It’s always worked like this, but there would be a wp popping after the tunnel. You can instagib the spiders in bulks using the guns, though.
I am still suggesting aegis and/or vigor (or a unique effect acting similarly) on one of the DS skills.
It could also be traited – Bountiful Shrouding – each skill used in DS provides a boon to the user. Tweaked accordingly.
We’re taking damage from confusion on attunement swap. Not sure if it’s related to Elemental Attunement, or simply there. We also take damage from confusion upon dodging with EA; do all other professions (warrior, mesmer, thief, i’m looking at you) take confusion damage on traited dodge?
Axe has no melee attacks.
It’s a melee weapon, but in game mechanic terms, it has ranged non-projectile skills (1, 2) as well as pbaoe (3). None of it is melee and thus susceptible to adding cleave as it works now in game as a whole.
In comparison, dagger1 is your default melee attack – 130 range, no projectile, works in front of you in 130 range with no target and regardless of your camera position (compare it to warrior’s axe1, and axe3, to differentiate between melee attack and ranged projectile, when it comes to camera-based no-target behaviour). And no dagger skills in game have cleave.
Axe would need a bigger overhaul than just adding cleave because, well, it can’t have cleave as it is implemented in the game. Someone mentioned making a cone attack out of axe1 similar to ele fire dagger1, or even a line, similar to ele water2. That might work, but it’s different than cleave.
The only necromancer melee weapon skill is dagger1, and only that could get cleave added. Then… cleaving dagger…
Anything else would need a change in mechanics in some way.
This is a thread about ele state in PvP.
As evident by a few posters above, we see claims that there are no problems with elementalists. Why is that so?
Bad players? Not enough experience with other professions? Got a team strong enough to carry them on the ele? Lucky enough to run into worse players?
We already have that in the form of ice fields + blasts.
Single ice field on staff, which is already terrible in PvP.
Building up enough lf to just get into DS for a cheap ‘block’ was a matter of three hits with autoattack.
When arguing for changes like that, please don’t focus solely on one format of the game, unless you want to see split mechanics for PvE and PvP. The proposed revert was arguably more broken in PvP than useful in PvE, so to weight it this way, and achieving some sort of middle ground would require either a PvP/PvE split people do not like or a revamp of some mechanics rather than going back to something that was bad at its core.
Necro has more proactive defence – fears, blinds, weakness, in some cases roots, boon stripping / condition management (especially for PvP / WvW). On top of that, arguably easy access to protection. For PvP / small scale WvW, minions offer not only visual noise, but also damage mitigation.
Necro’s problem is not lack of blocks but poor usability of control due to defiance. And that only in PvE, and only on champions+.
No damage spilling over Death Shroud was a broken mechanic in PvP, and not just because of Skyhammer. Instead of reverting to no damage spilling, one of the DS skills could be buffed to offer an aegis-like effect on use.
Following your trail of thought, let’s buff necro’s scepter to be useful in power builds, too.
PvE – dodges are all you need, even with no vigor.
PvP – it was pretty silly you could take a 10k eviscerate while on 5% life force and lose only that life force.
And please don’t mix in stealth into it if you don’t fully know its mechanics.
Killing Liadri on a Necro was a hell of a lot harder than any other class just because we only had our 2 evades as damage denial mechanisms.
On the contrary. I used my condimancer to kill Liadri because it was kitten easy, while i struggled on war, thief, ele, and guardian. Took me three attemps on necro – just dump all conditions and kite.
I have two lv80 necromancers, played a fair bit of PvE and PvP with them. One is power-specced, one is a condimancer; both offer a different playstyle across formats, use different weapons, builds, and have their distinctive (dis)advantages.
I do agree that Death Shroud is in very bad state, and is arguably second-worst profession mechanic in the game (the worst being ele attunements inflating the micro level of the class but not rewarding skillful play in any way). It acts only as an extra AoE dps, extra fear, and extra health buffer; it could be more and/or something else than that, and become actually useful, but the proposed change is ludicrous and propagates going back to a broken mechanic.
I’ve been playing Ele since release, and I don’t have any of these problems in PvP. I don’t think these are inherent flaws in class design or mistakes made in balance. There are things I would “like” to have as an Ele, but I don’t think there’s anything I truly need at the moment besides better balanced trait lines. Build diversity is the only thing that gets stale and unfun about the class.
