“Quoth the raven nevermore”
Platinum Scout: 300% MF
Best to cleanse the immobile, dodge to pervent it from happening, or arcane shield/immune through the damage. Focus on the mesmer, using AE to kill any clones around him and keep the pressure on him. Attempting to kill clones will give him more time to dps you.
Well a handful people should hit diamond legend (9999) within 2 years since wxp come out. Which requires +12hrs of wvw everyday. Most will barely be silver by that time if they are still around. As for wxp A-net has increase wxp twice. The rank achievements for spvp/wvw require nothing other than playtime. The upper ranks are not worthwhile since A-net has not put in anything new for wxp.
A-net has always place impossible achievement in wvw for some reason. Only way to achieve most of them is if you avoid the pvp aspect of wvw and focus solo on killing yaks/towers for years. A-net has posted about them doing something to reduced the amount of time needed for achievements. Still wvw has received the least amount of improvements since launch.
Most of the people I have seen who are gold or higher do not command or mostly roam. Commanding can be frustrating at time. Roaming is fun all of the time.
Coverage is what makes a server win but that is not what makes a server good at wvw. Morale, voice chat, wvw guilds, and attitude toward militia. These are some of the key things that make a server good/enjoyable in wvw.
Anet increased the demand for legendaries with wardrobe but the supply remains the same. So the price for everything associated with legendaries have increased. That is why was best to always by the precursor first.
Example before 10 dusk sell a day 15 are put on TP. After wardrobe 20 sell a day and 15 are put on TP. So prices will increase until supply meets demand. Meaning things are selling faster than they can be produced.
Well the swiss tournament is better in the larger leagues. NA Gold has to few servers for the system to work.
I remember in WoW their was a buff like that in a pvp area. So fun one shotting people like a raid boss. Yep very easy to abuse. Still the outnumbered buff should be improved somehow.
Curious to know how many gold/silver invaders are out their? Well take this poll. http://www.strawpoll.me/1623392
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That’s bs. All 3 t1 servers had 24/7 queues over the weekend. Coverage had little to no impact that week because all the PvE achieve hunters were out in force from every time zone. In fact, TC’s queues were more or less comparable to BG’s queues except during a couple of hours at the end of Oceanic and start of SEA, though a queue is still a queue, regardless of the number. Don’t know about JQ as I have no friends your server but I assume no different there, except with JQ’s queues dropping off during EU.
Sure coverage had nothing to do with week 1 of this season :P. http://www.gw2score.com/server/Tarnished-Coast?match=5
During the weekend of week 1 ppt was pretty even. Once monday came BG had higher ppt all day until NA when TC was dominate. BG had an average of ~280 ppt every day after the weekend. I can understand taking it easy before the season but not exploding and increasing your normal ppt by 50% (190 to 270k) in comparison to the 2 weeks prior to week 1 of this season.
ThiBash is correct. You have to take into account food, boons and your trait set-up to determine the best mix set. Most elementalist build have permanent fury, some have low might, others have 4 condition removals every 10sec. So your EP and EH can greatly very because of that. Wonder is anyone has thought of a good formula to determine condition survival?
Swapping to AR is not that big of a lose. Some player got enough AR from their trinkets alone. At best the wvw infusions add 6% guard killer 8% guard defense. So unless you roam alot it is not that useful.
If you think the market is messed up now imagine what it would be like if you limit transactions. The crafters add thousands of items to the market per day. The flippers ensure that players are not undervaluing a item. The salvager/mystic forgers take thousand of low value items and make high value items. Limiting transactions would increase the supply of some items, reduce the number of high value items and decrease the value of crafting mats. Curious how long do you think it takes a TP find marketable items? It is not like anyone can control a market for a long period of time.
Yes it is the most profitable way to make money but not many players are able to fine a niche that they can profit from. It you tell others how you make money that market could become oversaturated and stop begin profitable. You could gamble and lose alot of money (precursors, sigil, runes). You can misclick as someone undercut a item by 50% and you lose all of your profit. Alot of stuff can go wrong with playing the market, but it is the more tedious and profitable way to make money.
A-net will eventually start to care if a item has no value and is to abundant. Look at silk or any of the special event currency. Also, A-net added luck to blue/green items to give them more value. Now you can profit from selling blue/greens on TP instead of them just another vendor item like whites.
Before I start, let me say that I’m from Blackgate. I don’t mind 2vs1, its the way AgAvE was designed.
The problem isn’t 2v1, its the tournament style that creates a BGvTCvJQ matchup that allows for a fixed result before we are even a quarter of the way through the season.
A seeded matchup seystem that allowed each server to play each other once or twice in the season would change that.
I guest you were not here for season 1. NA gold has to few servers and the difference in tiers promotes blowout matches. Going up against a server once would be the same as last season. Most of last seasons winners won undefeated in that set-up.
