“Quoth the raven nevermore”
Platinum Scout: 300% MF
HoT difficult is the same as Orr was pre-nerf. Does anyone remember how Orr was during the first couple of months? Getting mobbed down by risen.
Scepter/dagger is the spec for it but its a high reward/skill type of build. This is one of the video found that show some of the combos. I am not sure if it will work the same way as it use to pre-HoT but it worth a shot. Their should be a few others video showing some scepter/dagger burst combos. I can not find the video I remember showing some of the other combos. The builds are mostly Fire/Air/Arcane.
1) Why is the meta using a warhorn for the Fresh Air DPS build? I understand having access to tempest allows the use of it but why is it better than dagger? For support?
2) Why use the fire trait line when using the Fresh Air DPS build? According to metabattle one should but I’m in fire for a split second then switch back to air. Would arcane be a better dps choice? I saw someone mention that in another thread. And until I get more experience with ele I’m thinking of switching the fire line for earth for more defense. Once I have more experience under my belt then I’ll switch back to the appropriate trait line for dps.
1. I never felt the need to test out dagger with my tempest. I am unsure how much of a dps lost Ring of fire/Fire Grab is compared to Lightning Orb/Wildfire. Since those are the main dps skills you tend to use for your offhand in pve setting.
2. Fire traits add more dps overall than Arcane. Burning rage 10% to burning targets, Burning precision 33% chance to burn enemy on crit, Pyromancers training 10% dmg in fire. In arcane Bountiful power is the only reliable dps boost and it add 2% dmg per boon.
Does anyone think it is worth it to spend pvp league tickets on anything other than mat for the ascension? I am just curious how rare the currency is or if I should spend it to get the shards of glory I need for another legendary? I am more of a casual pvp atm.
It remove one condition every time you are hit above the health threshold.
Its a bug greatly buffing the dmg output of any banner.
•Mixed Borderlands – Do you want a mix of Alpine/Desert Borderlands maps?
Desert BL is the hardest BL to defend so make it the home bl of the server which is liking to win. 2 alpine BL, 1 desert BL.
•World Linking Schedule – How often should we relink worlds?
Every month
•Deployable Mortars – Do you want to be able to buy and deploy Mortars?
Able to remove siege from range. Hum it will make taking t3 objectives easier. It will probably help the winning server more than the losing one. So NO.
•Deployable Cannons – Do you want to be able to buy and deploy Cannons?
Its a different type of AC. Hopefully it will not get the reduce siege damage. I do not see a problem with this so YES
•Repair Hammer – Do you want to be able to spend supply to repair siege?
YES. When you are removing siege from a objective they will have to choose between repair the wall or siege.
Farming for gold is easier than farming items most of the time. You can either farm the items or farm for gold to buy the items. Farming for items is a pain and you start to notice why some items cost more when you try to farm for it.
Making cloth/leather node would devalue a lot of the loot you receive. Trophy, blue/green cloth/leather items, overall it would decrease the value of loot you are receiving from mobs. I do not see why players keep bringing this up when the system has always worked this way. Cloth/leather comes from bags/salvage.
A max rank of Silver Knight or Gold Major to get shiny armor and weapons. Hopefully you will introduce a wvw legendary back piece. Something that says, I killed tens of thousands of players.
I assume after the wvw merge testing is over. They still have to fix the scoring issues as well. Either way do not expect any talk from A-net about wvw seasons until after they have fixed more of wvw issues.
T1 needs JQ and DB since the other servers don’t have enough Australians/Asians to sustain healthy WvW activity during OCX/SEA for themselves or their opponents.
It doesn’t matter how close the scores are when your server is dead 6 hours a day. Every day. Literally ticked 500 reset night in OCX vs TC/YB.
That’s the problem you need absolute coverage to win against BG atm. Its a scoring issue which is why everyone has been asking for it to change for years. Winning just because of a coverage gap.
https://forum-en.gw2archive.eu/forum/game/wuv/Let-s-Talk-Scoring/first
Yea its the same old arguments, Coverage>All. The servers with SEA/Oceanic coverage lack NA or EU coverage to compete against BG. While the sever with NA/EU lack SEA/oceanic to compete with BG. T3 keeps are normally taken during the other servers off hours or when sieged for a couple of hours. Atm it feels like BG does not have a coverage that they are lacking in or at least have 2 zergs to defend their t3 keeps.
