@Gaile
Thanks for the reply. I know it may be some extra coding for the people who are in charge of account security and e-mail authentication, but I believe every little bit hels.I had 10 passwords I cycle through every now and then, around 9 to 11 characters with letters, numbers and special characters in the mix.
I’ve checked my e-mail and it has never been accessed outside my IP or IP range the past month prior to my hack.
Nobody knows my passwords, true my close friends who I believe have no interest whatsoever in my GW2 account may have an idea of my past passwords but that was back when I only used letters and numbers, no caps nor special characters.
I don’t really go to sites that have malware and I loathe having to download extra ‘security’ software, but after this incident I’ve asked some people about good security software and have added some which most of them recommended.
Still, if someone with a 22 character password can get hacked then these gold sellers are really getting aggressive. I’m not sure but I’ve been checking the forms and I think it’s really bad these days, though I’m not sure if this is the worst ANet has suffered. I’m not saying that there really has been a breach with ANet and/or NCSoft, but at least it may be a good idea to think around that angle, don’t leave out any possibilities.
It kinda reminds me of this witty/corny line I made: “Where there’s a hack, there’s a way!”
I kinda said this as a joke before, but I’m believing I may have unknowingly hit on something there.
I totally agree with you on the breach in ArenaNet’s/NCSoft’s systems, it’s far fetched but not impossible by any means. Experienced a similar thing in a different game years ago and with all these people being hacked out of the blue and the absurd amount of goldselling spammers in the game it all points in that direction as I see it anyway.
I’ve also received a few password reset requests, except only tonight while I was at work. When I returned home I discovered my account had been cleaned out. Already in touch with support to resolve the issue on the access information side of it and currently making sure my PC is clean of any keylogger. Except whoever requested those resets actually succeeded in changing my account’s password and I had to go get it back before confirming it had been hacked indeed, also had a creepy blank message in-game from someone I had never met…
Also had 2 US IPs registered in my account’s log once I got into the GW2 website, from different states so either my account’s information is being shared by whoever breached it or I was targetted by someone who actually knows what he/she is doing.
Stealth should be removed too. This game has no resources to make a proper stealth mechanic, none of the current devs apparently can solve it.
Spamming invisibility without restriction is the WORST idea ever. EVER. I didn’t see it even in free games.
Hate to burst your bubble, but you can’t spam stealth ALL the time unless you stay in stealth
Everytime a stealthed player drops out of stealth he receives a “revealed” debuff that prevents said player from entering stealth for the duration, granted it’s only about 5 seconds but effectively dismissing the “spamming invisibility without restriction” bit.
Underwater combat might receive a revamp in the future, we know for a fact that the 6th Elder Dragon whose name we yet don’t know is supposed to be some sort of deep sea dragon that drove quaggans inland.
So I expect at some point we’ll receive a major living story chapter revolving around underwater combat.
Hint: Zone Blue (Under construction) in Infinity Coil for the base of this theory about the 6th Elder Dragon.
(edited by Veckna.9621)
Bribes moderator to sticky thread
“Too rich for my blood” he said
As there’s no subforum for guild discussion I’ll assume this is the right one to post this discussion thread in.
Guilds in GW2 are sort of an abstract concept, they come in so many different flavours that it’s hard to label any particular one as belonging to an “usual kind”.
One bit that has always particularly interested me is every guild’s rule, or lack there of, concerning representation. The game was designed so a player can be a member of 5 guilds at once but only representing one of them at any given time, presumably to have each of your starting 5 character slots in each guild. This has lead to a very diverse community in terms of guild interests, identities and so forth.
This thread was created as sort of a poll, to know if flexible guilds or guilds that require commitment are most popular choice in terms of preference by the player community.
Below I’ll provide information on what distinguishes both types of guilds and my personal stance on the matter.
Flexible guilds – These are guilds that have none to very few rules concerning their members representing them, meaning a member could rep them whenever he/she wishes or during activities with that particular guild. These have the tendency to grow more quickly in sheer amount of members but in my experience fall short when comparing the number of members who are actually actively participating in their activities.
Commited guilds – These are guilds that require their members to represent them at all times with little to no exceptions, these being usually only concerning personal bank guilds.
