“Quoth the raven nevermore”
Platinum Scout: 300% MF
(edited by Ulion.5476)
Removing white sword will give havoc groups a better chance at taking objectives. If the rewards for defending are not improved as well it will only make servers focus more on pvd or offensive instead of defense. Not every server has enough players to defend.
Their should be a scout post listing increase wxp for the scouts around the objective( x yds away from the cap). Limit it to a handful of scout based on the objective and make the scouting post a buff which you talk to the keep lord to get. A 15m timer which the keep lord can only hand out to x amount of player.
(edited by Ulion.5476)
NECRO THREAD…… Should just start a new thread instead of adding to old info.
Playing a lot of hours does not mean you are actively doing stuff in game. It depends on how many mobs you kill normally. The drop rate for a exotic is very low and out of those exotics you have a small chance of getting a precursor. Farming the money for a precursor varies from person to person. Some player are more effective at making gold than others. ~500 game hours was how long it took to farm for a legendary. Bought 4, mystic forged 1, and had 4 drop (tends to happen right after making a legendary).
Bloodlust is rewarding to the overall ppt but its not rewarding for the player who normally go for it. Also, the server with more player will have it more often then the server who only have roamer out during a low period.
(edited by Ulion.5476)
Siege disabler help the larger server more than the smaller servers that has mostly havoc groups. As long as their is a scout inside a tower/keep you can stop a havoc group from taking it with their siege. Now you do not even have to build siege to guard a tower from havoc group. Just toss a disabler on the gate call you main zerg which is 2-3x the size of the havoc group to defend it.
A lot of havoc group come out when a server does not have a main zerg/guild leading at the time. They are suppose to take advantage of the large server not being everywhere at once (pvd the other borderlands) or not having enough people guarding non-upgraded towers/keeps. The siege disablers keep reinforcing the idea that you should move to larger server or do not bother trying to contribute to ppt if you are not part of a zerg.
(edited by Ulion.5476)
You nerf all boons and conditions suggested, but buffs might? Currently 25 stacks of might improve dps by 20~30% on (low and high power builds) and this suggestion would increase it to a flat 50% dps increase on all builds. Protection, fury, vigor nerfed into nothing. The 4% increase on stamina is one each dodge every 20 dodges and that is with permanent vigor. Fights do not long enough to see any benefit from that. A majority of the boons/condition stack suggested are not spammable. This suggestion does not take into account condition removals. You have to understand why the current system works this way before you try to change it.
An elementalist is one of the hardest classes to play and relies on traits for survival. That is why the common ele build everyone suggest is a tank build water/arcane. A elemental need boons and the direct heals to keep their health up. The 2 trait that are common in most build are cleansing wave(heal on swap to water) and arcane evasion (dodge in water attunement to heal). Knowing how to dodge is necessary to play a elementalist. You can not facetank mobs unless they have some type of debuff on them(weakness, blind) or you have buffs (protection, regen)
Staff, scepter,dagger, focus are the weapons we can use. Staff is good for group play, suck for solo. Scepter is good for burst damage and medium size groups does low auto attack damage. Dagger high auto attack dmg, a good all around weapon but hard to play with at the start. Focus is a high defense offhand. Weapons difficult to learn Scepter>Dagger>Focus>Staff.
I multitask when I play GW2 and lately GW2 has been randomly d/c me or not authenticating. I check to see if my browser is still up and it is still working. It seems at random time can not play more than 15m without a d/c. Do not know what problem is causing it. I check my task manager and GW2 does not use a lot of resources 1/3 of them most of the time.
No numbers would not mean win like now. Even a small group with good terrain positioning could completelly wreck a zerg that is completelly mindless, and is just walking together following a comander. AoE circles are big enough to do the job, and people with actual comunication would not put all their AoE in the same place…
Smaller groups will not win unless the zerg train includes 50% upscaled characters, and people who don’t know how to play their class. (which can of course be the case yes, but point still remains. numbers = win in pretty much all the situations)
A good commander takes into account the enemy zerg position to predict what could happen. Downing a enemy zerg requires everyone to use their AE/CC in the same spot. That is why knowing when to dodge is very important. Guilds have been wiping zerg 2-3times their size for a long time, it is not just the pug zergs that get killed by groups with half of their numbers.
