to do….Camp the JP.
Why. Cause there’s only 2 ways a server increases their coverage. Buy it or recruit it from PvE. This gives a server, even one with lower population, a chance to prevent 2 other servers from gaining players. It’s not about the siege or the badges. It’s about making a PvE player’s experience so bad that they never go to WvW again, ever.
You can kill me in WvW 10,000 times, I’ll still show up the next night.
Deny one PvE player a perfect achievement score and they might never come back.
Don’t blame WvW players for playing the game the way they want to.
That’s getting REALLY far fetched.
Most of the players in the JP are there because you can get fights (well, except those that go there only to do the achievement). Fights that don’t even have much influence on the WvW part itself since the map was split from EB.
The new matchup system has already caused higher ranked servers to push lower ranked servers back to spawn just so they don’t lose ranking. There’s breakout tower camping instead of spawn camping. Siege it up, wait for breakout, get bags.
People camped the JP before it was split off when everyone in the JP took one person away from EB.
Servers change their tactics after every patch, what makes you think they won’t look at the JP as a place just for griefers and PvEers.
Anet is forcing WvW’ers to do something they don’t like to do….Camp the JP.
Why. Cause there’s only 2 ways a server increases their coverage. Buy it or recruit it from PvE. This gives a server, even one with lower population, a chance to prevent 2 other servers from gaining players. It’s not about the siege or the badges. It’s about making a PvE player’s experience so bad that they never go to WvW again, ever.
You can kill me in WvW 10,000 times, I’ll still show up the next night.
Deny one PvE player a perfect achievement score and they might never come back.
Don’t blame WvW players for playing the game the way they want to.
I’m not sure about Anet’s thinking here.
You put PvE achievements and legendary pre-reqs into WvW to make people try this area, but you reward hundreds of badges of honor for getting to a certain achievement level so they WON’T have to go to the WvW jumping puzzle.
Good for CD. If they are getting tired of being spawn camped and never being able to make their towers or keeps have reinforced doors then at least this way they can cause grief to all the PvEers from DB and FA.
We had our Necros wear pink in WvW one night because everyone knows real Necros wear pink.
Anet has done special dyes in the past for causes (GW1 Pink dye for breast cancer awareness month). I’m sure they’d be agreeable to having some dyes available for gems where proceeds go to a specific cause.
Any higher ranked server that wants to gain points AND is concerned with ranking is going to have to spawn camp, when they are matched against a server that’s from a lower tier.
If you are morally opposed to spawn camping then you sit back and wait for the 5-10 outmanned to put up a flame ram and either collect loot bags or wait for them to cap a tower and then sweep in with 30+ to take it back for the PPT and the WXP.
Handicapping the matches will not prevent this, in fact it would encourage it.
Giving supply buffs for low PPT/outmanned still won’t solve the spawn camp or loot bag farm or the WXP farm that’s happening now.
The only way to balance these unbalanced matches is to have a combination of handicapping, supply/siege buffs AND some form of stat modification.
Thanks for the replies. I think as long as I have some decent aoes I will be okay, I’m more interested in reliably being able to aoe often and provide support. I won’t be zerker anyway so dps is never going to be anything to shout about.
I tried a staff ele yesterday but it felt kinda clunky. Like randomly swapping attunements and firing all aoes not recharging was optimal.. maybe I was doing it wrong.
how are guardians compared to eles/nec? I see a lot in wvw videos.
Both D/D (solo and zerg) and Staff Eles(for zerg only) take some time to get used to play. D/D Eles need to learn their rotation and Staff Eles have to be able to switch attunement and drop the right field quickly.
Guardians in zergs provide boons, heal and CC the enemy from the frontline.
Necros in zergs remove boons, apply blind/chill/weakness/poison/fear with AoE marks and wells. Necros also are great for collecting loot bags. Plague Form is a mobile AoE zerg killing skill. Necros, however, still have few stunbreaks and rely on others (Guardians) to deal with CC.