I absolutely lean towards commited guilds, for the single reason that I greatly value stability in whichever environment I’m inserted in. In a guild where everybody is expected to represent, one always knows that his/her acquaintances will be there when he/she logs in and not busy representing and/or running things with another guild. Making guilds that enforce strict representation rules have much more stable rosters which in turn will lead to more fellowship amongst members of that same guild. While guilds with very few to no rules concerning representation have always seemed like just another LFG chat channel or an additional farming train if you will.
Furthermore, with the introduction of the megaserver technology, one of the main reasons that drove people towards flexible guilds with sheer amounts of members was rendered mute in my opinion and this was the ability to raid major world bosses like Tequatl, Wurm, Karka Queen…
Keep in mind this is my opinion, not something to be held as rule and I’d like to know your opinion on the matter as well
Keep it clean and constructive, cheers!
(edited by Veckna.9621)
Bump for great justice!
I second that.
Many different team compositions can bring you sucessful results. Some are more oriented towards optimal speedclearing others towards more usefulness when something goes awry.
My group prefers the classic approach of having at least 1 condition damage build and mildly support oriented build in the group so our team comp consists of a thief, a guardian, a warrior, a mesmer and an engineer.
Well, somehow I 3 man’ed this dungeon (two bearbow noobies as the other members) by stacking on these fights (albeit with a little bit of movement, not a super hard stack), so maybe it’s just a matter of knowing what you’re doing.
Your definition of stacking in a corner perhaps is not in line with mine, for me stacking in a corner is hugging a corner and just keep dishing out dps without leaving it at all.
While at foreman people pull him to a side of the room and work with that bit of space to dodge and maneuver around his AoE’s and on clockheart you’ll want nearly your entire group in melee range of it apart from somebody you designate to pick up the holograms… I fail to see how those situations qualify as “stacking in a corner”.
lol, stacking in a corner is the best way to fight every fight in this dungeon (except maybe spark and slick)
Stack at foreman and his AoE & Whirl will wipe your group; stack at Clockheart and good luck blowing up holograms on it to disable it’s shield. Must I go on?
This is why the new TA dungeon has since been abandon because you couldn’t bypass the waste of time mobs between bosses.
It’s also why there hasn’t been any new dungeons and probably won’t see anymore in the foreseeable future.
Not all content has to be a farmable resource, TA aetherpath is the most entertaining dungeon to do in this game right now. And since last October all those hunting for the Dungeon Master title will need to get through it, I pity the people “raised” on zerk meta for their minds will be shattered when the reality that stacking in a corner won’t help them in there.
I hope ArenaNet pushes out more dungeons like that, something you can gather your mates for when you’re looking for that adrenaline rush most other dungeons fail to provide you.
I read the patch notes but didn’t see this….
Since when I have to link all my gears to the whole party after entering a dungeon? And if I refuse to do so, I get kicked right away.
Since when if I get downed during a boss fight, I get kicked from the dungeon?
Since when if I don’t know the new (post-patch) spot to stack for the boss, I get kicked from the dungeon?
Personally I don’t care as I have already done my share of PvE dungeon and fractals; but this is unacceptable and ANet should do something about it for the sake of the new players.
Welcome to the present! If you plan on hoping on more PUGs for dungeons or anything of the like you better go zerk or go home!
It’s sad to see this mindset spread throughout the community, but oh well each player is entitled to play however he/she likes.
If you wish to clear content with a build of your own choosing/doing and how you want it then you’ll need to find a group of like-minded individuals, because there’s no room for that in the PUG scene.
ArenaNet needs to push out more dungeons like TA Aetherpath, now that’s something fun to do!
This has probably been posted and discussed to it’s bitter end, but I haven’t read it! I love running dungeons. I love the scenery, teamwork, and most of all the FIGHTING. I start groups for something as simple as CoF Path 1 and look for people that won’t skip content. I am horrified by how many players don’t know how not to skip over content. They don’t know what it’s like to actually play the dungeon instead of running past hordes of enemies to “save time”. Too often in Twilight Arbor will parties skip over the first few waves only to wipe later on. Afterwords they are then trying to run past lot’s of knockdown and frustration that could have been easily avoided. This would not be such a hot topic for me if players did not get personally offended by me wanting to actually play the game and kill a few enemies. Is there any solution for this?
Everyone is entitled to running a dungeon whichever way they prefer. I agree with you that most speedclearing fans go a bit over the top when somebody brings up this topic but what can you do?
Me and my guildies usually vary in our approach to every dungeon, we usually take out all the trash mobs that might pose us problems in case we wipe further along, skip them all if we’re on a tight schedule or even kill them all if we’re bringing less experienced people along.