The lack of balance becomes obvious when you play other professions in PvP, and more than five times to just check them out.
Zerker – low risk high reward, easy and automated after enough practice (varies from player to player), quicker and more rewarding for low input from the player once he or she has learnt the encounters.
Tank/healing – boring, longer, requiring even less from the player, offering extra wheels in case the player still hasn’t learnt the fights or has latency issues or just has a bad day.
All in all, we’re arguing about pixels in an MMO game that truly is based on the social aspect rather than the actual gameplay.
If i were into competitive gaming, i’d play PvP rather than PvE. Then again, i’d probably play SC2 rather than GW2. MMOs, while number-crunching offers a healthy brain exercise, are mainly about playing with/against other people and everything that comes with it.
For the record, i have been meleeing Lupicus with full glass warrior with just endure pain and shield to survive with (FGJ + BoD along with it; still learning to go a/m rather than a/sh), not in full zerker dps-oriented perfect-reflections parties of Arah veterans (so long fights, unreliable feedbacks if any), and i do not consider it anyhow challenging or demanding.
After enough encounters (for me, about 10), it becomes automated, especially that dodges and 1~2 extra skills to fall back on is more than enough in all fights.
For what it’s worth, the main objective of doing Arah is having fun with four other people, which is also why i never pug but run with guildies (and being in a 400man guild, it does sometimes feel like pugging, meaning that i not always am good friends with all my party members but i recognise their names and am interested in getting to know them better); if generating gold is the objective of playing an MMO for you, well, that’s your right i guess… but think that the content already does take a while to complete (what IF 100b had quicker recharges? what IF some skills/traits offered higher dps and thus quicker speedruns?…) so if they happen to take 5 minutes longer for whatever reason, it should not matter that much (…but they dont, so if something is slightly nerfed and thus content takes longer, what’s the big deal?).
(edited by drkn.3429)
Ele in PvP can’t be discussed only comparing it to other professions, but the general format context has to be kept in mind as well.
As far as PvP roles go…
Ele can’t bunker. Along with thief, it’s the worst profession to sit on a spot and delay the cap / survive long enough for backup to arrive.
Whether it’s mid tank or close offtank, everyone but thief does it much better.
Specifically, ele is not a good trebber due to squishiness when any pressure comes.
Ele can’t pressure far. With nerf to RTL, we lack map mobility for that (as opposed to combat mobility, which is relatively high on ele). Even worse, we can’t reliably 1v1 most professions, as they have both higher burst (comparing to available health pool of respective opponent) and a wider spectrum of means of survival.
Ele can’t steal creature. Arcane Shield alone is not enough to survive pressure from enemy and the forest creature while attempting to take it down (compare to ranger’s signet active effect that makes it invulnerable and allows to continue damaging, warrior’s endure pain, condi’neer’s elixir S after dropping conditions, necro’s DS, mesmer’s distortion, thief’s stealth, guardian’s blocks).
Also, mediocre map mobility.
Ele can destroy enemy treb… provided it’s empty.
Ele can decap and dance between empty spots, but only if traited specifically for that (faster running with daggers trait and/or signet of air).
This means that while built for it, its 1v1 potential is even more limited.
Ele can contribute a lot of aoe damage in teamfights, as long as the ele is not focused by the whole enemy team. In 3v3, if overlooked, ele can reign death upon all three enemies and their pets, minions, spirits, or whatever.
This is the only viable role for ele to play in tPvP.
And it still is outshun by power necros, zerker mesmers, thieves, bomb/nade engis, and hambow warriors.
Not to mention it’s limited by the innate squishiness – as soon as it’s focused in that 3v3, it can only mist form away.
I believe that as soon as zerker/condition meta is changed (aka condition damage sees more play in PvE), staff will become viable once again due to more conditions on bosses and thus higher consistent iWarlock dps.
Its obvious downside is that it’s a utility weapon with dps based on phantasms, thus it’s weak and silly to choose for a shatter build. Phantasm builds, on the other hand, need to have many different conditions kept up on the target for iWarlock to maximise its damage, but once that is met, 3x iWarlock is a really destructive setup.
The problem, as far as dungeons go, is twofold – (1) don’t run staff in shatter builds but in phantasm ones, (2) more conditions need to see actual play from whole teams so that the phantasm mesmer can throw iWarlocks and contribute with dps.
In open PvE, it still is a good weapon to tag stuff, as far as mesmer goes.
