Been using these on my confusion mes for a while- i have a 40%crit chance and the bird blind(confuse) seems to proc every 2- 3 minutes in a wvw fight doing 400-500 damage (+confuse). Still not sure if its worth it for 4 runes.
If i remember right, there is a week’s cooldown for wvw bonuses upon transfer.
twice for me in the last hour
+1 to the OP
I’d also like to point out that running with a large blob requires NO skill – just stay in the middle of the blob and hit a few enemy at ranged for the tag – my 6yr old can do that (even a cat can do it with a little bit of training)
My only other seriously involved pvp was in the moors- and yes zergs did exist but not in the numbers that they do here. Also i remember a LOT of respect and many zergs facing each other and forming a ring to watch 1 vs 1.
Being a solo roamer and getting attacked by 20+ of the same guild proves what? That i’m so tough and deadly that it actually takes 20 of you to kill me? (because i solo killed two of you, it takes 20 to kill me). (getting attacked by 20+ pug group is understandable).
I wonder how much of a difference splitting ALL rewards(w/xp,kama,g) between everyone that contributed would make.
I also believe that if i am tagged and killed by more than 10 people that i should NOT drop a loot bag for them.
. . . . . . .These two things might slow down the lootbag/karma express train that is currently steamrolling through EU T1
Also having the points scored every minute (instead of 15) might make a difference.
EDIT: The trouble is it’s not just 80 vs 80 its more like 80 vs 80 vs 80.
(I think squad size is an indication of how large they intended the group.)
One way to stop large zerg fights would be to have Jormag appear and attack everyone, or the fire elemental (with no rewards or loot for defeat) or how about a Legendary Defender Super Golem called “Skill Lag Terminator”
(edited by Under Web.2497)
Its possible to get confusion to do 3k damage on skill use, and if they have retaliation aswell you will end up killing yourself. 1 vs 1 you can wait it out, any more vs you than this the best option is to run lol. only 2 things in the game remove confusion without triggering the damage.
getting rid of it by normal condition removal will damage you but at least it will remove the confusion.
Confusion builds now have a viable mh weapon. the 5 person confuse for 5 sec with the blind from #counterspell (traited to confuse) and traited for 20% cooldown will make a difference.
. . Not sure if it’s enough though with the buff Gsword got
Would of liked to have seen bouncing work for staff clones
Outmanned means you are outnumbered by the enemy- to get a buff of:
+20% Magic find
+33% Experience
+33% Karma
Is useless
So i spend 4g upgrading keeps and towers (when the servers are empty) only for the morning blob to [outman] and steamroll and take everything as 6 people cant defend everything vs 30 people. Even if they decided to all defend a keep, all it takes is to kill 1 person and they have to spawn at the start wp so they have to travel back to the fight, They then become EASY prey for the enemy if they decide to try to rejoin the defending. (If they dont get mobbed travelling to the defend position, they find themselves having to go through the enemy group (zerg, blob, whatever you want to name it) – either death only results in another repair bill. If you kill an attacker then because there are so many of them that dead person is soon healed from downed state.
..Of course you could say a group of 5/6 should be able to defend a keep vs 20/30. Maybe if we were an ‘organized’ party – but against a large group there will always be those in the L. group that can spec/equip for dmg/support.
The large group will always win vs those of leser numbers. Thats the way a lot of battles have been won (and the way a lot of mmo’s roll)- but a few battles have been won by those that have been far outnumbered.
. . . I have nothing against the large group, – i just see people that follow VERY large groups as just being there for the loot bags (hence you might call it the ‘blob’ i call it the ‘loot bag express’) or maybe you have got a super computer but most i know get some form of lag (and i wont even mention culling) i dont find that fun so i dont do it but this is a ‘game’ and the large group ‘seems’ to be having an effect on the game and spoiling it for some.
