…. the day before the season begins …..
am going to go pve. stock up on gold, siege prints, foods, sharpening stones, maybe get an alternate stat piece of gear or 2 for some versatility, maybe even get some pve AP points.
then most of all, i’m going to go to sleep early, because i know that is not going to be the case tomorrow.
Which of the three would you recommend? I’m leaning toward a human Necromancer or a Sylvari Elementalist (seems fitting.) I know Mesmer’s are great and all but I’ve tried one before and wasn’t super thrilled with it. Doesn’t mean it’s out of the question just pointing it out that it’s my least favored of the three.
I’m mostly in World vs World and I’m about 50/50 in zergs or in a havoc group. I also prefer to be a support role so if any of the three have good supportive capabilities (healing, granting swiftness or other boons) I’d prefer that one.
Hi
Both Ele and necros are great and versatile in wvw across all playstyles, solo, small group roaming, havoc, large scale with appropriate gear / utility adjustments. The group I currently run with lacks both and we wish we had at least 2 more of each.
If I were to enjoy both equally, I would ask the group I run with which one they would prefer better.
However, outside WvW currently ele is more flexible, especially when it comes to groups going for the more challenging content. So from that perspective, I think ele has an advantage.
1. Encounter difficulty vs rewards
2. Profession / Build usefulness – lack of content for control / support / condition builds
3. Not legendary legendaries – based on farming and RNG rather then performing legendary feats across the entire game.
(edited by Tongku.5326)
1. Lack of practical and usable rewards in rest of the game, PvE and WvW.
That is my only gripe which has turned me off from the current pvp mode in its entirety.
1. Server Population Imbalance and gap coverage.
2. Rewards WvW vs PvE
3. Commander / Raid functions
I think there should be new legendaries along the old ones, and they should be crafted differently, or just revamp all the legendaries on how to make them.
I think legendaries should require
100% world completion, 100% personal story completion
20+ sPvP rank: Dolyak
210+ WvW rank: Bronze Raider on one character of the account
Around 5+ Million Karma points
5000 or more Badges of Honor
Atleast 250 of every dungeon token ingame
500 or more Skillpoints
Atleast 50 Laurels
Level 400 crafting in atleast the traditional 2 crafting skills varying depending on the type of legendary
Done atleast 10 different Jumping puzzles
Atleast 5000 achievement points
And last but not least, around 100 Gold.The reason why I think this way is, Legendaries currently are WAYYYY too based on luck and RNG, Legendary=Mostly Gold, simple, Gold = All about luck- So, thats where I think it goes wrong, Legendary, its not supposed to be about being lucky or unlucky, that is why I haven’t started making my legendary yet. Legendary should be awarded to the hardcore players that have done more than enough in EVERY specific area of the game, not only pve. thats a whole another thing, Legendary is too pve, Yeah? it requires Gift of Battle? pff…500 badges, with the new achievements system. that is so small! and you dont even need to do spvp for legendary, all im asking is that legendaries should be for the hardcore guys that have basicly completed the game, Thus the requirements I listed. Unless you know… Anet hates wvw and spvp and only wants people to do PvE for some god fordibben reason ^^
That is all. =)
I agree with you completely, any gear labeled “legendary” should require some sort of basic measure of competence throughout the entire game. Anyone unable to achieve simple benchmarks such as these here should simply never get one.
On top of that I would throw in some truly legendary feats in there such as soloing lupicus (every profession can do this, multiple vids up on youtube) or defeating Liadri, etc.
A legendary weapon should be a mark of ones skill, not lack thereof.
Also, why should people that spend countless hours, organize communities and encounters, play multiple professions to their fullest potential etc. never get a legendary, while those who display gross incompetence and failure at different aspects of the game be awarded best items in the game based on RNG or gold farming / wallet $$ exchange ?
Really depends on the group, I did a fractal 48 recently with a pug, it was awesome, even our ranged which was staff ele and ranger, kept stacked with us melee and knew whats up. Everything dropped relatively quick. We had to of course spread out where applicable on point blank boss abilities, but the run as a whole was just great.
In comparison, my previous FOTM run was with people that did not take advantage of it and were all always spread out. This was real bad and took for freagin ever, I almost left, but the zerk war did instead and it was kinda smooth rest of the way when we replaced him.
Easily countered by falling mesmers so balanced.
Yea, I thought this was a patch feature to balance wariors, simply have a couple mesmers on our team, but it seems they patched the mesmers already, now wheres the warior patch ?
Bloodlust needs to be completely removed from the game, or at best, it needs to be applied only and exclusively on top of the outmanned buff.