Last weeks K/D was something like this before reset (http://wvwintel.com/).
BG: 74k kills 60k deaths
TC: 65k kills 60k deaths
DB: 35k kills 50k deaths.
Why would they care? Bots, account stealers, gold sellers, etc. Someone on gw2efficiency posted a account with 500k gold which immediately got A-net attention. Its more about fair play or seeing if a player has broken any rules to get that gold. Anyways using gw2efficiency account statistics only 6% of player active mess around with TP(+100g on TP) while the 1% average 1000g on TP.
The outmanned buff should not effect player stats but siege. Why siege when you have few players on the map siege its the only thing that enables you to defend a point. Something like 10% siege dmg, reduce siege dmg taken by 15% and 25% extra wxp. They could also effect supply like carry 5 more supply and siege cost 10 less supply when outmanned. Roamers and havoc groups are the players that normally choose to be on a outnumbered map. Any buff to outmanned should buff the activities of roamers making them more of a strategic threat to the other server.
WvW, deciding if I want to craft another legendary for my alt, and messing around with TP. I am not as active as I use to be to many good games out atm.
Did I understand this correctly?
Win the skirmish on prime time, get X points.
Win the skirmish during “night”, get X points.
Win the skirmish during “morning”, get X points.
Win the skirmish during “daytime”, get X points.If I did how are people saying that it is unfair for their time zone?
Action Level, Victory Point Multiplier system and the Last stand mechanics. Winning the 2hr skirmish blocks during primetime could be worth 3x the points compared to winning during off-times, when their are less players in wvw. Hopefully its a dynamic system not a set time period since some match-ups could be between servers with large Sea/OCX populations.
The last stand mechanic is so-so because of reset. A lot of wvwer take it easy before reset but if every skirmish is worth 2x the pt on the final day it will enable comeback in close matches. Wvwer’s will have to choose between winning the previous match-up or playing during reset. Still their will be no rewards changes until after the scoring fix.
Night capping needs to be fixed through population balancing. Not artificial multipliers.
Its hard to balance server populations when no one wants to move servers. WvW guilds are the main source of players that effects coverage. It cost a lot of gold/money to move or to get fights or for whatever reason.
BG rolls on everything until it hits resistance and then it will open field until their population logs. Dragonbrand has long been an off-hour server. If you don’t have the coverage, DB will roll everything you own.
From the looks of it TC doesn’t have the coverage to handle DB and doesn’t have the population to handle BG. I am not sure if any other server is actually capable of handling that scenario. Now a middle tier server paired with YB or TC could at least be competitive.
Well TC has beat DB multiple times before, its day/night when it come to our coverage differences. Right now BG focusing on TC has enable DB to have 4-5 keeps during time which TC would limit them to 2-3 keeps. Yea BG is the only server that does not fit into any tier atm.
So example of the ppt to skirmish change. 12 blocks per day, 7 days a week and using a 5,3,1 skirmish point system. Not taking into account activity level since I am not sure of that yet. Using http://mos.millenium.org/servers/view/38/381 Week 4/23 for each server and a lot of excel stuff.
PPT:
TC 357k
Mag 273k
DB 339k
Skrimish points not taking into account activity level using a 5,3,1 pt system:
TC 359pt
Mag 213pt
DB 337pt
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As far as the last wvw season that is in the past(2013?) which is strange that players are still aggravated about it :P. Why did that TC/jQ team-up happen in the first place? Because of people talking about how the wvw seasons were always decided at the start. BG was so over stacked that they were stomping JQ during Sea/OCX which was normally JQ strongest coverage. 3rd week of that wvw season was when enough wvw guilds agreed to take BG down a notch.
That alliance created a very boring season but interesting weekly forum discussions on the idea of wvw. Wvw is open fighting so anything goes, talk about honor is nonsense, that only takes place in fair competitions (Dueling, GvG, pvp) not wvw were having better coverage makes you win. Everyone want to win in wvw but that tend to be out of our control.
If you are talking about the scout reward track participation thing in squads then I think that function is pretty useless – the time you need that most is when you leave scout(s) on your home border when the squad border hops, but if the squad is on a different border the scout doesn’t get participation from them…..