A necro has more natural survivability than a ele and underwater a ele loses some of that. Since we only get a regen instead of a direct heal. Seems a lot of classes instantly become weaker underwater. Lack of gear and knowledge tends to be the reason. Also, Anet stop worrying about balancing underwater combat a long time ago.
…
Or, you could just remove the AoE caps while in WvW and make the game require actual thinking. Also Lol to whoever saying that zergs require tactics.
Skyrim? You want giants that toss people thousands of feet in the air across the map too?
Get higher lvl.
Zergs do require tactics. Otherwise smaller groups would not be able to wipe bigger groups. The amount of skill required maybe small but skill is required. Also, A-net stated a long long time ago that system limitation was the reason for the AE cap (around the time they removed culling). Been in a 3 way map blob fights for SM and the server crys :P.
Most people do not know how to use their underwater skills, but start at close to max range. You can chain cc enemies with your trident the 4 skill on all attunements is a cc. Use water 3 or earth 5 if he gets into melee range swap use air 3 or water 5 to move away. Get a exotic underwater weapons if you do not have one.
This wvw season was like a continuation of season 2, not much improvement. It was dull. Most of the same issues from season 2 happen in season 3. WvW is still the most fun part of GW2 for me atm.
Make fighting players more meaningful than holding more points. How about making zerg fight add instantly to ppt. Orange sword fight should be worth 25ppt, make white sword fight add 10ppt. White sword will not appear on the mini map only on the big map (10players attacking). Outmanned (35% instant ppt), size of the enemy zerg (1v2 100%more, 1v3 150% more ppt) will increase the reward. Outnumbering your opponent will decrease the reward by 50% if it is a 2v1, 0% if it is a 3v1. The dynamic event effect for the zerg fight would take into account the number of players on both side during a 30s period. The winner will be determine by which side has the most players double down. If you completely destroy the enemy zerg(50-75% of the enemy down) you should get more instant ppt(50%). Some type of system like that would help.
Then split wvw into a weekday and weekend match-ups to enable weekend warrior a chance to feel like they are contributing. Playing knowing you can not win a game is very depressing even if you are having fun. Next change would be bloodlust make it effected by ppt or outmanned. The server with the least amount of people on have bloodlust and make the node only effect if your server has the stat increase not the point per stomp.
Improve siege damage(33%), siege damage reduction(33%), and reduce supply(50% less supply) for siege on the server that has an outmanned buff. This will force the stronger server to have to defend instead of pvd, since the weaker server will take less time/supply to break into a t3 keep. Improving overall havoc play on the weaker server. It will also make defending easier for the weaker server.
That is an interesting question why join wvw when you are ahead or behind by 400ppt? I think my answer to the snowballing effect would help with this one too. It would make the stronger server have to defense more vigilantly by spreading out. That would enable havoc groups for feel useful again. Instead of having a end all 60man zerg the stronger server would have to split off into havoc groups to defend. A 5man havoc group could build 2 sup rams that do increased damage and bust into a keep faster.
I find spending 3x more gold (as much as the most expensive legendary) not worthwhile in comparison to salvaging thousands of blues/greens for a profit (some of the time).
Relies on dodging/focus for defense has Low condition removal and High burst. Could mod the build by swapping LR for FA and picking up 2 in earth for 10% more melee damage. Lack of mobility is an issue in fights, so do not expect to run without FGS.
In spvp tornado is for surviving on a cap when you know you are about to die. FGS fight or flight. Greater elemental minor support but just an extra target most of the time.
Well the D/F builds I use all rely on Air attunements. 0-6-0-2-6. Against range enemies Focus can easily reflect back most of their damage and cleanse a bit. This makes the common engineers and rangers build have a disadvantage. Obsidian Armor enable elementalist to get a full heal with ether renewal, dodging in water to heal, critical hits giving a passive regen , and FA/LR for burst. FA is like halving the cd on air attunement swap or LR gives 3 of a D/F cc skills(shock aura, gust, comet) damage and weakness.