The lack of survivability pidgeon-holes Elementalist into points in Water and Arcana which make it very difficult for Elementalists to expand their traitlines.
I’ve actually been running a 25/15/0/0/30 build and i like it much more than going water and/or earth, and i am contributive – for an ele… which is still subpar to what non-ele teammates bring to the table.
The lack of survivability also pidgeon-holes Elementalists to run cantrips which makes it difficult for them to use other utilities.
Because i want to have some damage potential and be able to burst something or contribute in team fights with aoe burst, i am forced to run untraited cantrips. Not running cantrips is not an option, especially without any defence in vitality/toughness.
In order to properly balance the Elementalist we need to first need to understand all of the issues it is experiencing.
Limiting profession mechanic that inflates the required skill level of the player in order to play ‘properly’, especially when compared to other professions’ mechanics which are ‘useful addons’; DS being a panic button / extra in rotation, toolbelt being very situational (and THAT is OK!), stealing being situational and offering a shadow step / extra skill / cool stuff when traited, etc.
It is somewhat comparable to warrior, except warrior can trait adrenaline to be gained faster and burst skills to cause more damage (i am certain you’ve all seen burst-eviscerate builds), or be kept as a passive extra pool to boost the warrior in general (via grandmaster traits in strength and/or discipline). On the other hand, attunements can be traited to simply be a less liability than they naturally are.
I would start with that.
Which mechanic do you think Elementalists should capitalize on as their main “source” of survivability?
Auras, but it would be very hard without overhauling all weapon skills. That Glyph of Auras is a nice idea, but not enough, especially that it’s a glyph and we’d still be forced to run cantrips.
Extra vigor sources. Currently there’s only one in arcana, and only on crits, aka for specific builds.
Endurance regen on attunement swap. Even with a trait, albeit some easily accessible. Gain 10% endurance on each attunement change.
Bountiful Attunement trait would be very good, too – gain random boon on attunement swap (aegis, protection, regeneration, vigor). Internal cooldown could balance it out (5s would be enough).
A utility skill offering reflects would be useful, even if on long recharge not to outshine mesmers in their natural habitat (keep in mind only mesmers and guardians have reflecting utilities, so it wouldn’t be gamebreaking, especially if balanced properly).
Any block except for Arcane Shield.
But the root of all problems is that nothing beneficial comes from attunements unless they’re traited (and that is mediocre, or worse), and proper attunement dancing puts you only on par with professions using 1-2 weapon sets. In theory we have access to 20 skills, but in practice we need to use those 20 skills in order to be even less useful than someone using their usual 10.
Bountiful Attunement. Endurance regen on attunement swap. 1s distortion on attunement swap (internal cooldown 20s, works only in combat). The profession mechanic should have something to offer.
What are some weaknesses that Elementalist have internally?
It’s the most micro-oriented class in the game, meaning you have to click a lot to make anything noticeable, even more so than engineers – and this mechanic is built into the very concept of the class. It wouldn’t be so bad – a profession hard to master, with a high skill roof to aim for – if not for the fact that good elementalist play is simply outshun by mediocre/good play of any other profession at the moment, as far as PvP is concerned.
In other words – we need to click a lot, use a lot of skills, go through a whole skill combo spanning across several attunements, all to be able to perform comparatively worse than another profession doing much less in the given timeframe, but at the same time contributing more to the whole team.
Due to the squishy nature, elementalists should be able to achieve the true glass cannon potential, with high risk high reward gameplay possible; at the moment, glass zerker ele is outplayed by and can’t do anything against most hybrid builds of professions with greater innate survivability.
The damage potential of a glass ele is comparative or even lower to many popular meta builds – looking mainly at warriors, thieves (who still have stealth, steal, and medium armor when compared to ele), mesmers, and necros – both in sustain and burst.
With lack of any in-built survival mechanism1 we are forced into one of the several viable builds, all of which are very similar, all of which still run 30 in arcana, and we still are outperformed by other classes in hands of players with similar ‘skill’ (map understanding, mechanics understanding, battlefield awareness, rotation practice, decision-making abilities, etc).
All of those builds revolve around cantrips and just trying to stay alive rather than contributing anything meaningful just as any other profession can, even if other professions are limited to several builds as well – their options are still much better (bunker guardian, bunker spirit ranger).