It is such a detrimental mechanic based on so many false assumptions its right down idiotic.
People in upper tiers falsely assume that the lower tiers have roamers to take these points. They dont. When they do take them they are splitting off their ONLY force into being even smaller and even more outmanned often making the difference between taking / not taking the main group’s objective.
In upper tiers it is nothing for few roamers to go get bloodlust, in lower tiers you have to make an active choice between taking an objective such as a tower or keep, while being vastly outnumbered and fighting people with 3 stacks of it because they can afford to have 2-3 groups of 5 camping these things.
This of course leads to further scew the match-ups, which in turn causes more players to bleed of off the lower tiers.
If you say “well they can simply roam and have their small groups take them” put your kitten where your mouth is, transfer to low tiers, and come roam and camp them against these groups. Lets see what you got and how it goes for you. And make sure you are on 24/7 while at it and go up against servers that have oceanic / euro coverage while you do not.
Do it, transfer and just do it. Bloodlust needs to go entirely. If you say or think otherwise, then prove me wrong, put up or S Tkitten.
Hi
I am currently looking at some different builds (due to today’s patch) to experiment with for WvW 15-40 people group, usually we’re around 20 actually, zergbusting,
I came across this build and see it as workable in small engagements / roaming groups, but not really good for fully organized and coordinated groups. Perhaps I am missing something that someone could point out to me. My concerns are as follows:
1. Every single time I fought mantra or signet mesmers they are basically nothing more then lootbags for me unless I am AFK. Literally. There have not been any exceptions to this. The results of today’s changes are yet to be seen, but I would definitely fear runnign so many signets and mantras.
2. How do you deal with phantasms / clones dying in 0.025 seconds after their creation in large fights due to the AOE ? In my experience, even today, in a larger fight, any shatter based or clone or phantasm build is nearly useless because the clones/phantasms insta die as soon as they pop out, they cant make it a single step, much less get close enough to actually do any damage. The only exception to this is phantasmal warden when I pop it on the backlines with reflect projectiles trait. It basically makes the ranged people hit themselves while doing significant damage.
3. Your build lacks veil, portal and timewarp, crytical for coordinated groups. It migth do well in map chat based pugs, but when you are in a group, you gotta run stuff for teh group. The stability mantra being now group based is a huge buff, but the signets ….
4. How is the mobility ? If its based of off focus #4 and blink then its not going to work. Focus 4 is rigth down horrid as we all know from the the pre-traveller’s era, no matter how you slice and dice it and using blink purely for mobility is not an option as it takes up a slot and cooldown.
5. How is the survivability ? Can you stand in sup AC fire for 20-30 secs without wasting your dodges ? That is a good test wether you can keep up on your commander when pushing through AOE fields. If you can survive that, you’re good to go, if not, then its back to the drawing board.
5. What about boon stripping on your opponents ? Would benefits of Glamour Mastery not far outweigh Medics Feedback for your group ? You pop more Chaos Armor, more AOE cleanses, most important, deprive your opponents of stability more often.
6. The traits listed in the phantasm build are more what I used to run for PvE DPS gold farming, havent really found that build usefull in SPVP or WvW, due to what I already mentioned above.
Just curious how this build will deal with these situations.
Bring Rum if you are joining our mumble, tops as always, are optional.
Bottoms too !!!
Bump for SF before the leagues start.
Core of Scarlet Alliance (CoSA), on Sorrow’s Furnace, is currently recruting PvX players of all skill levels. This is a fairly casual guild comprised of mostly PvE players with some wvw and occasional spvp.
Most of our player base is North American with some Oceanic players, our prime time tends to be between 5pm – 11pm server time. There are no requirements to join, but members are expected to represent 90%+ of the time. We have VOIP which we use to hang out or coordinate for the larger or more complex events as well as runing dungeons or whatever else Our preferred VOIP is mumble, it is not required but does help if you can at least listen in on it.
We currently stand at 600k+ influence, maxxed merits and run many guild buffs and bonusses (as often as possible to 24/7) as that allows us to do.
Core of Saphire Alliance (also CoSA) is also recruiting. This is a wvw centric guild, comprised of both dedicated and casual wvw centric players, though we do take breaks sometimes.
Mumble and representation are required during coordinated WvW battles, you do not need to talk, but need to able to at least listen in. CoSA Blue (Saphire) is not as hard core as other large wvw guilds, we tend to mess around a lot, but do run very serious groups on resets and weekends. You can find a group within CoSA Blue for every style of wvw play, small group roaming, medium or large scale.