. . . . . . . . . . With the new update i am worried that more will see this ‘loot bag express’ as the only way to quickly and efficiently upgrade their character. Beware solo/small groups you now have a loot bag bounty on your heads. These solo/small groups will get fed up of ‘being ganged up on’ so will be faced with two options, either: join a large group themselves or leave wvw (which MAY mean they leave the game), i wonder how many would leave wvw/the game if the aquisition of loot bags was altered? so for this reason i believe that if you are tagged by 15(??) or more people then you do not drop a loot bag. So if you want to roll as a large group you can, just the battle lines would be spread out to ensure loot bag drop (i think this would lead to far more interesting fights)
So here are some of my (silly?) thoughts/suggestions for teams that suffer from ‘outmanned’:
If a wp is unlocked and activated then it is usable EVEN when the keep is under attack
(the wp belongs to the defending team – until the keep/castle is lost)
Towers have the option of a wp upgrade – but this wp only activates when the team is outmanned (maybe even limit the amount of people that can travel to wp (similar to mes portal))
An option to uprade so that the gurds level becomes 84 when outmanned and another upgrade for the amount of guards. Or maybe a group of merceneries can be hired to defend (yes i know you have events already for this – but when your outmanned you normally dont have these events in you favour)
When the champion/lord is attacked any remaining guards that are alive get spawned at his location – (when a structure is taken the guards are ‘killed’ – so they’re not going to defend the wall when the lord is under attack)
Any remaining guards that are ‘alive’ when the lord is killed are not killed but transferred to any other location held by team.
Guards cripples/knockbacks are now aoe
The lord provides stability to those around him (immune to pulls/pushes /knockdowns) – at least let me die on my my feet fighting!!!
Maybe if there were levels of outmanned, then some options would only active upon the level being reached. ie: “Be careful”, “Out manned”, “Heavily Out manned” and “Dont go out the spawn zone unless youre a thief” (ok so the the last one was a joke- but you get the idea)
NO repair bill when outmanned
NO loot bag drop from me when i die whilst outmanned
AC have an auto fire option when outmanned
It would be useful to have an alert on when something was being attacked, this leads me to:
make map transparency settings- fed up of dying whilst looking at the map
also make the wvw map viewable whilst in pve
EDIT
I’ve read some people say stats should be altered – i am STRONGLY against this as it makes it unfair for any soloers on the side doing the outmanning.
Outmanned means you are outnumbered by the enemy- to get a buff of:
+20% Magic find
+33% Experience
+33% Karma
Is useless
So i spend 4g upgrading keeps and towers (when the servers are empty) only for the morning blob to [outman] and steamroll and take everything as 6 people cant defend everything vs 30 people. Even if they decided to all defend a keep, all it takes is to kill 1 person and they have to spawn at the start wp so they have to travel back to the fight, They then become EASY prey for the enemy if they decide to try to rejoin the defending. (If they dont get mobbed travelling to the defend position, they find themselves having to go through the enemy group (zerg, blob, whatever you want to name it) – either death only results in another repair bill. If you kill an attacker then because there are so many of them that dead person is soon healed from downed state.
..Of course you could say a group of 5/6 should be able to defend a keep vs 20/30. Maybe if we were an ‘organized’ party – but against a large group there will always be those in the L. group that can spec/equip for dmg/support.
The large group will always win vs those of leser numbers. Thats the way a lot of battles have been won (and the way a lot of mmo’s roll)- but a few battles have been won by those that have been far outnumbered.
. . . I have nothing against the large group, – i just see people that follow VERY large groups as just being there for the loot bags (hence you might call it the ‘blob’ i call it the ‘loot bag express’) or maybe you have got a super computer but most i know get some form of lag (and i wont even mention culling) i dont find that fun so i dont do it but this is a ‘game’ and the large group ‘seems’ to be having an effect on the game and spoiling it for some.
. . . . . . . . . . With the new update i am worried that more will see this ‘loot bag express’ as the only way to quickly and efficiently upgrade their character. Beware solo/small groups you now have a loot bag bounty on your heads. These solo/small groups will get fed up of ‘being ganged up on’ so will be faced with two options, either: join a large group themselves or leave wvw (which MAY mean they leave the game), i wonder how many would leave wvw/the game if the aquisition of loot bags was altered? so for this reason i believe that if you are tagged by 15(??) or more people then you do not drop a loot bag. So if you want to roll as a large group you can, just the battle lines would be spread out to ensure loot bag drop (i think this would lead to far more interesting fights)
So here are some of my (silly?) thoughts/suggestions for teams that suffer from ‘outmanned’:
If a wp is unlocked and activated then it is usable EVEN when the keep is under attack
(the wp belongs to the defending team – until the keep/castle is lost)
Towers have the option of a wp upgrade – but this wp only activates when the team is outmanned (maybe even limit the amount of people that can travel to wp (similar to mes portal))
An option to uprade so that the gurds level becomes 84 when outmanned and another upgrade for the amount of guards. Or maybe a group of merceneries can be hired to defend (yes i know you have events already for this – but when your outmanned you normally dont have these events in you favour)
When the champion/lord is attacked any remaining guards that are alive get spawned at his location – (when a structure is taken the guards are ‘killed’ – so they’re not going to defend the wall when the lord is under attack)
Any remaining guards that are ‘alive’ when the lord is killed are not killed but transferred to any other location held by team.