Point being, try to find a group of players that share your interests when it comes to dungeon running, a guild would be the best option as betting on LFG-made groups to actually work their way through an entire dungeon without skipping anything seems a tad like wishful thinking to me.
It’s a normal misconception that warriors have the highest DPS of all classes although they’re arguably the less punishing class in the game, meaning a bad warrior will not hinder a group as much as a bad thief or elementalist for instance as all they need to do to be effective is properly position themselves and press “Hundred Blades”.
Most things that are trendy at some point are already outdated or have just been so exhaustively imbued into every player’s mentality that it is all they know.
Take the stacking strategy in every boss, in some fights it is beneficial while in others the fight mechanics punish you for it and yet people insist on stacking because they simply don’t know any better… This is also very dependent on your team composition, it would be counter-productive to stack up when you have 3 rangers and 2 thieves as your group for example.
Rolling with PUGs is a totally different world and you should always expect the worst of your teammates be it concerning their attitude or abilities, of course there’s also the rare occasions where you meet a few nice people that happened to be grouped together and you have an enjoyable PUG dungeon run.
But if you’re a player that prefers being guildless and opts to run with PUGs all the time… I suggest you buy GW1, never miss a Living Story chapter and WvW season so you can gather all those precious and meaningless achievement points and always play a meta favorite profession. Under those conditions you should be okay
(edited by Veckna.9621)
Keep in mind this is not a discussion about your opinion of the megaserver tech that’s been introduced on the 15th, there are plenty of threads on that already, thank you!
Last night, the megaserver list was expanded with a few more maps added. And tonight during peak activity hours me and several people have experienced an unusually high latency in comparison to the norm.
Anyone else experiencing the same?
We’re on EU servers by the way.
Veckna: What about those who quit an LFG because they realize that they made a mistake and picked the wrong group doing a path they don’t want to do? I’ve seen it happen MANY times. Heck I’ve done it myself a time or two. What about those who are kicked for non zerker? Or leave because group is zerker only, and they don’t meet the requirements? They get punished and are forced to wait because they clicked the wrong group or didn’t understand what the intended course of action for the group was? It seems like you are saying “punish everyone because I had a bad experience and thats not fair.”
To be honest, most of the issues with the LFG system would be circumvented by adding more to the system, like checkboxing the classes you’re looking for, the path of the dungeon you plan on doing and so forth…
It’s true many people fail to post their LFG ads according to their wishes, sometimes they wish specific classes and don’t mention anything in their LFG ad and just kick whoever is not playing said class. While there’s also the case of people joining groups before reading the LFG ads.
No. Players should not be punished for leaving a group in a dungeon regardless of the reason. kitten happens. When kitten happens, people often need to drop what they’re doing and leave. If friends come over 15 minutes earlier than I expected, I should not be required to tell them “hang on, gotta finish this dungeon” because I cant leave the party.
Second, if I’m in a party where the other 4 people have absolutely no clue how to play their class, the dungeon, or the mechanics where they mesh, like hell I’m staying in such a party. I actually want to complete the dungeon at some point.
If my 1st suggestion were to be implemented, your first situation would not be affected at all as you’d be with your friends while you were locked out from LFG.
Concerning the 2nd, it’s very unlikely you run into a group that is totally made up of clueless people, in which case a little guidance instead of ragequitting would be the deciding factor between getting inexperienced people to complete a dungeon smoothly or hanging them out to dry until they’ve done extensive research on PUG dungeon meta and tactics. And for people unwilling to waste 30 seconds of their life giving other people tips on how to proceed, a 5 minute lockout is precisely what’s needed for them to refresh their ideas
It’s a subject that will never have a general consensus as people have different personalities and attitudes, yet putting in place systems to encourage socializing with and mentoring other players would be something that could only improve the gameplay experience, in my opinion at least.
Problem:
A group of four people gang up on a fifth because of things the person did wrong, they’re being jerks about it because they won’t kick him. The player gets fed up and leaves. He’s then prohibited from placing a new LFG because he left a toxic group?
Dungeon Running Group A wants to do CoE which requires a full party. But their usual 5th member says he’s going to be late. So they grab a PUG and explain the deal. When the 5th member gets on, he gets to join after the current boss is down (as to not cheat the PUG member out of a reward). PUG member agrees and when the 5th member gets on leaves the group. PUG member is then punished because of a prearranged agreement.