Both of these are large guilds. We have many veteran players that have been in the game since beta / early launch, and will be happy to help you progress your toons in whichever is the direction of your choosing, be it WvW for PVErs or the bewildering world of pve for WvWers.
You would be surprised how many hard core 1 siders we have managed to provide with fun and entertainment which they never knew existed before
For Info, please contact in game:
PvE Centric – Heavy Deedz, Alcott, Oceanid
WvW Centric – Banjo Rodriguez, Alcott
Please also check out www.sorrowsfurnace.com for info
Thank You
Lol my server (Tarnished coast) is a big joke. 3 Massive zergs in frostgorge and queensdale stealing champs from each other.and flooding the chat. Our server population is only growing i think . When i do my AC daily runs , i see plenty of nubbies trying to find a group .
That is the flipside of what we are talking about.
At the low end things are snowballing at a really rapid pace, we are losing players at an increasing rate making regular gameplay difficult + wvw + events such as tequatl. Once more world boss updates go live we will be completely deprived on this content on home servers, then what ? Guest ? if we all guest then what do you think will happen to the overflows on the top ? Remember teq ?
balth open on Sorrow’s Furnace, opened at 6:55 pm server time, Oct. 10th, monday
I had a question, an issue, and a suggestion. All three are around the same subject, as evidenced in the thread title, and all three revolve around a Dev’s willingness to answer. Players can offer feedback, but only a dev could actually answer this. Let me add some background.
My current home server is Devona’s Rest, we are currently listed as a high population server. I believe I’ve read elsewhere that the server pop is based on the number of accounts that call the server home, not the number of active accounts; this leads to a couple of questions I had.
Why not come up with a better metric for server population? From my point of view, as an active player (3-4 hours per day minimum), this server is dead. I can run through Lion’s Arch and never see more than 15 players at a time, I’ve seen 2 overflows the entire 9 months I’ve played, I can literally run through whole area’s, including starting area’s or normally high traffic area’s, such as Frostgorge Sound, or Queensdale and count the number of players I see or find in /map on my fingers and toes. The LFG tool more often than not groups me with people from other servers. WvWvW is the same 30 people every time I log in, and I have never seen more than 50 people there. How is this server classed as a high population server? Is there any way to do the number of active accounts, rather than the number of total accounts? Active being defined loosely as an account that has more than 1 hours worth of activity in a week. As a player I feel like some content punishes me for being in a lower population, or activity server, i.e. Tequatl Rising. And I feel like we will see more content in the future will need activity and cooperation from a community like the Tequatl event. This is going to cause a bleeding effect, which someone told me happened shortly before I joined, of active players abandoning servers in favor of higher activity servers. I can guest to other servers and see large numbers of people 24 hours per day.
So, those were my questions. My suggestion is to add soft server caps, or to at least display better metrics of server population. This is a big issue. I understand you don’t want to show your servers are emptying, or that you are bleeding players, but for the players you do have, you need to let your current playerbase know what they can expect of the server they are on so they can make informed decisions, i.e. whether to change servers, what servers to go to, and what to expect from a server. This is especially important for new players. A new player that joins Devona’s Rest is going to have little to no support from the playerbase, because there isn’t one. This is going to discourage those people, and cause yet more lost players.
These are just my opinions, and please feel free to correct me if I’m wrong about the state of this server, or other servers in similar positions.
I am not on Devona’s Rest, but I agree with you 100%, as my server is in better shape, but similar situation is happening, we are bleeding players to the better stacked ones instead of them bleeding players to us. In fact, we have had a few hours of conversation on this topic on our server voip.
In addition to the info you ask for, I would like one of the top devs or administrative bodies for Arena net to give us a few more concrete answers. Not just the regular PR BS or answers that do not answer anything, but actual, face value info. Please note, a large portion of the transfers issue is driven by WvWvW aspect of this game, so the questions and answers required, are likewise. We would like to know as follows:
1. When can we expect some true incentives for transfers to the lower tiers (not mid tiers) that will actually make a significant number of players come over and stay ?
2. When will you implement a WvW score system which better reflects a servers “off-time”
3. Why do you continue to implement features and changes which encourage further server stacking and further player base bleed-offs from lower pop servers, instead of the other way around (examples: bloodlust, discounted mid range server transfers while low pop left same) ?
4. Are the non-wvw devs even vaguely aware of how their game works and what the problems with it are ? do they realize how these things are tied together ? Does the upper management not communicate enough here ? Does the CEO (or equivalent) actually need to get involved and set things straight due this apparent lack of communication ?