That is doubtful. Anyways Magic Find stats in terms of luck.
225%- 1/2
185% -1/4
152% -1/8
118% – 1/16
After 218% it will always take 150 exotic luck to get 1% magic find. Best way to level it is to buy thousands of cheap greens on TP. You can even make a profit from salvaging some of them.
Well the rune of strength was nerf awhile ago to 5% down from 7%. Still 25 stack of might increases dps by 25-30% and with runes of strength you get the 5% modify too. Celestial was buffed to being useable in spvp awhile ago. Before then celestial stat were so low that it did not work with any trait set-up in spvp. The ferocity nerf to celestial gear effected pve/wvw builds. In spvp you should not be able to 1v1 a tank spec before they get help. Killing a tank spec ele in a 2v1 situation is just about chain cc them.
If you could demote crafting items that would effect the entire crafting market. It would increase the supply of mid tier crafting mats and increase the demand of higher tier crafting mats. Cloth and leather would be effected the most since they only come from loot bags or salvage. Love the prestige armor idea. It something that could increase the demand of the higher tier crafting mats that are very abundant(Gossamer and thick leather).
Yea it is nice to have a week were you can take a break from wvw.
It is a good replacement for EA in large scale fights. Since you have to conserve your dodge to get out of the kill zones more than dodge to heal(unless you are melee). Have to take into account the 30% increase to boon duration from arcane with elemental contingency.
Some of the boons last long than what they say. Fury and protection are fine as they are since 2 of the low traits enable you to have permanent protection/fury with a few attunement swaps while getting hit. Vigor from water needs no buff because of renewing stamina. Retaliation is the only unique boon from elemental contingency that we can not get another way.
D/D or D/F are the best set to use for lightning rod. Lightning Rod hits harder than a Fresh air but is less consistent. For a one time burst build lightning rod is better. Lightning Rod does more damage and can hit multiple targets without cd. I have seen 4-5k proc off shock aura, comet, gust. I would not use LR in pve.
Strange I rarely used the common water/arcane ele builds- high sustain/cleanse/mobility, average everything else. I prefer high burst or conditions to anything else. High burst build work well in small groups.
Wiki that info is the best way to verify yourself. If you are questioning if you should get a ascended item go for the weapons first since those are all you really need. The stat/armor increase on ascended items is minor but the weapon damage increase is noticeable.
Interest some of the TC wvw guilds are not trying this week. Mostly milita zergs are out taking stuff. That is why you see a large PvD group. Log on it is 400-500ppt so nothing to take with a guild group.
Looking at the scores this season, I think that many of the servers are actually at a place where the two weaker servers, when combined, would have the numbers and coverage to effectively compete against the bigger one.
In the lower tier some coverage gaps are shared by both of the losing servers. That tends to be the main reason why they lose. It does not matter if they can push the leading server off of the map when they have coverage. It is those time when the winning server 695 them for a couple of hours that enables them to win.
An increase to stat that drastic would turn a player into siege golems. It would make some guild harass players off of the map just to get that buff. Skill guilds can already take on zergs twice their size. With a stat buff that big no one would stop a skilled group from taking everything. .
That is a 10 v10 even fight :P.
Well the system is perfect since A-net keeps doing it over and over again with any major changes to wvw :P. Doubt any of the veteran wvwer care much anymore. The same wvw issues for months.
A-net keeps introducing new wvw seasons without major improves to overall wvw scoring or gameplay. The end of season 2 burn out a lot of wvwers. This season a lot of the players I use to play with do not care anymore. The expectations of wvw getting any major improvements are gone.
The people that are new to wvw get to see why coverage and wvw population determine each servers tier. Each tier has more wvwers, so its impossible for all wvw match-ups to be perfectly balance. Hard to have a competitive match-up with a 24/7 battle and no system in place to encourage low population time to play or the abilities to comeback and beat a more populated server with skillful play.