Guards cripples/knockbacks are now aoe
The lord provides stability to those around him (immune to pulls/pushes /knockdowns) – at least let me die on my my feet fighting!!!
Maybe if there were levels of outmanned, then some options would only active upon the level being reached. ie: “Be careful”, “Out manned”, “Heavily Out manned” and “Dont go out the spawn zone unless youre a thief” (ok so the the last one was a joke- but you get the idea)
NO repair bill when outmanned
NO loot bag drop from me when i die whilst outmanned
AC have an auto fire option when outmanned
It would be useful to have an alert on when something was being attacked, this leads me to:
make map transparency settings- fed up of dying whilst looking at the map
also make the wvw map viewable whilst in pve
EDIT
I’ve read some people say stats should be altered – i am STRONGLY against this as it makes it unfair for any soloers on the side doing the outmanning.
(edited by Under Web.2497)
I’m SICK OF CHEATERS (that’ll be another warning for caps)
I was inside BAY at 2.00am GMT, repairing the damaged south outer door from INSIDE when 3 (YES THREE) SF “APPEAR” next to me INSIDE the CLOSED gate. OBVIOUSLY they kill me. It’s the first time that this has happened to me so it took me by surprise. What makes it even worse is that the sf zerg was just behind them- so obviously sf allows this to happen??Are you talking about mesmer Phantasmal Berserkers? They pass through gates you know… duh.
Phantasmal berserkers with blessings? – phantasmal berserkers that do heartseeker for 11k damage?? . . . . .
I’m SICK OF CHEATERS (that’ll be another warning for caps)
I was inside BAY at 2.00am GMT, repairing the damaged south outer door from INSIDE when 3 (YES THREE) SF “APPEAR” next to me INSIDE the CLOSED gate. OBVIOUSLY they kill me. It’s the first time that this has happened to me so it took me by surprise. What makes it even worse is that the sf zerg was just behind them- so obviously sf allows this to happen??
Oh and while i’m big cat off, i live in the country and ‘they’ remind me so much of the two legged, feathered, creatures- you know the ones colonel sanders has a recipe for
SO if i open a chest at the moment and it Does NOT contain anything higher than green – is that a bug??
I have opened TWELVE chests in the last 10 days that have only had m/work as highest grade item
SHOULD i be putting in BUG reports?
Why do I have to authenticate multiple times?
in Account & Technical Support
Posted by: Under Web.2497
I live in the UK and the last couple of weeks i have been getting quite a few dc’s and when i relog in i have to authenticate my email. I have since found out that my ISP provider has been (and will continue to do) upgrading of equipment from 2.00-4.00 am gmt
Brilliant and so true about soloing.
Just one thing though: you say "Only bring weapons and skills that are useful in 100% of FIGHTS. " you should change this to 99.9999%. i mean no disrespect but after fighting good confusion heavy mesmers (and especially if they’re teamed with a thief), i’ve learnt that the best option is to run lol. (perma confusion that does 2-3 k damage from Own skill use + thief/clone damage- it doesnt take long for health pool to get within heartseeker optimization)Which has lead me to putting 20 points in virtues. virtue of resolve is one (of only two(in the whole game)) that removes confusion Without taking damage from skill use.
I’m a great lover of the sword + focus / greatsword combo
I find i miss wall of reflection for its light field(condition remove+retal) (also the mesmer not firing at the wall is the one to target lol)
Excellent guide and spot on about kill or be killed- solo roaming in a tanky build only delays the inevitable with no kills for it
personally, i feel that if you are tagged by 6 or more players then you should not drop a loot bag when you die. i’m fed up of enjoying me vs <6 then they call for help and i just get ganked – if its bloodlust that’s made them come for me then fair enough but i’m sure the thought of another loot bag is incentive enough.