Neither instance is rage quitting, yet they’re punished.
There is nothing that ANet can do to prevent people from rage quitting.
Both are valid arguments yet the frequency in which either situation happens is not high enough to be held in very high regard, I for one do quite a few dungeon runs LFG-made groups and have never encountered a toxic group like you mentioned above (Guess I’ve already had my share of those in League of Legends lolz).
As for the 2nd situation, as long as the lfg ad is not misleading the PUG should not be drawn into a situation where he’d be wasting his time for absolutely no reward, and besides a 5 minute lockout doesn’t exactly hinder anyone to the point of inability to do another dungeon run after that 5 minute span, it’s merely a suggestion to prevent people from group hopping whenever something goes wrong. We all know the current system is flawed as it only locks you out after joining a set amount of groups within a set amount of time and more often than not players who try to find a group that don’t play Warrior, Guardian or Elementalist are the ones affected by it even though there were no class restrictions mentioned in the LFG post.
Everybody hates when somebody quits a LFG-made group during a dungeon for whatever reason without giving any of the group members a reason for it.
And this is sadly something that happens extremely often in Guild Wars 2, take Ascalonian Catacombs for example it’s likely the most ran dungeon in the game as it’s the first every player has access to, so the amount of inexperienced players looking to do it is likely higher than any other dungeon in the game which causes many people to ragequit whenever a newbie makes a mistake even if the newbie is actually willing to learn from the more experienced group members.
Now we could all argue that it’s impossible to know whenever a player has ragequit the group but I say bullocks! We all know disconnections don’t remove you from the group, only actually leaving it for getting kicked from it will so not having a ragequitting prevention system in place cannot be justified by this simple fact.
Now I’ve got 2 suggestions to make people stick with their LFG-made groups when running dungeons and if you explicitely make your LFG ads to suit your needs in advance of attempting a dungeon, you won’t be stranded in a dungeon run where your group can’t get past whichever part of the same, as this is the only situation I find worthy of exception when it comes to ragequitting, some groups just can’t clear particular obstacles… It happens.
1. LFG lockout system after leaving a group within an active dungeon: This would have to be made so only the player him/herself leaving would trigger the lockout inhibiting the same player to join any LFG advertised groups for a set duration of say… 5 minutes and give people a good reason to give their group a chance.
2. Ragequitting reportability: This is a bit over the top I realize that, but ragequitting is something that should be frowned upon and even punishable when the player has established a history of it. This could easily be abused by the community but there would be logs to track the accuracy of the reports and punish both ragequitters and troll/hate reports.
I’m expecting this thread to generate a lot of mixed reactions, but any feedback as long as it remains clean is much appreciated. I’d like to read everybody’s take on the subject.
Cheers!
Thieves are definitely not weak, granted we’ve been struck extremely hard by the nerfhammer many times when compared to other professions and now we’ve got a class that relies very heavily on player ability.
It’s a very punishing profession, the slighest mistake will likely get you killed but it’s in no way weak or underperforming.
Playing the profession to a viable only level be it in PvE or PvP means you’ll need a good deal of understanding of the game and the professions’ mechanics, knowing other professions you’re matched up against in PvP will be your best asset as a thief, more often than not winning duels with other professions means you’ll have to wait for them to overcommit so you can burst them down.
Condition P/D in dire gear can just about win any war of atrition and totally eats any melee challengers alive for instance, being a good thief player is an everyday progressing goal and takes a great deal of mental fortitude and that the thief player accepts he/she will taste the floor before forcing others to.
P.S.: If you wanna faceroll your way to wins rather than sticking with something you enjoy just because it will take effort you can always just go with Hambow warrior.
(edited by Veckna.9621)
I got sunrise before they nerfed warrior, and greatsword into the floor. Since its completly unviable now, and has been nerfed for a while, I dont have any use for GS anymore. Also, the buffed classes dont use greatsword. So when I bought it, I had no idea that it would be a useless weapon that I cant use because Id be doing myself a disservice by running a horrible weapon.
So since it went from Best to Worst, I have no reason to wield it.
Not even to comment on the outrageous suggestion/request, as I’m pretty sure this is a troll post otherwise humanity will have sunk a bit lower in my scoreboard…
Warrior being nerfed to the ground? If warriors have been subject to changes recently those were only buffs, the only nerf they’re getting is coming tonight and it will hardly be noticeable.