Yep everyone should have a legendary that is fair :P. The cost of crafting a legendary increases as the price of the mats needed to make a legendary increase. The prices are set by the players depending on the demand and scarcity of the item. Since the trade post is global it is fair. its hard for anyone to control a specific market for a prolong period of time.
Hum do you really need movement speed in pve? Also, attunement swap for swiftness or trait 2 in air to get swiftness helps too.
Defending is not fun but it is required to win. Waiting for someone to attack is boring but with siege disablers it is now required to delay a zerg from taking upgraded tower. Sieging t3 objectives is not fun it take to long to get anything done and that was before siege disabler. Now it only take one person to stop a zerg long enough to get a defense force. The server that wins a match tend to have a coverage that other servers do not have. Pvd eventually gets boring but that is how most server win.
A-net has done little to improve the fun aspect of wvw: encouraging fights and large battle. Instead they have done the opposite and improve the boring aspects of wvw. Open field fighting is the least rewarding thing to do and does not help your server win a match-up. Open field fighting is the most fun thing you can do in wvw. Havoc fights, GvG fights, 3-way SM fights, so on these type of battle do not help you win.
Winning is suppose to be fun. In wvw winning is about having more coverage than the other server, picking on the weaker server to take easy objectives and having a few player ignore all rewards selflessly defending a point. Are you happy when you server win a week?
No one is saying go full glass just use a balance set-up. I can get those number with my celestial/berserker mix gear and full guard/bloodlust stacks. When you are up against a map blob or start dying a bit to much you swap to tankier gear.
Their have been a lot of ideas on how to improve the ppt system. The problem is how do you know A-net is read these idea and if they are will they implement them or ignore them. Can only hope that after months of similar idea getting posted on forums something will be in the works. A-net it is hush hush about any future projects.
The problem with bloodlust it is like any other objective. The server with more player will have it more often than the outmanned server. Making it buff the winning server more than help the outmanned one.
As said LR in WWW is all but OP.
I never seen a decent ele using LH in a PvP setting they get CC and melted in seconds.
It will never be a thing.As for staff as said needs the use of unviable only theoretical builds.
As far you can do 5000 damage with a slow staff skill you will be dead in less than a second by a GS mesmer with 2 skills at the same range before your attack reach the target.For burst fresh air is still superior.
What i can t understand is why people never consider risk reward but only damage.That is why we have anet nerfing 6 seconds casting aoes….
BTW in www (and pvp i guess) nobody but me uses LR (i used it even before the patch), and guilds still ask for XXX66…. so a nerf won t happen on something nobody uses.
Risk vs reward with LR and FA.
FA does more consistent burst damage and if you are using dagger you can always do high AA damage since you are dipping into air more often. Scepter lightning strike and fresh air both have a 5sec cd so both can be used at the same time. Only issue with a FA build is that Air should be use every other attunement swap to keep high dps. Not the best in all situations so dps is lost when you need to stop in water/earth for survival skills.
For those one shot glass cannon ele builds LR is more effective. It hits harder and put weakness on the target so the enemy will do less damage and not be able to dodge as often after they are hit. LR gives more direct damage survivability than FA because of weakness. LR does more AE damage since our disables tend to be AE skills. Misses, blocks, blinds against your disables are a big lost in damage with a LR build since our disables have 25s-50sec cds.
As far as you wvw guild. Once you get survive a few zerg fights you start to use more dps gear and swap to more dps related traited. Tanks spec are the common builds to use for zerging but not necessarily the best in all situations. When range and casters are able set-up for their skills, having more dps helps to drop the other zerg faster than a pvt/tank trait set-up.
(edited by Ulion.5476)
Yea should be more rewards for skillful play, instead rewarding based on population. Fighting in wvw should be more rewarding than hold points in wvw. Guild group already run in wvw so it is not about isolating the casual wvwer. More about giving more credit to guilds or players that are normally outnumbered and winning fights. Not borderland map bonus but more of a instant ppt fight bonus.