Since you are already familiar with the Mesmer playstyle it may be easier for you to adapt your Mesmer to the zerg and still collect the rewards. Even though Null Field, Veil and Portal are utilities that don’t damage, each one can tip the balance from winning and losing a fight.
(edited by Swamurabi.7890)
My WvW guild loves Necros, almost as much as Mesmers, Guardians and Staff Eles. If the leaked patch notes are accurate, Necros might be the favored class in WvW.
I’ve gone both 30/20/20/0/0 and 0/20/20/30/0 in WvW with wells (WoC, WoS/WoD, SoL/Spectral Walk/Spectral Wall and Plague Form.)
With PVT gear I’m usually the last to die or have the most loot bags to collect.
Plague Form and WoD when used with Chilling Darkness trait is a zerg killer.
The game has been out almost a year. Do you really think that commanders or even players on opposing sides haven’t opened up lines of communication to each other???
PLAGUE FORM is your best skill when in a ZvZ fight.
My power necro’s Wells of Corruption and Suffering disagree a bit :/
My plague form, when preceeded by spectral walk, follows me everywhere the enemy is, Blinds them, Chills them and TAGS them. It also lasts for most if not all of the engagement.
Dropping the wells beforehand will remove their retaliation and protection, which will make your friend’s job a lot easier once you do go into Plague.
(Doesn’t the retaliation kill you? Or are you expecting mesmers to deal with that? a full Plague is potentially 20×5×350(?) = 35k damage by retal alone )
Mesmer Null Field does a better boon strip, and hits everyone that crosses it for as long as it lasts. Wells only pulse and hit max 5 people per pulse. In one second the whole zerg could be through and past the well. By the time you wait for the enemy zerg to slow down you could be stunned and then downed.
Not everyone has Retaliation and has it for a full 20 seconds. Plus when you enter Plague Form you get a boost to your HP total. Plague Form also gives you stability so you ignore all the CC around you.
When I enter Plague Form I know I’m doing my job by all the “MISS” texts that pops up all over my screen and at the end when I see all the loot bag texts.
PLAGUE FORM is your best skill when in a ZvZ fight.
My power necro’s Wells of Corruption and Suffering disagree a bit :/
My plague form, when preceeded by spectral walk, follows me everywhere the enemy is, Blinds them, Chills them and TAGS them. It also lasts for most if not all of the engagement.
For WvW you’re best with the zerg. Necros are in the top half of desired classes. Mesmer, hammer War/Guard, Ele, then Necro.
PLAGUE FORM is your best skill when in a ZvZ fight. Also make sure you have Chilling Darkness trait.
For utilities, take your choice of Well of Corruption, Well of Darkness, Well of Suffering, Signet of the Locust, Spectral Walk or Spectral Wall. Also have Ground targeted wells traited.
Staff is the best all around weapon, works everywhere in WvW, but the #1 autoattack is painfully slow.
Zerg Necros in WvW collect many loot bags.
In order to perform an attrition role, you need to deny an opponent these things for an EXTENDED period of time:
- 1: Damage (Obviously so that you can last long enough to see them through to the end)
- 2: Mobility (So that they cannot escape your attrition)
- 3: Healing/Cleansing (So that they cannot survive your attrition)
All whilst providing a steady stream of death at them, which is not an easy thing to manage, but at the current state of the Necromancer, impossible. We have no way to keep people from teleporting/running away. We have no way to keep them from healing/cleansing or even a way to punish it. Lastly our ability to shut down their damage to us is incredibly limited, since our best shut down options last for incredibly short times, have incredibly long cooldowns, cause us to lose our other 2 attrition requirements, or are simply bad (well of darkness, weakness, plague form, minions, fear, deathshroud, etc.)
If attrition is CORE to the Necro, then we should have multiple ways (weapons, traits, utilities) to do something from each group, not just weapon fix or a utility fix or a cd fix…
Necros will need a combinition of mechanics to become the “attrition” class Anet wants us to be.