This might also change the nature of the zerg- no more loot bags (or a reduced amount). might take the ‘loot bag train’ away from the zerg
Boon Hate? No No No No No NO
Boon Stealing (aka mesmer arcane thievery) Yes
Why
In the official description (quoted at beginning of thread) BOONS are directly mentioned for Guardians, so in my eyes Boon hate= Guardian Hate (Yes i know other professions get boons but that word does not get mentioned in their official description)
Boons are Beneficial (by definition of the word) Yet it will be more damaging to have these “Boons”
Stealing Boons would be far better: Those boons can be taken and used by the enemy against us it would lead to better gameplay
The dev’s want Build diversity – yet they are (seemingly) making a build unviable
On that thought chain isn’t that supposed to be the definition of a ‘bunker’ build?
Bunkers are meant to be tough.
If the reason is to do with pvp capture points then perhaps the mechanic of how this works should be looked at (i dont spvp so cant comment on this)
I also believe this is just a ‘quick’ fix – instead of looking at all the individual skills boons duration/frequency/stacking which would take longer.
i wvw a fair bit so here’s just two of my experiences:
A thief has literally 4 hit me = downed = dead (with boon hate that will now be 2 hits)
A thief and cofusion mesmer killed me in a few minutes (i was unable to do anything with all the perma stacks of confusion, and with the clones and thief pew pewing = dead)
Both of these two examples involve a thief (and they’re supposed to be getting boon hate)
I think that if a zerg is on map and there is another enemy zerg it sorta cancels each other out. Its when you have a zerg swapping maps and snowballing the camps/structures then swapping maps. there is no intention of take and keep (but if there is no other sizeable force to retake the structures then they often stay kept).
The outmanned buff is laughable. i would like to see temporary upgrades whilst this buff is active – increased guards/level tougher walls etc – that way at least the few(or one) defenders have a Chance of defending said structure
This is also a good idea by esprit to make a zerg less rewarding:
My solution? At least 50% reduction in loot and rewards and higher damage tag requirement, while in a group larger than 20. Rolling a 20+ group with your 40+ will suddenly becomes far less rewarding. This is an indirect solution to tower blitz’s as it reduces the cohesion of zerg balls because people will want smaller groups for loot and WvW XP
nope there was nothing else he could of targetted only me and my clones-
So the answer is just to survive for 15 seconds then the warrior should drop dead ?? (as long as nothing else killed)
My computers not the best and doesn’t always show everything- thats why i prefer trying to 1 vs 1 (or me vs many as the case is)
Does this effect show as an icon so i know to look out for it??
Excellent idea
Remember the battles from old? The two armies faced each other across the mist filled valley – NOT the whole army was on the norn commanders shoulders.
If they did something as simple as only allowing one other person inside your circle it would make it better. the zerg could still roll – just it would be spread out (so when you go down there’s only a few few people able to rez Not “too many rezzing” as the case is now.)
If this was implemented it would make for far better zerg battles instead of two balls colliding.
I’m not against the zerg i understand that numbers should win – its just the way its implemented – “stay on that blue icon” is the mentality of most (not all) why? cos you survive (normally).
As a side note wouldn’t it be good if 30 or more people in one spot caught the interest of Jormag – and he ‘popped’ down to see what was going on
(ok so maybe that was a bit extreme- but a champion event at zerg location would be interesting)
You dont say what profession you are- that can make a diffrence
All of team’s options are excellent.
If money is no object then transferring server would be the most time efficient
I’m guessing that you’ve already gone round and done as much of the maps as you can? vistas skills and supply camp poi’s can all be done even if deep within enemy land. (thats the thrill of it).Most of the community is decent enough to let you get a vista/skill (they might attack you after you’ve got it though).
That just leaves towers/keeps/castle
Find out the busiest time that your server wvw and be in map and join in- that extra person can make all the difference taking larger structures.
Find out when the enemy is at its quietest (hopefully there is a quiet time for both your enemy), being in the maps at this time you will most prob bump into the same (few) people from your server , it is very possible to take towers/keeps with a very small force.
But if your server isn’t doing very well in wvw then there is most probably a lot of people like you- so gather them up and fight for world completion
Also fridays are reset day (midnight) and if you are that low in the table the enemy might not begrudge(or care) you taking one of their larger structures before reset.