We’re running not only high risk for comparably low reward, but also need extreme micro compared to other professions which is not rewarded in any other way when played correctly than simply being somewhat on par.
Elementalist’s skill damage should scale much better with power to pay off for the glassy side of the profession, or the profession needs a new way of protecting itself, and not a profession mechanic that simply inflates the micro and becomes a liability.
1 in-built survival mechanisms observed across professions, not based on weapon/trait/utility choice:
warrior – high health, high armor;
guardian – high armor, virtue which heal over time regardless of weapon (thus not comparable to water attunement), virtue which adds a block once in a while and can be used to block thingies, virtue that can easily be traited to blind foes;
thief – medium armor, stealth, evasions, shadow step on steal, useful skills gained on stealing;
ranger – medium health, medium armor, pet (which can be used for a variety of extra things, albeit still often is a liability now), evades on some weapons;
engineer – access to extra skills which is an optional mechanic (as opposed to ele’s attunement swapping, which is mandatory to play the profession properly), medium armor, medium health, double utility for the cost of one (toolbelt);
mesmer – illusions (generating visual noise), distortion;
necromancer – high health, death shroud, fear, shadow step to foe (in death shroud);
elementalist – …?
low health, low armor
extra effects on attunements only when traited making 30 arcana still necessary (otherwise attunements become ONLY a limiting factor – i would very much rather be forced to choose 2 and have them on regular ‘weapon swap’ while getting an actually useful profession mechanic)
…
nothing.
+1 for critical heals mentioned by someone, but only on skills other than 6.
+1 for removing defiance stacks and introducing an activated skill on bosses that breaks stun; introducing several different stunbreakers on various bosses would be cool – some being instant, some channeled, some interruptable, some not, some on 2s recharge, some on 5s, some on 10s; some bosses retaining defiance.
+1 for zerker being ‘high risk high reward’ – right now it’s ‘low/med risk high reward’, outshining everything else in PvE by a vast margin.
(edited by drkn.3429)
Zerker = high risk and high reward (timewise)
Defensive stuff = low risk and low reward (timewise)Working as intended.
You lost me at ‘high risk’.
Unless we’re talking only about d/d eles, flamethrower engis, sw/d rangers, or d/d thieves who never swap weapon and have all offensive utilities on their bar. Then yeah, it is risky enough for the reward.
Everything else – including different builds on the professions above – is low/med risk high reward, as compared to non-zerker being low/med risk low reward.
I’m maining a zerk warrior myself in dungeons and low lvl fotm, don’t get me wrong. I’m far from being a zerker hater, or a ptv newbie who needs extra wheels to roll; way past that point.
I still wouldn’t mind any changes as i would simply adapt, and i do agree that the current meta in both PvE and WvW has got too stale to be as fun as it could be. PvP meta is broken, but at least not that stale and limited in builds.
(edited by drkn.3429)
AR comes from ascended gear + some fractal relics.
Ascended gear sources → fractals, guild missions, laurels, WvW, crafting, regular drops, boss chest drops, Tequatl drops.
The number of relics needed is minuscule.
Get accessories with guild commendations, amulet with laurels, and a weapon with crafting. Keep doing 10~19 fractals until you get the rings you want.
Easy enough as it is.
Your problem seems to be reliance on pug groups. Join an active guild where people are happy to run lower FotM together to help guildies out, or set up your own group on the lfg tool, and set it for your personal level.
Yes, you should roll a warrior and try to duplicate it, only to see how exactly it works in practice and understand you simply were unlucky (if in zerg vs zerg) or weren’t paying attention (if in small encounter).
Similarly, those whining about thieves should roll a thief and see if it really is as op as it seems from the receiving side.
No profession will let you ignore dodging, not even a warrior, not even in tanky gear.
2:37, 2:54, all the gs whirls, and many more. I actually made the effort to watch it.
All it proves is that warrior can facetank a lot of stuff with protection and even the Lupi fight isn’t challenging once you understand it. You still use dodges and evade stuff. Unless with a very specific team setup (just theorising for Lupi – perfect reflects from guard and mesmer, a lot of healing from an ele or two and the guard, protection from guard and another guard, banner and yak signet on warrior, along with tanky gear… then maaaaybe), you can’t just stand in one spot and facetank everything, allowing you to ignore dodging (which is what i said in the first place), simply corner the boss and go completely afk for the whole duration, not going down even once.