We need some direct answers from Anet, we already have countless of thousands of players feedbacks and opinions and countless useless PR spins. Need direct actual answers this time.
Thank You
1. Implement some serious in-game incentives to balance populations in WvW.
2. Implement a bonus and a penalty to the acquired points which would reflect if the points are acquired by a team on a nearly empty map vs a fully qued map. Another words, adjust the scoring system to reflect off-times.
3. Get rid of bloodlust, or leave it but make it stackable (50-100-150) ONLY on top of the outmanned buff.
4. Adjust loot rewards, if a tower/keep/castle is T3 and has not been taken in a long time, then it is most likely due to it being greater challenge posed by defending team hence requires a greater effort by the attacking team. This would go towards effort vs. reward. T1 Towers/keeps/castles which are being flipped often should stay as is. The system should adjust between the 2 accordingly.
5. Implement a debuff, small, small, but noticable, to groups of 40+ players, per each 5 or 10 players present.
6. Improve travel time to the outlying keeps / towers on Borderlands for the defending teams via map modifications or other means. Perhaps defenders could get an equivalent of roadmarkers at sentry points on their home BLs ?
7. Lower the gold costs of upper upgrades on Keeps / Castles / Towers, or give pure PVE players an equivalent daily gold sink to balance the game as a whole.
I would love to play a skritt. Thats right, skritt.
Quagans are so stupid and lethargic that they flat out deserve to go extinct. Only thing they’re good for is leather and backpacks, and even thats on the low end as far better can be made of far superior materials.
Kodans, same deal. too lethargic. They have tougher hides so would make better backpacks then the quaggans.
Skritt on the other hand and spunky, funny, and have a ton of personality.
Can anyone here imagine a 3 way epic SM zerg battle with skritt running around using ascended / legendary broken bottles as weapons and yelling : “More come, yes !?!”
Mesmers are very usefull, everywhere. Phantasm and condi builds do well for WvW roaming solo or small group. In large groups go Glamour. Veil, portal, timewarp, null field and feedback are absolutely awesome in organized wvw.
As stated above, you wont see the numbers, but when you are running in group, DPS numbers are just not necessary.
Hi
I tend to use torch a lot in PvE dungeon runs. Torch #5 does a crapload of damage, you can move while channeling, and it still cleanses conditions by default without traiting, all on a very low CD, and its direct power based damage that scales up with each tick of the channel.
I switch to focus if tanking is needed in some of the upper fractals etc. Its very situational.
Shield I use least of all due to its extra long CDs, even with traits (tried it out a few times). Only time I use shield now is in WvW when we go up against groups that tend to speed rezz their people a lot, the AOE knock back does a nice number on them.
Most recently for teq fights I use staff, sword/torch.
Radian, this is a fairly popular build, it works well. Group stun breakers and group stability is always good when commanding. I would change the “Retreat” utility for Signet of judgement for its passive. Its active is not too shabby either because of the ultra low CD and usefullness when jumped by thieves.
You dont need retreat as commander due to the amounts of group swiftness, also, if you have non-stop swiftness you will always have a HUGE and I do mean HUGE tail. This is a major drawback and while mobility is a big + a huge tail is a much bigger -, you open yourselves to being cut in half and wiped out at any given time. Keep in mind you have group mates that cant generate swiftness in some builds and have serious trouble keeping up in a team oriented set-up. FYI, warhorn warriors give best swiftness in the game hands down. The tighter the group the better.
Armor wise, I suggest a PTV set with melandru, do not count on dodge healing as jumping straight into zerks 1st in you will often not be able to dodge. leave the dodge healing to the guards behind you. Focus on not taking damage in the 1st place rather then healing it.
Also, make sure you carry (or your team carries) Lemongrass poultry soup and Saffron Bread. Start off using regular foods, then if your opponents tend to be condition heavy switch to lemongrass, or if they tend to run hammer trains switch to saffron. Both lemongrass and saffron stack with melandru and do great against those particular comps.
(edited by Tongku.5326)
Yes, another gear post. Sorry.
So I’ve recently come back to Guild Wars 2 after about 7 months break. I had been playing my guardian with full Cleric armor for a few months before I left. I really liked it and found it useful in the dungeons I frequent (CoF, AC, etc.) Even now I still love the playstyle, but suddenly I feel like I want to be more useful damage wise, but still retain some survivability. So I trawled the forums and I have gathered that Knights armor is a good way to go, even Knights with a few Zerker thrown in. But now I see there is something called Celestial gear. What are everyone’s thoughts on that? What even is Celestial gear? I feel like I’ve missed out on something big :/
Also, I’ve been hearing you can now craft ascended gear. Should I not bother with new exotics and just work on ascended? Are the stats on ascended worth the time and resources to craft? I’m not the kind of person who likes gear treadmills. I want a build that is a good all rounder, and gear that will last me forever, so I can focus on the story content rather than spend 1000 hours sitting in front of a crafting table, wearing out my mouse.