And you basically admitted to play whichever class is dominant at any given time so now I’m wondering why did I bother replying to a thread opened by a FOTM bandwagoner, but if you feel warrior has become obsolete I suggest you quit the game entirely cause you won’t like what you find if you reroll a different class.
I’ve actually noticed near-opposite trends.
I find that those within the 3-6k range are actually the best players, often because those with over 6k usually either have no dedication to a particular aspect of the game, or simply played a lot of GW1.
With most of my parties with pugs, those with over 10k AP often have some kind of superiority complex and believe they never do anything wrong. Reality often demonstrates, however, that they play overly-selfish classes and builds and often find themselves dead or dying when being incapable of working with the rest of the team or expecting the rest of the team to work around keeping them alive.
I recently had a party in AC p1 where three of the other members had above 7k AP. The party took over two hours to get to the final boss and never finished the dungeon. I was heavily carrying the group alongside another player who only had 2.1k.
AP is but a mere measure of how much content one has plowed through. Nowhere does it present any effective yield of how well a player has mastered any of it.
I must say I agree with all of the above, with the current dungeon meta in place only being legally mentally dysfunctional would prevent a player from succeeding within a PUG concept.
While I and my guildies prefer not to follow the meta as it bores everybody with at least a half pea sized brain, I must agree it puts newer players in a position to succeed right off the bat when taking part in PUG dungeon runs… So seeing the community straying away from that exact principle by enforcing minimal AP on joining a group that’s about to perform something anyone who can follow simple instructions can do is most curious indeed.
This is something that I’ve had struck in my throat for a while now and just haven’t managed to swallow at all.
There’s a trend in the LFG system that involves asking for members with a minimum Achievement Points (AP) score for several dungeons, not even to get into the “Zerk Warr only” LFG ads…
So it’s got me thinking, AP only indicates how much you’ve played the overall game and beyond I believe 20 AP that you get for clearing every path in a dungeon, a player’s dungeon experience is in no way related to the amount of AP he/she has. In fact, I know players who’ve been absent from GW2 for quite a while with over 10k AP and they struggle to get their rhythm back and make the sort of mistakes you’d expect from somebody who’s attempting said dungeon for the first time.
Therefore, what does AP have to do with dungeon experience and player ability?
Keep in mind this is no rant, I just hate seeing groups disband for such idiotic reasons on the rare occasions I do use the LFG tool.
OP what you don’t understand that optimization IS the fun to many people.
There’s nothing fun about stopping to smell the flowers after the 5th or 6th time; eventually there comes a time when you want to know just how well it can be done, rather than just getting it done.
Anyone play Mario 64 growing up? How long did it take you to get 120 stars? I never did, I couldn’t be bothered with 100 coins per level and et cetera. But how would it make you feel to know the world record 120-star completion is sub-110 minutes? Because I think that’s just awesome. These people aren’t being rewarded because there’s no reward to chase, it’s just fun to do (or watch, the tactics and intricacies for speed clears — Mario or Guild Wars — are pretty interesting).
Those are some pretty interesting factoids, +1 for bringing up Mario :P
Yet, I understand how optimization is fun to many people and I’ve strived for it many times over several games I’ve played in the past though this particular discussion is more oriented towards PUGs (pick up groups) and people’s attitudes towards newer players. I have 2 guildmates who’ve recently dinged 80 and I grabbed them and used LFG to fix us with group members so we could run a few dungeons and whenever those new 80s showed the lack of awareness they’re supposed to have as they’re doing something for the first time they got torn apart by a spam of angry comments, none of which could be considered constructive criticism or inparting knowledge.
When one strives for optimization or record breaking, it’s a no-brainer that you’ll do it with people you know and likely have been practicing to break said record so while I understand your point about optimization being fun, I doubt that’s what we’re dealing with here.
And for the record, I’m in no way opposed to speedrunning dungeons, after you run them a few times they start feeling like a chore yet having the simple decency to not mistreat/kick the people you’re grouped with, even if you can’t be ARGH’sed to teach them what to do, is something that’s within everyone’s ability to do.
Dw op, eventully you wont be able to tell the difference between a zerk organised group and a farm bot.
If that day comes, shoot me!
Cheers fellow inhabitans of Tyria!
Usually I’m quite content rolling a lv 80 character when it comes to dungeon farming, yet once my newest alt hit lv 35 my first urge was to get him past AC SM and do EMs with it to speed up the lvling.