That build is viable but I would choose between arcane evasion and healing ripple inside of putting 2 in earth and water. The extra heal from dodging or attuning swapping is needed for survival. Celestial gear with runes of strength is the standard set-up for elementalist in spvp atm.
It’s not a good defensive item, because the enemies can disable the siege on your walls. Was done last night in a fight i was in. A tower got their arrowcarts disabled over and over and in the end we lost the tower due to this.
Curious how long did it take them to pvd the gate open? Long enough for you to get the tower for the tick or longer than that? The idea of the siege disabler is not to deter enemies from taking an objective but to delay them. Also a gate treb should still be able to destroy any rams on the gate.
It is a good defensive item but it will not stop a zerg for long. More like delay a zerg long enough for you to get the the ppt or for you to call in reinforcements. Think it is a good balance since they remove the ability to banner the lord. 3 warriors could chain rez the lord indefinitely.
Mine goes back a few months.
D/F has always been viable in pvp. Focus works best against range classes. People are use to the common arcane/water. Other specs are more difficult to use.
This has made lightning rod more useful for focus and staff builds. Lightning rod scale better than lightning strike from a fresh air build. Only have to use lightning rod once every 10s for it to be better dps and it scales better. Also weakness is not to be underestimated when it come to reducing damage and the enemy ability to dodge.
Hum nothing wrong with roaming. Maybe a faceroll class requires some skill now. Or a class gets buffs to OP.
Yea been testing the glyph and a glyph build it sucks. the cast times on glyph of elemental makes it worst than having the elemental randomly cast it. Worst than that is the elemental does not even use it at the right time. Cast time, elemental move into range, then it finally cast the spell. So after 3s it cast the spell you want it too. d
Also, a glyph build does not work with all of the long cast times in pvp. In pve you can get away with those cast times. The traits for glyphs do seems useful but the cast time make it useless. Try a regen build with glyphs 0-6-2-6-0 to have a dozen or so cleanse a minute but condition still wreak it. Overall glyphs are worst for pvp now.
Wvw population does not reflect the pve population, so simply combining server would fix the wvw problem but create other issues. Eotm is an example of why server identity is important, no one cares to defend. It is just a karma train instead of how it was at the beginning and fun.
The winner up and loser down system was similar to what happen in s2. Either you get a blow-out match or get blown out. The server in the middle of a league would blow-out out by one of two servers. The bottom servers in the league never win. That is why some t2 server are trying to get into silver league before the next season. People prefer to be able to roam the map with few objective, than be spawn camped. Not much you can do to help the t8-9 servers. Even if you encourage pve to wvw that would effect all servers.
Gratz on your precursor. Time does not tell you how active player are when they are on. The drop rate for precursor will always be low but if you are doing mob style events often you have a increase chance of getting one. Gotten 4 precursors to drop in ~5000 hours. In wvw you can kill ~100 mobs/people a hour(havoc mostly camps), when orr was active ~50mobs per event and in pve ~30mobs per dungeon. With a drop rate under 1% the more mobs you kill the more chances you get.
No legendaries just have the same stats as a ascended weapon only looks better. Well most of them look better than exotics skins. It is a long term goal go for ascended weapons if you are unwilling to grind for a precursor.
Maybe I read this wrong.
How is http://wiki.guildwars2.com/wiki/Bolt
better than http://wiki.guildwars2.com/wiki/Infinite_Light
?
Most legendaries have good effect a few do not, mostly the off-hand ones. Howler, minstrel, quip and juggernaut are legendaries that have exotic weapon skins that looks similiar to or better. Even the bitfrost has something that looks similiar to it too but the skin is expensive so it is like getting a precursor .
Xanthium of Dreams
https://www.youtube.com/watch?v=BuKGCUOaXf0
(edited by Ulion.5476)
No legendaries just have the same stats as a ascended weapon only looks better. Well most of them look better than exotics skins. It is a long term goal go for ascended weapons if you are unwilling to grind for a precursor.
I am happy I do not have to search for the items that just drop for me to sell. Should make things quicker and see a supply increase in some items. I expect lower prices on blues/greens less profit in the long run.
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