This ain’t Lineage 2, and for the best of us all.
i am going to make necro cause i need something tanky………and i hate warriors. and probably guardians…….and like you said i am a newbie so i suck and really suck at dodging.
No profession will let you ignore dodging, not even a warrior, not even in tanky gear.
7. Let the Boss make a player a “bomb” that explodes and Deals AoE Damage ? prevents stacking
Already in game, although with very limited damage.
SE1 says hello.
(Ascalon Spiderqueen cough )
It’s about scripting issue that makes the spiderqueen not use her long-range aoe poison attack that deals a lot of damage if there is no viable long-range target. Works the same if you simply hug her out in the open, even if you have players who use ranged weapons, or push her against any wall, and is not a line of sight or any ‘stuck in a wall’ thing.
About other ideas – i’m not sure if you’ve experienced the difference between running zerker and ptv against Lupicus or in high level fractals. I am inclined to say that you haven’t.
Let me point it for you, then: the difference is between going in down in 1~2 hits or 2~4 hits. Yes, sometimes it does make a big gap, and allows you to heal up, but if you’re not paying attention or don’t have access to extra block/blind/invul/dodge/stunbreaker/leap/whatever, you will have a bad time either way.
Zerker stats are not a problem.
No existing need of running tanky gear in PvE is not a problem.
If anything, the problem is twofold – (1) active damage mitigation is better than any kind of passive damage soaking (dodges, reflections, blocks are all you need for anything out there), (2) non-zerker builds are much less useful (introduce condition overflow so condition damage builds are a strong alternative, make removing defiance a bit less a pain – mix it with condition overflow so that 25+ vuln or 4th blind in a row or 4th weakness or chill or poison removes defiance stacks, buff healing power coefficient on specific traits and not skills or weapons).
That’s why pve mobs should auto-attack.
…
Quicker autoattack that would hit low-toughness targets more noticeably is one of the ways to go, but it would only increase the disparity between the heavy classes and everyone else. Zerk hammer guards with high toughness and protection uptime wouldn’t feel it much, while everything else would feel far greater impact than guards or wars.
I definitely agree that if such revision would be made it must be taken with utmost care.
I am actually not saying i am advocating such changes – i wouldn’t mind them, i wouldn’t mind upholding the current status quo. As a player, in general, i am adaptive, and if needed i can focus on playing a different profession if one of the patches on the way to balance wrecks my current ‘main’. I am well aware that any changes upset the current balance, even if they are a step closer to the ideal Balance we all want in the end.
I merely am identifying the mechanics that would need to be tackled and should be ‘blamed’ for the raw (power) dps meta – PvE needs nothing else simply because of dodging, blocking, protection, kiting. Any manipulation with those mechanics per se would also affect WvW, and that is far from being wanted, so instead reworking dungeons – path by path, or boss by boss – sounds much more reasonable, so that PvE may actually become challenging, and not just a dps check based on hp punchbags.
Also upping the rewards of harder, more demanding content also doesn’t seem to work in the slightest as evidenced by the reaction the community had to something like the aetherbalde path added in TA, aka very few ppl run it anymore despite having better loot than the other ones and all of this can be attributed to it’s difficulty and annoying mechanics.
Tbh if TA aetherblade rewards were a bit better (either something really nice with low rng chance, like a chance for an ascended weapon chest from the daily TA aetherpath bonus chest, or simply the loot tables granting more exotics in general) and/or more reliable (a guaranteed ‘something’ at the end, be it guaranteed stuff that’s useful in legendary crafting, or considerably more TA tokens, or something aether-path specific), i would run it more often. I already can do it in ~50 min with pretty much a random guild group, thanks to a guildie who showed me the ropes my first time around, so it’s not that bad.
As it is, though, it really only rewards gold – which i can get more doing the usual short paths of other dungeons in the same time – and the same amount of TA tokens as TA up.
The path itself isn’t bad, arguably it’s one of the more fun dungeon paths in the game, but after getting all achievements, there’s no reason to revisit it unless for taking guildies through.
I liked the suggestion of increasing the attack speed of bosses and general mobs. That way staying alive with zerker would be difficult at least, as you couldn’t just rely on dodges and vigor.
New meta: heavy armor melee train under protection from zerker hammer guardians.
Oh wait.
Also, implementing mechanics that would limit damage per second on bosses would kill the game completely. The dungeons are only bearable to run, because you can do them quickly with a decent party.