Thankyou dastion
The warrior was hitting me with throw rock and then hammer toss then rallied, hit me downed me then killed me within a couple of seconds, there was no orange glow that i could see. so i wondered if they rallied and killed a phantasm would that have put them back to normal – and if thats the case then lesson learned not to have any phantasms up when a warrior goes down
I saw this coming months ago. Started leveling a warrior, because apparently 20k hits with one skill isn’t OP in PvE while the nerf everything else.
So did i LoL.
Agreed
don’t Break what isn’t broken and at the moment mesmer is far from broken
Just fix our known bugs And then look at making the other professions as good as this one. Theres a lot of anti mesmerism out there because the other proffessions are broken – not because mesmers are op
sorry for my cynicism, more a g.d. got owned by a player mesmer in pvp/wvw and decided the only way to beat mesmer is to nerf
Edit: Having played and lvled mesmer makes it a lot easier to know how to deal with them – but not every profession has a good set of tools for the job
(edited by Under Web.2497)
hi
didn’t know if to post this here or on warrior forum-
can a warrior rally and get full health back by killing a phantasm? – just i was wvw with a warrior and i’d put him down but he would then rally and one hit me put me in downed then kill me before any of my downed skills (except #1) could be used. reminded me of the walking dead films
Any help on the matter of killing a warrior once downed would be greatly appreciated
staff;sword/pistol/focus user
would like flashing blade to behave like leap of faith- non targetable leap/finisher
These wp also do not show up on your map until you visit the area that it is in
make all these events occur randomly with no respawn timer- just a set amount of times that the event will occur within a 24hr period (reset with daily)would reduce the overflow problem.
ie jormag occurs 6 times in 24hrs, whereas maw occurs 24 times in 24 hrs(i thought every half hour was too often)
That way timers are useless and its now down to being in the right place at the right time OR friends/guildies informing in chat.
If you want to ‘plan’ something go do a dungeon these meta events should not be ‘planned’ for farming
I for one am finding this thread interesting just because there are so many differing opinions, that goes to show how awesome guardian is.
At 80 i had mostly knights/clerics gear,slowly i replaced piece by piece until i am happy with my surviveability whilst trying to do high dps. My set up now is mostly zerkers
deso has become un-enjoyable.
Remove guesting until the servers can handle the vast amount of players-
Desolation has become like the infamous karka event/s every single day
Totally agree that home worlders should get priority- also offworlders should have a totally reduced afk time limit as the amount of offworlders that are obviously afk waiting for the spawn is big cat annoying.
the 35 will have an intimate relationship with the ground. lol so very true.
The explore lvl should be min 65
also a lot of the damage comes from the off golem that gets summoned a few times
its easier looking for boss animations when soloing also spider get stuck in a pattern of where the red rings fall- so its only a case of learning that dance routine
my lvl 35 has almost a full set of rare weapons/armour/trinkets but yep thats uncommon. With some 80’s in the group the dungeon is very do-able but with a full party of lvl 35-40 (experienced players) it becomes almost impossible. This dungeon should be level restricted to min 65
I remember doing my first dungeons/raids in other games (most mid level) – you know the ‘starter’ ones and was so impressed that i wanted (nay – i craved) to level for the next dungeons. AC does not do this at level 35 it leaves a very lemon taste in my mouth
I agree that most of the dungeons are very meh.
One of the problems is that other games relied on the trinity so could make the bosses interesting for that party make up- but in this game there is supposed to be no trinity so the bosses have to be made tough to take a full dps party but also have to hit hard in case the party is mostly support.
The big fail is having npc involved in the fight in some way – trying to make it more interesting
so you and the rest of your party were all level 35 ?
if not then can you please change your title to The new AC is fun and easy for lvl 80’s
it has been mentioned in other posts: either the toymakers bag or get the quaggon backpack – you get a white back item with that. transmuting onto either will make it account bound
But there should be a stone that allows a soulbound item to be made account bound
Thats exactly the reason why i enjoy guardian (and i dont normally enjoy pure melee), its so different to mesmer
mesmer is distance and kiting, guard is getting in close. the guard also has enough weapons to make it feel interesting- ele might keep you entertained for attunement swapping but d/d still seems to be the best weapons
But if you really dont like melee and its got to be ranged- then you wont find anything as fun or interesting as mesmer to lvl (but thats just my personal opinion with 4 lvl 80’s and 3 lvl 40+)
My asuran guard uses ZD to escape a red ring- not all rings traverse through the z axis – so it allows me to stay in melee and still dps unlike dodging and losing dps
I did AC with some Guildies last night and unfortunately it was the most frustrating night I ever had in GW2 since Beta.