Yet, while I was trying to build a group everybody left immediately after joining because we had people below lv 80 in it, myself included (Of course I could just relog if they insisted on being kitten wipes though I had no idea about the remaining pre-80s).
So my point is, why all the impatience when it comes to PvE that drives people to create “lv 80s only” and “zerk only” LFG ads?
Sure, one could argue that some people have limited time to squeeze GW2 into their schedule though in my honest opinion behaving like a farm bot only leads to a frustrating gaming experience and personally I play GW2 to have fun, which sometimes involves watching newbies do ridiculous things that are worth a few laughs whenever me and my mates happen to have them along.
Also, even if a lv 80 is doing his/her first attempt ever at a dungeon, people automatically expect them to run it as efficientely as little army ants I recall when a friend of mine was just starting his dungeon experiences and we had a pug along for CoF P1 and that pug totally went berserk at him for the simple fact he didn’t know what to do in the chamber before the final boss when 4 players have to stand by the braziers and within the fiery domes to unlock the gate.
It’s like “OMG you just wasted 30 seconds of my life, curse you and your descendants until the end of time!” (usually not quite as polite but you get my point :P)
When have we, gamers, let efficiency take priority over having fun whilst playing a game?
P.S.: I apologize for the likely dull reading, yet this is a matter that would merit a pretty good philosophical debate in my opinion so feel free to contribute to it!
Detha won’t trigger the dungeon progress points, happened on 2 different stages in 2 consecutive attempts.
The first at the hall of champions and the second at the flooded temple.
A little light into who we are and how we came to be:
“Infamous Figures was born from the desire to create a healthy social environment while remaining competitive in the guild’s ability to clear content regularly and efficientely. We’re by no means a hardcore guild but nor are we casual in our approach, rather something in between. We strive for excellence in our performances as a group without resorting to humilliation as an educational tool for those that are new to whatever it is we are doing. We are not a farming train to be ridden and discarded afterwards, instead we’re a home for all those seeking the right kind of people to surround themselves with. We do not require total representation from our members, but expect them not to have attachments with other guilds that would hinder their ability to participate in our activities regularly.”
What we offer our members:
Our main focuses are dungeon speedclearing and fractals progression, we approach both with efficiency in mind as time is a valuable thing and often against us.
We pride ourselves on developing talent, anyone who sports the right attitude is worthy of guidance and assistance in maximizing his/her potential as a high-end PvE player. We’ve managed to turn newcomers to the MMORPG genre into dungeoneers that are up to our standards, so we’re confident in our ability to help people find their way. We encourage people to grasp a deeper understanding of why we do things a certain way and not have them memorize dungeon paths as a farmbot.
Despite our focus on efficient dungeon and fractals clears, we make sure our members are enjoying their experiences in their time with us. Dungeon clearing is not an ultra important national security matter to be handled with the utmost care to prevent catastrophic consequences, with enough experience and team chemistry players are able to be quite loose while running them. Apart from record breaking attempts there’s no reason to devote all of your concentration towards such.
What we expect from our members
We expect all of our members to have an open mind and be willing to try out different approaches to any phase of a dungeon or fractal. Forget everything you’ve learned in pugs, we’re far above that and when you join us so are you.
We enforce the usage of mumble, where at least listening to us is required to make sure everyone is on the same page and clear to what we’re about to do.
We encourage our members to speak their mind and suggest different ways of clearing content be them to make it more efficient or to add a little challenge to it, creativity is highly valued among us because without it PvE becomes a stale experience.
We expect our members to be willing to be part of our community, we don’t fancy people that only rep us during our runs and then go back to their usual environment with their pockets full. While we do not require total representation, we’re quite glad whenever somebody shows interest in us beyond that of only an easy farming train. As such if it comes down to it, more commited members will be given preference obviously.
Additional Information
Home World: Aurora Glade
Recruitment Focus: Any players from EU servers with the right mindset
Preferred VOIP: Mumble
Trial Period: None, our leaders notice if people are not participating in guild activities or disrupting them, in either case action will be taken to remove the negative impact from our community.
Class Preferences:
Warrior: High demand
Elementalist: High demand
Thief: High demand
Engineer: Low to medium demand
Guardian: Low demand
Mesmer: Very high demand
Ranger: Medium demand
Necromancer: Very low demand
(This list will be updated according to our needs and roster)
If you wish to join us contact me in-game or PM me in these forums or see our website for more information.
(edited by Veckna.9621)