The Devs don’t want to give Necros damage prevention like Vigor, Stealth, Invulnerability and to a lesser extent mobility, but would instead rather give us more stun breaks, but not Stability. Currently if you put hard CC on a Necro we melt, DS or no DS. Stun breaks won’t prevent damage, just let us get out of the damage chain. Unfortunately, Vigor, Stealth and Invulnerability and mobility scale really well with the number of opponents. This won’t solve the Necros issue with 1v2 or greater.
The only other damage mitigation is Protection, Weakness and Blindness. This only solves one of the three problems with the Necro. Weakness is supposed to get a buff soon and it may be that Necros become the master of Weakness. Protection is the only one that scales with the number of opponents.
To be an attrition class without damage prevention you have to heal better than everyone else. That means our direct healing, Life Siphon and Regeneration need to be better. Again, to make these better for 1v2 or greater, there would have to be an AoE component to them. Similar to healing better is Poison, which lessens enemy healing.
The last thing an attrition class needs is a way to prevent the enemy from leaving combat. That means we need more Stun, Daze, Immobilize and Chill. None of these scale with the number of opponents. If only our fears were AoE stuns…
So what do we get??? Burning
(edited by Swamurabi.7890)
How about
Frost burn
Soul burn
Flesh eating disease “feels like burning”
Fire isn’t the only thing that burns
Any Outmanned exploits can be eliminated by adding that the tools can only be used IF the server is outmanned AND is under a certain PPT level.
I’d also like to see Outmanned AND low PPT available explosives which are only usable when both conditions apply that can be used on both walls and players.
Maybe another tool is a trap or buff for outmanned/low-PPT, that doesn’t allow rez in an area and damages downed players, similar to GW1 frozen ground.
1. Go to Account Issues forum and ask why you were banned.
You will probably get a response with the exact text that got you banned and also why they determined you should take a break.
Other “why was I banned?” threads before got a similar response. You might have started out fine but crossed from generalized targets to individual targeted insults.
First of all the cannon would blow out the Yaks ears if it’s pointed forward. You’ll have to have them pointed rearward. This would have the added bonus of giving the Yak a leap forward.
I’d rather see a time bomb placed on the Yak that explodes the supplies right before the Yak gets to the tower/keep. Big Bada BOOM.
But the meta won’t shift until there’s a patch, because right now I think we (as a community) tested every possible ways to play a necro with the tools we have now.
Until the tools given to us change, the meta will stay the same. Thus until we get a change, we need to voice what we would like those changes to be. At that point we’re just crossing our fingers and hope that those changes will effect us in a positive way.
The meta knows the weakness of the Necro class, and until those weaknesses are fixed……..
Just looking at the class PvP tournament, the Necros were stomped by CC from the Warriors and the mobility of the Mesmers. Necros had a tough time in larger capture points against the Guardians but succeeded when the points were well sized.
Too bad we couldn’t get a poison cloud that followed the target like Plague Form follows us.
I run a PVT armor/soldiers with zerker trinkets. I switch utilities and weapons depending on what I’m doing. While in a zerg I’ll have staff and axe/focus. I’ve run both 30/20/20/0/0 or 0/20/20/30/0. I feel I survive more as 0/20/20/30/0. Always have 2 wells, the third utility is either Signet of the Locust or Spectral Walk. Elite is Plague Form in zergs and Flesh Golem as a roamer. Spectral Walk before Plague Form is a moving well. Chilling Darkness trait is what makes this fun. Nothing like seeing the enemy just go in slow motion as you blind them and then get stomped by your friends. Lots of kills. Lots of loot bags.
I would prefer if the Crabtacular achievement was related to how many “Top Player” awards you got.
Theres nothing wrong with this minigame.
I havent lost a match yet and usually win by 2-3 times the score of the next best player.
ITS FAIR AMONGST EVERY PLAYER
They dont expect everyone to win
These sentences don’t even go together to form a coherent argument, troll.