I thought they fixed that issue? Has anyone tested it since the update?
More like a new match-up. So the weekend warrior had their match. Now its time for the daily wvwers :P.
Hum Necro a year old thread :P. Start a new thread to have this type of conversation. No one knew how many wvwer went to pve or stop playing just to come back for the update. The server mergers were based on the last match before the update. WvW guilds in the top NA tiers move around every couple of months stacking on some servers. YB was just the last server to get a large amount of transfers. They had the highest rating the day before the update, so they merged with the lowest pop wvw server.
In pvp fresh air. The buff the air auto attack helps a lot with the sustain dps issue scepter has. Scepter Air overload is more powerful than dagger overload because with scepter you can use 2 and 3 while overloading. When traited with cd reduction you can hit your lighting strike (2 skill) twice during air overload.
I would only use bolt to the heart in pve. Lightning Rod and Fresh Air are better for pvp. The condition build for scepter one just camps earth and their is a viper build that uses fire/earth overloads for conditions. The earth focus condition scepter build is ok but its lacking something. I have not tried the other build.
Its the first weekend for the overwhelming positive changes to WvW. You have weekend warriors, casual players that decided to see how wvw is now, old veteran that decided to finally come back and Linked worlds have lower population caps. Anyways this is a beta so we can expect some changes.
Talking with my guilds and this is the first time they have lead a large zerg in months and its midday. They normally lead a small havoc group at this time. All it takes is for someone to tag up and get a few guildies on them to take some of the larger objectives. Others will move to the commander tag just because. Did not expect beastgate or zombie coast to show up with this many people this weekend.
snip
I understand the issue with scepter and melee enemies but overloads help with that issue. When I use to play s/f a lot, I would lose to melee enemies most of the time. With FA overload I never worry about that because they have to evade out of my field or die. Thieves use to be a big issue for me before tempest.
When it comes to finishing people scepter is the best but in the longer fights, were the more I noticed its issues. I just stopped using scepter years ago, but start to test it out again. I do not think about meta builds when play and go with something that’s fun.
Scepter is about burst damage. Outside of that it could not compete with any other weapon dps. The damage increase enables it to not be drastically over shadowed by dagger auto attack damage. The normal scepter builds condition/FA got a boost.
Scepter is not the best when going again melee enemies but tempest give you an option. Overloads help when dealing with melee pressure and lightning overload can easily deal with thieves that rely on stealth. You can lighting strike while overloading.
Tried to look up a dps comparison but seems like no one has tested out scepter tempest builds much. Tested it a bit with lightning strikes Air scepter AA does 50% less dps than dagger. Assuming you can stay in melee 100% of the time. Scepter can lightning strike(air 2) while overloading which closes the gap by ~25% and hits through targets still its less AA cleave dmg than dagger. Dragon tooth and phoenix hits 50% harder than burning speed but its harder to hit with. Working with a lightning overload build.
Fighting a map blob +60 at southern bay. We were losing the fight but our 15man core was intact, when the other guild we has on the map came from hills and we pincer them. Or when portal bombs worked. We tapped southern hill and left 10 people on the rams. We hide our 25man zerg around the corner on the hill ported in as the zerg came across the bridge. Yea the best memories are ones with multiple guild on the map. During the rise of Kainieg and TC/Kain/BG were fun times.
DBL does not encourage fighting. To big and to many paths that you can use to avoid fights. Then you have all of the barricades in the middle of the map that force you to the outside. On the west side of the map you have 4 paths that you can take to get north and the same amount on the east side. We got a map as complex as the HoT map. Its nice in pve since you are willing to explore a bit but in pvp you are looking for enemies and objectives to take.
Alpine Bl is more open and its easier to see enemies at max distance so you can determine do I want to fight a 1v2 or can I link up with the green dot and fight a 2v2. Alpine Bl was getting stale everyone want something new. I still avoided the events in the middle of Alpine bl the ruins which only helped the bigger server. The old krait island was a treb spot but Zergs avoid the lake and stuck to the outside most of the time.
I can not think of anything other than the stat swapping mechanics that would make legendary rune/sigil/infusions interest. I mean you can make legendary sigil that adds a unique particle or swing effect but that is what a legendary weapons does.