Edit: This is what I have currently http://gw2skills.net/editor/?fUAQNAR7elYgiC33RLEmIFRuAbBYPwYG741DHmQGC-jQCBIgwIhAYLQZRFRjV1ATVCRXKoaUR2lADA-e
Hi
If you have only 1-3 pieces ascended the difference is not noticable, but if you get all your jewelry + backpiece + weapon ascended, the difference is very easily noticable in every day every time play. This will become more noticable with ascended armor.
You can largely play whatever you like, but for me, I tend to run with 2 main stets, 1 DPS and 1 bunker, then I have some misc healing pieces which I sometimes use.
In general, I use a mix of zerker with 1-2 knights and 1-2 valk for PvE and PTV for WvW or when I need to carry nubs through content (meaning solo the dungeon bosses). I have relatively few clerics pieces, my max healing stat hits 1150ish with 25 stacks of healing power when I put on my heal gear and with full buffs.
I adjust per group performance if group is quick and smooth then I migth as well go for speed, if not, then go from there.
It seems me like, in many ways, the most pressing issue for this game, mechanically, is the fact that there is basically only one “right” way to gear (and thus few to spec/trait, as well) for PvE. This is caused by two factors – firstly that zerker gear compounds effectiveness in a way no other gear does (including defensive/survival gear), because of the triple-threat of Power, Precision and Critical Damage, and secondly, the low limits to how well condition damage can work in PvE (discussed at length elsewhere).
Given the ArenaNet team are at least somewhat vocal, and frequently discuss their plans and intentions, and problems they perceive with the game, what do we think is going on here. The possibilities that occur to me are:
1) They know it’s a problem but have zero idea about solving it, and are hoping it somehow goes away.
2) They know it’s a problem, and have a plan, but don’t want to tip their hand for fear of economic and other effects.
3) They don’t think it’s a problem, and are happy for zerker gear and power builds to basically be “the only way to go”.
4) They don’t know that it’s even an thing.
If they have ever said anything, and I’ve missed it, please let me know. I hope the answer is 2, but I’m just not sure what I believe given the total lack of comment.
OP, they are NOT ignoring it. Its kinda locked at the moment “as is” due to technical limitations. They have stated so a few months ago very clearly, and no I do not have a link since it was x months ago, if source is an issue for you or anyone, please google it yourselves.
Basically, they were underestimating how much money they would make of off this game and how popular it would get, so they designed overall structure to be very economical. That put severe limitations on hardware and platforms use.
Have you been to Tequatl v2.0 when it was implemented ? Do you remember how laggy it was ? Better yet do you WvW ? Have you been to a 3-way 300+ people SMC battle yet which lasts 1-2 hours ?
Just think of 300+ people spamming conditions everywhere, each single one ticking, each single one has to be tracked and calculated by the server. Each player doing different damage per tick due to their condition damage stat, different durations due to + duration and – duration stats, different cleansing, etc.
The current hardware is unable to keep good track of this and calculate everything on the fly.
I am not defending them, just being objective and realistic, a fix for this sort of situation will take at best many many months, if not a year+.
As for condition damage in small content such kitten man dungeon runs, this requires complete rework of the content and mainly its AI. The AI design of boss encounters here is much harder due to lack of the trinity. This is unfortunately 100% A-nets design flaw, but again there would need to be major reworks of everything from ground up which would take the teams years to accomplish. Another words, they would need to make a whole new game from the ground up. It would be easier and more time/cost effective then working this out.
They are fully aware of all this, unfortunately there is not much they can say because there are no quick fixes for this situation.
This situation will be improved as future content will be balanced for player teams in ascended gear and may be able to handle things better.
Hi
I run staff in PvE, but I do alter between that and GS. Staff has some advantages for me and my build as follows:
1. Chaos storm – awesome field all around
2. Spammable stun breaker / extra dodge
3. Spammable clone generation
It is an overall a good defensive secondary. I run DPS as my primary set, usually sword + focus or sword + pistol or sword + torch, while retaining ability to insta switch to a defensive set-up.
As mentioned above the staff auto attack is unfortunately laughable, though the i-lock is decent if you are building up phantasms.