In the other 9 server leagues the swiss tournament enables them to have closer match-ups. This is because a server will no go up against one that is more than 6 ranks above them. The match-ups this season are closer than last season because of that.
Roaming mostly flipping camps is more wxp than Eotm. Why? because of the guards giving wxp. So just doing random stuff in normal wvw is better for leveling and is fun compared to the Eotm karma train. The end of the week karma train in normal wvw is more rewarding than the Eotm karma train. Why do Eotm? Without those achievement I would never go their. Not enough roaming/havoc group stuff to do when compared to a borderland.
I think of Eotm as a training ground for newer wvw commanders. No one will complain much if you fail. You can get a newer wvw guild to organize better or a new commander to understand zerging is not just running and auto attacking.
Wvw is not suppose to be fair. Wvw you are suppose to team up against the stronger server, not team up against the server that is the easiest to get caps from. Which is the normal thing to do. The first match this tournament. JQ was complaining about TC/BG teaming up against them but that was during NA when JQ has the least amount of WvW guilds on of the t1 servers. When it was SEA time BG/JQ teamed up against TC because of the same thing. Avoid the strong pick on the weak.
T1 servers have so much coverage that they can lockdown the 3rd server. The lower tier have coverage gaps which would make it difficult to do the same to this extent. It is fair to BG? no. Are you suppose to focus on the stronger server? yes. Is this normal? no. It is common to win a 1v2 when roaming? no.
For small scale fights staff has the lowest defense. It is the best overall dps if you can still back in range, in spvp that does not happen. Try main hand dagger if you want to be the best tank/support. Scepter is the best for burst.
Well it depends on your weapon set and traits. A cleric water/arcane elementalist can heal a team for upto 45k with perm regen on nearby allies every 60s. Might stack elementalist can get nearby allies upto 12 stacks of might. Auramancers can get a steady amount of protection to allies. For survival you need 15 water or 30 arcane otherwise you will die to easily in pvp setting. in pve it is just about knowing when to dodge.
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Reddit post on the current EP rating of various builds: http://www.reddit.com/r/Guildwars2/comments/23ykuh/dnt_dps_elementalist_guides_for_pve_by_dekeyz/
Also, the DPS guide at the top of the elementalist section was updated with that info too.
Yea that is one achievement roamers/havoc group really want but will never get. Still wondering why the wvw base achievements are 5-10x the number of total needed for ultimate dominator. Its like the achievement were made under the idea of a karma train(PvE) perspective. I just hope this new living story season will focus mostly on wvw improvement instead of pve ones. Then again a majority of gw2 player base is pve.
Yea been on the receiving end of a warrior burst, eviscerate me 4 time for 8k or they can skull crack into hundred blade, whirlwind attack. Thieves can reliably steal, backstab, heartseeker. A glassy fresh air ele can drop some players in 3s or just use a frostbow combo to do the same.
Even if you spec for healing you will still need to do some damage. With 30 arcane, food, and water runes you can have 90% boon duration close enough to the 100% max. Also try signet of restoration with a cleric build. Since you will have permanent regen(+300hps), that extra 400 heal everytime you hit a enemy increase your survival against direct dmg even more.
I hope 500 jeweler does stat base infusions or ascended runes/sigils. Other than that alot of player have a ton of rings. Should be able to salvage some of them by now.
I would prefer is the minstrel musical note trailed behind you instead of footsteps. The minstrels effect on an asura needs to be improved. It is barely noticeable on small character frame.
Loot is RNG. Also you do not know how long someone has been playing and how much loot they have received. Still the drop rate of a precursor is so low that it is just random. I normally get at least 1 exotic every week and couple of rares every day. I have gotten 2 precursors since maxing magic find 6 months ago.
This necoing thread thing that has been going on is annoying. Just start a new one :P. No point in bringing up a discussion that happen months ago.
@lordbyron
Well gw2wiki sigil is slow to update. With 50% crit that is around 5 stack of might. It better than force if you are not a power build(6 traits in power with berserker,pvt, valkyrie). Once you add might duration the gap increases.
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havoc groups are a disgrace to 7 man zergbusters. We are perfectly capable of wiping a skillgroup of 15 thats not the point. the point is that the nerfs are all directed to power roamers and real zergbusters. Like i just said but ofc you didnt read. ZERGS DONT USE CRIT DAMAGE or not nearly as much as we do. Dont tell me what our capabilities are if you have never fought with or against us because its just plain disrespectful. 1:3 may not be possible for you but before the patch it was childsplay
I am not doubting your capabilites. I am doubting the skills/organization of the groups you are up against. Not every zerg just uses pvt. Yes it is a common gear set but not the best. We min and max our gear based off of how we normally do in zerg fights. Some guildies can not survive as well as others so they go for tanky gear. Others have a more balance set-up since they tend to survive through anything.