Rune you could make a unique aura effect but it would conflict with other auras. They could make a blood vein type aura effect. The blood vein type aura would have to effect the area on your armor that you can not change the color of and it would be hard to implement on some armor sets.
Aura, footsteps, swing and projectile types are the possible effect you can for a new legendary. I can not think of any unique effect that are not already on some other rare piece of gear. Legendary weapons do all of that. We are lucky that the legendary backslots do not conflict with legendary weapons to much.
The legendary armors seems like a nice idea but only coming from pve is a turn off for me. I am satisfied with my ascended sets. No need to go all out for armor.
Its RNG and more about time spent farming than playing X years. Some players farm a lot, others spend most of their time afk in LA, and some just get lucky. I have gotten a precursor to drop every 1000 hrs or so. When you mystic forging for a precursor you will find a rate of 1/250 attempt with rares or 1/160 attempt with exotic per precursor. The precursor mastery system is comparable to slowly saving gold to buy a precursor instead of see you have to make 1000g for the precursor you want. That is just how rare they are.
Those numbers (1/250 and 1/160) are not correct.
The probably of ~0.5% means that you can not reliably mystic forge a precursor unless you have a lot of gold to spend. Those are the numbers I got from a friend who use to craft precursors weekly. He had all of the legendaries years ago and multiple copies of precursors. The last time I talk with him he had made ~400 precursors. Need to look on forums to see if I can find that post with precursor data.
https://www.reddit.com/r/Guildwars2/comments/32uj3o/data_200_precursors_for_science/
That is the data from someone else in the precursor market. His average was 0.7% chance to craft a precursor. Data from the ~200 precursors that he had crafted at that time.
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Its RNG and more about time spent farming than playing X years. Some players farm a lot, others spend most of their time afk in LA, and some just get lucky. I have gotten a precursor to drop every 1000 hrs or so. When you mystic forging for a precursor you will find a rate of 1/250 attempt with rares or 1/160 attempt with exotic per precursor. The precursor mastery system is comparable to slowly saving gold to buy a precursor instead of see you have to make 1000g for the precursor you want. That is just how rare they are.
A giant ball mainly used for close/medium range, defense and targeted AE skills. I would prefer elite specs that used different weapons instead of entirely new ones. Focuses tend to be underused.
Ex Machina ~800g
I think you’re mixing this up with another collection? It’s no where near 800g.
The cost has decreased since I got it. Less people are focused on it and vials of linseed oil are cheap now. Seem that reclaimed weapons are 1/3 the price now :P.
Some of those exotic auras look nice but I am unwilling to give up a ascended trinket for a aura effect. Wish A-net would make a unique aura equipment slot.
Chak Egg Sac ~10,000g (for a exotic aura item)
Permanent black lion items(hair style, merchant, bank, etc) ~8,000g
Max luck ~1500g mostly buying/salvaging thousands of greens.
One full ascended set for every armor type ~1500g
Max all crafts ~1000g
Max Scribing ~1000g
All town portal scrolls (essence of Lion Arch cost 150g) ~500g
Gem store items:
Max Bank tabs (10 extra bank tabs) ~1000g in gems
5 Shared inventory ~500g in gems
3 Storage Expander ~400g in gems
3 Permanent gathering items ~300g in gems
3 Bag tab for your main ~200g in gems
Achievements that cost a lot of gold:
Spirit Crafter ~ 3000g
Treasure Hunter ~1200g
Winter’s Present ~1000g
Acolyte of Dwayna ~900g
Ex Machina ~400g
Exotic Hunter ~ 400g
The guild hall upgrades cost +20k gold for all of the upgrades. If you want to upgrade a guild without players donating. I do not know the exact cost but some of the upgrades stupidly expensive.
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Interesting you think A-net listened to the wvw community? Coverage is the biggest issue in wvw. Suggestion have been posted on how to change that for years. Still coverage is a core problem for wvw so theirs no easy fix. A-net has stated that WvW is one of the major things they are working. Its taking them to long to do anything about it so a lot wvwers I know are not playing wvw or gw2 anymore.
A-net make something for wvw and the wvwer’s gives feedback on how it will not work like A-net thinks it will. A-net puts it in anyway and guess what? The wvwer feedback turns out to be right and A-net starts to nerf the new content. That has been happening for awhile. The current state of wvw is do to A-net not listening to wvwer and having few devs working on wvw content. A-net said they will be something big for wvw after they fix the core issues(coverage) but they will not happen anytime soon(beta at the end of this year :p).