Shield of Judgement:
-Cast time increased to 1 second
-Cooldown reduced from 30 to 25 seconds
-Now blocks all attacks while casting
-Standard protection uptime increased from 5 to 6 secondsShield of Absorption
-Cooldown reduced from 40 to 35
-Dome duration increased from 4 to 5 seconds
-Allies in dome now gain 2 second regeneration every second spent inside the domePlease, let’s make what should have been our professions “standard” offhand viable!
Would you use it if shield got these proposed changes?
I would love to play off-hand shield, it does need to be changed quite a bit, if not in the ways you pointed out, then in some other ways.
Anyone else feel like staff on guard is underwhelming? I mean skill 3 is nice for running and skill 5 is good, and skill 4 is good before a fight but switching to apply it during a fight and being stuck in combat with crap dmg for 10 secs or so seems lame, but overall, it just seems staff is the least appealing of weapons for guard. I was thinking of making Bifrost for my guard since he’s already got Sunrise and Jugg so was looking at Bifrost to finish him off for legendaries. But i’m just not sure it’s worth the cost for staff. Anyone got any input? I have a ranger alt which I have also been kicking around the idea of making Dreamer shortbow for him instead……
BTW this is all based on PVE.
Hi
Staff is boring but just too useful to get away from.
Staff 4 is really good and provides your team with a lot of power, can heal you and them depending on traits.
Staff 3 provides not just swiftness but also AOE heals (pending traits) and AOE condition cleansing (light field whirl combo), both of which are good.
Staff 2 is mediocre in all respects, this is the only skill I think needs a little buff on the staff.
Staff 5 is awesome.
Staff 1 may seem to be underpowered, but it really isnt. Consider that it has slightly longer range then point blank melee, and it is direct damage, and the number of targets you hit with it each time, the total DPS of it over a longer period of time is actually quite high. One more thing, if you use a %crit based sigil in it, even with a low crit rate it will go off often, as the crit proc is calculated per target hit, and you do hit a LOT of targets.
Hehe, yea, I also got a travelers on my mes due to mesmer swiftness problems, holy crap it makes such a difference I brought him out of retirement.
Terrible in basically every game mode?
So says a nub runing nubby cof runs and other nubby content only and exclusively with other nubs cause it falls flat on its face otherwise.
OP, PvT has its place, ideally you will have 2 sets of armor and some other jewelry pieces and weapons. I run different gear sets for different purposes and adjust accordingly.
If you are still a new player where gold is an issue then zerk may be the way to go for your 1st set. Once you figure out the game and no longer need to focus on that then you can make many different sets. Keep in mind you do not always need a whole full set to adjust. For example to get 55 AR you just need 1 2hander with 2 AR infusions on top of your regular 45. Likewise you can do a full WvW set-up or adjust for Teq fight where less crit and more survivability and stability are more beneficial.
Hi
My 2 sets are composed off a DPS set with 6x Travellers runes and a PTV set with 6x Melandru.
I pretty much use the Travelers set for both PvE and light (small group) roaming in wvw, the mobility is just that awesome, and the other bonuses are not too shabby either.
For me its a very good set-up. I dont know if it would be optimal to go with PTV armor and travelers though, because then you will lack the survivability you get from stacking melandru + PTV + lemongrass or saffron, and you will lack the DPS you would get from stacking the Travelers runes + DPS stats.
So in short, why not get both and have 2 sets for the 2 different playstyles ? They are indeed very very good for their intended purpose.
We also have a bunch of dirty chicks on late night mumble.
Usually our prime time starts around daily reset 5 days a week (weekends are kinda whatever), and we start at PG, by about 8pm it gets to PG-13, by 10pm you are going over the R rating, advance from there.
We have a wide variety of guilds and WvW groups. Vast majority of us are using mumble, our float team is on TS3 and some guilds prefer to run their own VOIP.
Info available at www.sorrowsfurnace.com
Hi
I’m one of the infortunate people that got stuck in overflows unable to get to the right maps at the time, but would still like to beat Teq
I play mainly US server time prime time, 5pm-10pm PST, if there is a group or guild planning to take down Teq with reasonable chance of success (at least down to 50% or 25%) that is looking for more people , and can give me 1 day heads up notice (except Fridays) I would like to join.
I can play Guardian or Mesmer, well geared, well prepared for variety of roles, I can hop on TS3, mumble or vent as needed. I am familiar with the fight, just havent had a chance to finish all the way to down him.
Please send me an in game mail or whisper (though may not be able to answer a whisper if in heavy combat).
Thanks !
Hi
Can I get an invite if spaces are still available ?