If that’s the case, give all classes some stupid ability that others need to pay for to counter.
I would just like to say that giving people the ability to pay badges and karma to straight counter someones class specific type abilities would be hilarious. Can you imagine being able to drop 15 badges to strip an ele or grd of the ability to apply boons for 30 seconds? How fast do you think theyd die at that point? How about 15 badges and some karma to remove an engineers access to turrets, potions and kits? Or better yet! 15 badges and some karma to remove a mesmers ability to summon clones or phantasms or apply any amount of confusion? We could make one for necros too that remove minions and dont let them apply any conditions to anything. After that we can move on to warriors, and remove their ability to use any CC and makes their max HP total half of what it naturally is.
You guys all know that this is exactly what youre asking for right? A money sink to hard counter a specific class. That’s some BS, and you guys should feel ashamed.
You obviously don’t play a Necro. Ever see MM Necros running around WvW? No, because the minion AI has already nerfed this class mechanic.
Conditions? Give me a break. Everyone in WvW and sPvP has so many condition cleanses a condition Necro is also nerfed. On top of that you have a buggy Corrupt Boon skill with a long cast time of Epidemic to add extra nerf to the nerf.
DeathShroud? Oh yeah, having a “second life bar” that degenerates and once drained takes a long time to refill, that’s working wonders for the Necros, the masters of attrition.
On the positive side for Necros, because we don’t have an OP build, we’re constantly finding builds to improve our gameplay from average to good.
As a wellomancer, I get tons of kills and loot bags.
A well dropped after/while hammer warriors/guardians stun the opposition means they hit several people multiple times. Ground targeted wells also damage siege, work through gates, don’t get obstructed.
I could also say that I’ve targeted a steroid boon guardian, hit with corrupt boon and the conditions were wiped before epidemic hit. Now I have 2 skills on CD and no damage caused. No loot bags.
For fun I was thinking of getting a 5-man Necro MM roaming zerg. You could flip camps and look like a 35 mob zerg with just 5 necros.
Why don’t you put the tournament teams on But of Corpse podcast and ask them why they don’t take Necros?
imo, siege wars is boring.
I don’t get it. Why are you playing WvW when you fully know that the objective is to capture (i.e, “siege”) objectives and hold them while the enemy tries to capture (i.e., “siege”) them back?? You get points only for the objectives you hold, right? While killing players is eminently fun in the process of capturing objectives, you don’t get points for kills … only objectives. Beats me how you wouldn’t have figured that out yet, and that if you don’t like the siege component that you should probably be playing sPvP or tPvP instead.
WvW is supposed to be primarily a map strategy game, and that means deciding how best to siege and hold objectives. I like killing other players too, but there’s no map strategy to that at all.
The WvW I’m playing post AC buff means that Golems, Rams, Catas AND even Ballistas don’t get built, unless you’re doing PvD. To take a keep you need to first run through the AC storm and take out the mortars, then build twice as many trebs as the keep because you have to take out the keep’s trebs before you can start to hit the walls. If you happen to knock down the wall, you’ll need to try to take out the AC that are still in range of the trebs. Then you can move to the outer wall and build more AC to take out some of the defending siege on the inner wall so you can build more trebs to try to open a hole in the inner gate/wall. Once that is done the trebs try to take out all the AC inside the inner walls. Finally you concentrate all siege fire in the LR to try to knock out the last line of AC before you push in to take the keep.
Sounds fun for 6 hours of play, where you get 0 WxP.
WvW Match resets are not the same thing as new builds. We’ll have some updates to arrow carts to share with you when the next build comes through.
It’s really good to see that someone from Anet is responding to the issues brought up by the players.
As for AC patch, do you think that the pendulum will swing back to coverage wars or will it still be on the side of siege wars?
imo, siege wars is boring. However, having been on both sides of coverage wars nobody enjoys being outmanned and knowing you can’t do anything to slow the push back to your own spawn.