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Battle and strength
I would use something else beside strength for wvw. Sigil of strength has a 10s cd and duration even with might duration you can only get 2 stack of it at most. Assuming 3k power that is a 2% increase in power. Force/Air are better for dps. Use bloodlust if you are zerging alot.
Not sure how much sigil of renewal heals for. Sigil of water activates more often than renewal. It depends on how often you attack I guess if you are using staff go with renewal. With dagger or scepter you attack often enough for sigil of water.
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Hum havoc groups are fine. You have enough people to take take towers and undefended keeps. Do not expect to wipe a group more than twice your numbers unless its uplevel militia zerg. 1v3 is not something that should happen against a guild or skilled group. The crit nerf has everyone reevaluating their mix set builds in wvw.
I was full celestial but with a small tweak to my set-up not much changed. I have to put 1 pt into fire, switch to bloodlust sigil (perception was better with full buffs before) and swap my legendaries to berserker stat to compensate for the damage lost. I still need to do more testing in wvw.
Limited ways to chill someone. Other runes increase dps more. Best for some type of balance gear on a elementalist.
Yea was able to chat to people earlier. But after relogging on all of my alt I can not. it is frustraiting.
The new Air trait does double the damage of lighting discharge. As long as you interupt someone every 10s it does more dps than fresh air. If you do not include air auto attack> all other attunement auto-attacks.
The best way is to save money and buy one off of the trading post. The mystic forge is random and unless you make hundreds of gold a week it is not worth it. ~250attempts with rares 0.4% chance and ~160 attempt with exotics 0.6% chance. So just save up your money for a precursor while getting the other mats. http://gw2legendary.com/ 1200-2300g legendary prices have doubled from last year.
Well you lose crit damage from your traits and gear. The dps lost from gear alone is 10% but with traits it is even more. So the overall dps lost is higher than what some have expected.
Hum alot of threads getting necro’d lately
Round what 6? fight :P
Well the BG/TC/Kain lovefest a good period of time because it was mostly 25-30man guilds running around the maps(except EB). T1 is not like that you have massive 50-70man server blobs that can dealt with by attacking 2 objective knowing they can only respond to one or making your own server blob. Once a zerg gets that big it stops becoming about fight a specific guild. That was why t2 BG/TC/kain was fun the 25man guild fights.
I stopped reading once you said you have 14k hp in wvw.
The boon duration one will not have permanent boon anymore but it is still effective. Also, their are other roaming builds which work for roaming. This update will have alot of players messing with their stats to try new builds.
Still have to wait and see what the new rune sets are. All runes had their stats increase by 6% or so 165 to 175 total stats. With great improvements to the effects.
Not sure on t6 mat prices atm but they will increase with legendaries becoming account bound. Everyone will want them causig the prices related to all mats to increase. Gold was easier to farm than t6 mats. If you farm 5g a hour you will need to farm ~15 t6 mats a hour. Easy enough for me to get +10g a hour from TP.
That will still take 10years for active wvwer to get yakslapper. I was surprise that ultimate dominator was 250k and the rest of the achievements are 2-4x the amount. I guess A-net dev thought wvw was a pve zone :P.
Supply and demand. When you understand that idea you understand the market. Speculation for patch day is how some player make a ton of gold. The daily traders make gold off of known trends on the market.
What data? No data has been confirmed.
https://forum-en.gw2archive.eu/forum/professions/balance/Celestial-Ferocity-nerf/page/9
It has been talked about for months. Players have took into consideration the minimum and maximum stats possible for that 6% increase. We know it will be all stats, 15 ferocity per crit damage and the nerf to crit damage.
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Expect the JQ and SoS constantly swap places as long as TC finishes 2nd. TC/JQ can at best finish 3rd or 5th in the 7 week tournament. Due to TC/JQ having 4 tier 1 match-ups and SoS winning 4 tier 2 match-ups. A 6 server league is not the best format for a swiss tournament, but the 9 server leagues will be more interesting.
It depends on how many zerg fights are in your tier. I know some of my guilies get round 100 heavy loot bags a night with blue/greens. If you are just roaming it is not very profitable.
Well supply will decrease(uni no longer drop)and demand will decrease (account bound dyes). Best to sell it now before the patch day. Patch day will have a spike in uni dye from all of the extra color people have on their alts.
Yep that extra 5% armor will cost you a arm and a leg. It is not worth it for condition build or people that can not save up 400-600g to craft a set. After the update it will be a accound bound set so it is more worthwhile.
Yes. Yes. 1 charge for map and 1 charge per spvp lvl. You will probably have to transmute the stone to charge. I would just wait and see how many charges you have after you have logged on to all of your characters. I know have have +250stone which will turn into 77charges + my spvp lvl and the crystals I already have.
After the update I will probably swap to a more offensive type set. Back to Pvt for zerging and mix set for roaming. With the nerf to crit damage, precision build will really rely on their procs instead of the extra damage.
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