Thanks
Hi OP
I run WvW as a commander and have been since game launched. I have tried many different builds, healway, clerics, etc. also I run with another guardian as a commander as well we do great. We both use same st ups as follows:
Traits: 0 0 30 20 20,
Valor – Altruistic healing, rest flexible
Honor – Superior Aria, Writ of the Merciful
Virtues – Master of Consecrations (makes WoR spammable) Indomitable Courage <<<<< extremely important, coupled with Renewed Focus thats 2x extra group stability, aegis, prot, regen you get per fight, on half the CD of runnign a tome.
Utilities: heal signet (as commander you have to stay up 1st, worry bout others 2nd, heal signet most effective), signet of judgement for passive, Stand your Ground (spammable stun breaker / stability), Wall of Reflection or Hold The Line (I preferr WoR), renewed focus (resets traits, more stability via traits)
Gear:
Armor is 5x PVT with Sentinels chest and 6x melandru, food stacked with lemongrass or saffron bread, as commander you will be stunend , knocked down and CCed A LOT. So saffron bread is actually better against some guilds and comps then lemongrass. If opponents heavy on necros ele, use lemongrass, if opponents haevy on hammer trains, use saffron.
backpiece and amulet are PVT
rings and accessories are clerics
Weapons: ascended PVT staff with 2x wvw infusions and sigil of generosity
Hammer with wvw infusions and sigil of force
Mace wvw infusion and sigil of life,
Focus PVT with superior sigil of energy (dont have ascended yet, work in progress)
With this gear set-up, 5 stacks of guard defense + some bloodlust I hover around 23k health and 3300-3400 armor pending what pieces i equip. without the buffs i am around 19-20k health range. add to that signet of judgement passive and you get the idea.
Build works as follows:
You are obviously front runner, pop veil manuver, simoultanously pop virtue of courage, cut in half, place WOR to isolate the backline, if more guards present, anotehr WoR from different direction, simoultaneously CC + bomb on you, while on the WoR from any of your crew gives aoe clensing. On the move outta aoe, pop renewed focus if needed pop virtue of courage 2nd time for you and your team, at this point you have your stunbreaker spammable stability back if it was used, proceed rinse repeat.
Pros: mad stability + aegis + prot + regen + condi removal, good CC, flexible enough to get good healing with maxxed stacks of off mace when needed, I switch hammer / mace as needed. good stun breaking and some invuln, enough to run through sup AC field or up a ramp full of AEO etc. Surprisingly, you own hammer warriors while running saffron even in 2 v 1 though they are really long fights.
Cons: obviously low dmg output, but, for your position it isnt what you need anyways.
Hope this helps you a bit.
No the ones that came from Flame and Frost are Sentinels, V (primary), P and T secondary. Soldier’s is P primary, V T secondary. Soldier’s is, the ones that have always been in game available via Grenth, some temple karma gear as well as WvW, just have not been craftable until now.
I checked through all the recipes and asked people in guild for help, no one can find the recipe for the lv 400 (exotic) Soldier’s Inscription.
I cant find this inscription anywhere, it does not appear to be on any vendor, karma or laurels, and my ascended recipe is asking for the exotic one, but I dont have the listed in the inscriptions.
Made sure I have the ascended one, as with assassin’s stats the recipe seems to appear all way down to green and blue tiers, but the soldier’s did not.
Bought the ascended recipe again and tried it out just in case, it says : “you already know this inscription” and will not let me click it to learn it.
Is this some sort of a bug ?
If not then how or where do I get the crafting level 400 Soldier’s Orichalcum Imbued Inscription recipe ?
Thanks in advance
Good Afternoon
I am a well experienced wvw player currently thinking about a transfer. Looking for a mid or upper mid tier equivalent US based server with a good community. My prime time is US West Coast (Pacific), 5pm-10pm server time.
I am focused on wvw but also interested in PvE such as guild missions, upper level fractals, occasional dungeon or farming event run and some of the “living story” stuff.
For WvW I prefer to run in a tight group of around 10-30 as I like playing tank and support roles where those are more effective.
What I am looking to avoid: WvW only guilds / servers, PvE only guilds / servers without any organized wvw, frequently being outmanned (with the outmanned buff), during weekdays at my prime time on all maps, hours long ques, logging on every single day with our entire map being capped while we sleep, work, etc.
No European servers pls, prefer closer location for better connectivity and reduced lag.
So if you have a suggestion that meets or comes close to this please post it. If you have a server / community website or VOIP I can check out that would be a big +
Thank You
Good Afternoon
We have progressed nicely and are continuing to do so, but we are still in need of lots more people.