Just depends on what map you like to farm on. I love VB but hate TD. Aurin basin is so-so since I have farmed that place to death.
1. Rewards
2. Server Balance
3. Encouraging fun gameplay (not karma training)
4. Something to reward player who are sentries.
5. Trebuchet users wxp per hit on a wall (give trebbers a buff that gives 0.1% wxp per siege damage dealt).
More like DB and FA were focusing mostly on TC last week. That was the first week that I saw TC lose their keep in EB.
It is best to look for a VB map in the lfg channel. After the reset their should be some that are going for t4 day/night. The only difficult thing for axemaster is finding people with stealth detection to kill it. During my VB t4 runs axemaster is normally one of the first bosses killed.
A-net has stated that they are focused on WvW improvements. They were focused on the china release, then HoT, then spvp improvements and now finally after all of those projects were done they changed their focus to WvW. The core issue in WvW are not something that will take a small amount of time to fix. Stop being impatient and just wait, play other games until we get more info on it(if that is the only reason you continue to play gw2). Yep a lot of wvwer are going the states of grief. Most have accepted the lost and have moved on.
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Reverting back to Alpine bl will not help the overall state of wvw. It would make some of the older players happy until they realize that the same problems exist. Then they will leave again. Do not expect a miracle anytime soon. Just take a brake from wvw and check the gw2 news every friday for info on the WvW resurgence. X-com 2 is coming out this weekend too.
The groups that are having issues with Hot are wvwer and some casual players. Some people think HoT is to difficult to solo some content and other dislike the lack of content replaced with a grind for map currencies. Wvwer was hoping for something that would revive it.
The difficult of HoT is fine for me just adapt a little bit until you get use to your classes defensive trait lines. The lack of overall content was disappointing. Still Wvwer have good reason to be upset with stale content.
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Zerging is only one aspect of wvw. The information from the wvw commanders is useful but A-net needs to take consideration for the roamers as well. I go to EB when I want to zerg and I used to go to the borderlands to roam. Small group play accounts for ~40% of the ppt gained (camps and instant ppt).
OP try not to quote a future post :P. Anyways for me its the reward system that needs to be improved. The new map gave me new terrain to test out but not having anything to work for, that has made me go to pve. Gratz you have 1000 wxp with nothing to spend it on. So why reward it? Balancing the match-ups would create a more competitive environment for better fights but without a new reward system it will not improve the overall state of wvw. It will not bring older players back or keep the attention any newer wvwer.
They can make a wvw converter that gives super siege daily or give a chest per unique cap. Unique siege skins, guild siege skins/tactics, any of those can be sold for gem. I would definitely make Nyan Cat air defense skin if A-net make that a guild reward (dropping rainbows). When I need gold I either do pve or mess with TP.
Why can not farm gold in the place I am having fun in? Karma training on EoTM is not wvw(helps your server win) or fun. The roaming aspect of EotM is just not the same as Alpine bl. Alpine Bl you had many objective for roamers in EotM its just a mindless zerg. Their are to few small objective for roamers in EotM.
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Many suggestion have been tossed around about this. For me it would have to be something like choose a team for the month/season. Either your guild pick a team for you or your server picks one. Also you would have to select your primary playtime and limited the amount of guilds players for each timezone per team. We have to many servers and coverage times for a competitive wvw match-up. Any idea of fixing the coverage issue will take awhile to implement and break up some wvw communities.
Its not going to be fixed anytime soon. A-net is working mostly on WvW now but do not expect much from it. Before I was look forward to HoT expecting at least new rewards in wvw but only got wvw stuff from guild hall. Then I though maybe it would be shortly after HoT release but we got a spvp upgrade. Then I realized that they were not working any significant wvw improvements.
They have stated that most of their resources are working on the core issues of wvw now(assuming a server population revamp) but after having years to fix the issue do not expect anything spectacular. Based off of the previous updates to wvw and feedback given by wvwers testing those update it will be underwhelming. Their have been so many post on how to improve wvw over the years. Similar threads to the ones we have up now. A lot of good ideas but not much feedback from A-net.
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