I had one of those nights- wanna know what i did? logged out (not /ragequit) went on you tube and watched some trailers for forthcoming mmo’s in 2013 then signed up for beta’s and newsletters.
Frustration will result in the loss of players (customers) whereas a marginal increase in enjoyment will not result in new players (customers)
The forums are not always a true indication of the majority of players.
Send Everyone an in game mail asking One Simple Question:
Ascalonian catacombs , More enjoyable pre-change Or post-change?
When the result is post-change then i will believe that i am in a minority- until then i firmly believe i feel, as do the majority of players.
anyone know the answer?
Hi
I am hoping some-one can answer this Question:
In the straits of D in the far SW corner below the platform that the skill point is on, are 4 supporting pillars, these pillars can be interacted with, on one side – allthough no description is given for any. Once the pillar has been interacted with it cannot be interacted with again for a few seconds. I’ve managed to activate all 4 before the first one reset but again nothing visible – has this anything to do with A storyline / Event – or even to do with the caves to the south as there are a few ‘suspicious’ areas inside
(edited by Under Web.2497)
Hi, I just wanted to give an update. First, I’d like to apologize for setting off such a firestorm of speculation—I was trying to provide assurance that Final Rest is, indeed hooked up and working, but it’s not likely to have dropped yet. Like I said, the odds that I posted were a quick calculation after looking at the drop chance, how often the event runs, and other factors.
On a totally unrelated note, large event chests are being upgraded to make them more rewarding, so the odds of Final Rest and other rare items appearing should see an increase in a future update.
Being denied the boss chest because the owner kicks then calls in friends/guildies has happened a few times. If they cant sort out instance ownership then there needs to be a clear report in game messages log of who kicked and who seconded- if its a dc issue from the owner then the log needs to say dungeon failed. owner timeout after xxtime.
I Have found that programmers use there own bot programs to do testing
. . . . . . . On this basis. . .
Destroy the fire elemental created from chaotic energy fusing with the C.L.E.A.N. 5000’s energy core
Trivia
The event was balanced in the 15 November 2012 update. Prior to this, low level players would die instantaneously from boulders falling from the sky or the mass of Embers that spawned. This often resulted in a mass burial grave of players and players employed kamikaze zerg tactics to take the boss down.
The elemental is in a starter zone lvl 1-15 (but low lvl characters were getting one shotted- so it makes me think that the event (allthough in a low zone) is more geared for high lvls) BUT i consider it one of the more challenging meta events- more difficult than the shaman and behomoth (both soloble)
i think emberspire drops from the ogre yet no named from the elemental
How often is this farmed by lvl 80’s? -I’m also sure the place has been a final rest for many
http://wiki.guildwars2.com/wiki/Destroy_the_fire_elemental_created_from_chaotic_energy_fusing_with_the_C.L.E.A.N._5000%27s_energy_core
Also i still cannot find a large chest for plains of ashford. . . . . surprising as all the other starter zones have meta/chest chains
(edited by Under Web.2497)
My computer is underspec and my outlook is this: I am glad that they dont raise the minimum spec required to run the game- sure i get low fps on min/no settings – but at least i can play. . .and at least i can blame my computer. . (With so many variations of hardware/driver there are always going to be some problems- and sometimes the issue is with this and not the game engine) At least it’s not as bad as certain games server lag?. . . .
Sometimes the optimization needs to be done by the card manufacturer – as can be seen by the patch notes for the driver updates
Also its not just a case of putting all graphics options to low (or none) Screen resolution makes a big difference – often overlooked
(edited by Under Web.2497)
Whats the Chest chain in plains of ashford?
Wisteria drops from a starting zone – what other starting zones have unique drops?
metrica seems forgotten to the 80’s (reactor)
Wayfarer, Shaman seems 2b farmed a lot by 80’s (on deso)
And shadow SEEMS to be getting farmed now
Also is there any lore linking Wist (or any other unique) to its drop location?