Everyone is welcome to join us, however there are specific players which would help us round out our server the most:
Time / schedule wise most in need: European, Australian and US East Coast early afternoon players.
Also looking specifically for some small tight groups, capable of operating while outmanned and on enemy maps, and skilled players across all time zones who understand combo fields and finishers, or are willing to lead countless PUGs
Currently we do not have a single dedicated Havoc crew it’d be nice if a few stepped up.
If you wish to give us a trial and see what we are about before you make the jump, please join us on http://www.sorrowsfurnace.com and come talk to us on VOIP.
Thanks !
(edited by Tongku.5326)
OK, this is my GW2 wishlist, and I have seen many topics touching up on what is below, but what would you like to see implemented out of things that the devs could do easily, without too much work. My list goes in no particular order of importance, just some things that have been on my mind.
1. Better UI – some more functions in UI, for example to keep better track of completed dungeons / paths and better inventory management so that for example your offhand weapon doesnt end up in a random inventory slot when you switch weapon sets to a 2 hander.
2. A bit more class balancing and bug fixes, for example a buff to thieves on PvE end (especially dungeons) and reduce perma stealth in wvw.
3. A more effective “outmanned” buff, not such as in wintergrasp in wow, but maybe just a little boost such as building siege faster, have a bit higher defense, etc.
4. Truly legendary legendaries, that would require players to perform legendary feats instead of farming. Rename the current legendaries to “Farmengeries”.
5. Fixes for various hacks and glitches in the game, this goes about double for wvw, things such as AC zoom hacking and pulling solo lords out of towers / keeps and killing them outside the outer walls should just not be possible.
6. An end to PvE culling – well this is not an easy fix, but its high on many players list of priorities.
7. Relax “supressed” messages a bit, especially for commanders with icons on regardless if in PvE or WvW, or give them a unique channel that could be seen by all players (with enabled option), but only active icon commanders could post to it.
8. Better AI all around. This goes both for server controlled mobs such as dungeon/event bosses as well as player pets. Many player problems especially from rangers, necros, turret engies and phantasm mesmers would be gone entirely or greatly reduced if these were fixed.
9. Rework conditions – OK, this is another one that would take a great deal of resources to get right, but it is really important because while on 1 hand there would be less discrepancy between effectiveness of condition builds in many situations, while on the other hand devs could rework it so that conditions and their respective stacks in large battles do not lag out the game servers so much.
10. Scale down the “lip” on walls of keeps, towers in wvw. This affects a lot of players both defending and attacking. The “Target Obstructed” messages when your target clearly is not obstructed are out of hand. Many players that do not play mass AOE professions / builds are greatly affected by this.
11. Better rewards for event participation for support role builds. Relax the necessity to “AOE Tag” both for PvE and WvW.
There is more, but these are things just off the top of my head, what are yours ?
SF is hurting
For whatever reason we only had half of our people show up last night and gained the outmanned buff real fast everywhere we tried to go.
If keeps up and you dont feel challenged, feel free to transfer, we have space
I actually want more mobs, but not the trash ones like deer and moas etc. like people have mentioned, but rather tactical and strategic upgrades. I would like tougher, more guards, guards that are actually effective at guarding Yaks once a camp is properly upgraded for them. More NPCs like Siegerazer, perhaps ones to help out with other assaults besides just break-out.
I would love to see mercenary hirelings that can be hired via badges / karma / gold to help on offense or defense.
I would also likewise like the guard defense and guard damage wvw traits to be more meaningfull in this situation, so that people who have it will have easy time, those that dont, won’t.
WvW seems to be a mix of tactics and strategy, the NPCs that are there play too little role in it.
and women
We are a lower tier server (when there were tiers) with a great core group of people but not enough coverage. Currently we can only que maps at USA West Coast prime time reset nights. Usually as the week goes by our numbers dwindle and of course, once we go to work / school, we have hardly anyone on.
Even at our prime times we all need a break once in a while and need more people to step in and take our places or take the fights to multiple maps.
We are looking for more people to join us. Looking for highly skilled / organized players / guilds that can step in and lead pugs at US West Coast prime times, as well as Oceanic, European players that can provide some around-the-clock coverage in wvwvw.
For those that like other aspects of the game we also do a lot of events, both in and out of our guilds.
We also field some of the best and most respected players in game whose reputation, videos etc. you can find on the respective profession forums and if you have read and watched videos, you will recognize them
If you are looking for a new place to play, please visit www.sorrowsfurnace.com and join our community.