Not on all bosses, not the same new mechanics on all bosses (so actually some – perhaps most – would be killable in roughly the same time but would require paying more attention to what’s happening rather than just dodging once every two minutes or flash reviving, like TA up or CoF1), not all changed at once.
As it stands champion farming is already the way to go if you want to earn money, which is just ridiculous.
Mining outshines champion farming, unless you get really lucky with rng.
Point is, dodge/block is all you need to survive (especially with vigor, aegis, protection for those moments when you’re out of endurance/blocks or make a mistake), occassional CC can save the whole party (Kholer – take down defiance, save a stun for Kholer to interrupt his pull when someone shouts they’re out of dodges or would eat the pull any other way; etc), and there’s absolutely no need for anything else, be it defensive stats, or controlling conditions, or even massive CC to remove defiance in no time and keep bosses on the ground – sacrificing dps, that is.
To buff conditions, just go with condition overflow described above, or similar mechanic. To level out dps builds (be it power or condition) and make support/control/whatever more useful, PvE would need more changes in vigor/endurance/dodging, aegis/blocking, protection uptime, aggro mechanic, AI scripts, conditions from enemies (even as far as boss-unique conditions in explorable dungeons or high level FotM, because those things should be meant to be complex and demanding, even if available for everyone, so complicating them with extra mechanics is ok, while introducing too many different things in open PvE or personal story wouldn’t be fine), and so on.
~2k hours on PTV/zerk hybrid shout/dps guardian, 600+ hours on PTV/cleric support staff ele, ~500 hours and ticking on full glass zerker dps warrior, ~100h on condimancer.
Talking about PvE only, mainly exp dungeons and fractals. I certainly wouldn’t mind bringing my necro out for a walk more often, nor would i mind seeing lower numbers on my warrior, or being pushed to need to attune my playstyle to any new mechanics.
(edited by drkn.3429)
One thing I theorized, is Defiant stacks giving bosses direct damage reduction, say 5% per stack to a max of 25%. That would lead to some interesting choices, but who knows.
Run in on m/m warrior, drop all CC to take defiance stacks down, run out and get OOC (possible in most fights, even the Lupi’s arena is big enough to go OOC), swap to your usual dps setup, run back into the fight.
Nope nope nope.
It’s not zerker that is OP, it’s the dodge and block mechanics that are OP and other builds that are UP.
In PvE, that is.
Introduce a new, widely spread npc-only condition that degenerates endurance, and stacks in both power and duration, so that parties will need condition management. Make vigor a counterplay, rather than the only boon outside aegis you need to survive anything, because you can dodge even Grenth-Priest killshot debuff from Arah4 with a well timed dodge.
Introduce more immobilisation in fights, especially boss fights rather than trash which is skipped most of the time anyway; fixing that will come later.
Introduce condition overflow mechanic, through which bleeding will translate into direct damage when the target is already on 25 bleeding stacks. Do the same for burning and poison, and limit their duration stacks to 3.
Make 25+ vulnerability cause weakness, or take down a stack of defiance. Reduce the duration stacks of chill, weakness, blind and introduce a new effect on going higher than that – a 0,5s daze on fifth weakness stack, for example.
Decrease total hp on bosses, but introduce mechanics that would either limit their hp loss (can’t lose more than 1% hp in a single hit because of iron skin; increased toughness; immunity to vulnerability and weakness), or pop a new twist in a fight (when a specific boss loses more than 1% hp in a single hit, it becomes enraged, or summons minions, or deals pbaoe explosion).
This is NOT something to introduce on EVERY boss, but examples of something that might work.
Remove toughness from the aggro formula; make bosses pick targets more randomly or make damage generate actually more attention than simply proximity and toughness/armor level.
Happened to me a few times:
(1) After using ride the lightning into the portal on Skyhammer, from the cannon side, without hitting F – couldn’t move, dodge or use skills until i did /dance, promptly before dying to the pressure of the previous while;
(2) After riding the lightning into a wall by the trebuchet on Kyhlo – this time it unbugged after i got launched by an enemy;
(3) A few more ride the lightning or teleport related situations i can’t recall clearly enough to describe.
Stunbreakers don’t work; can’t move, dodge, use skills or do literally anything, BUT dancing works and fixes the issue.
You can’t have multiple stacks – if you have perception stacks, you won’t accumulate any bloodlust ones, and vice versa.
No xp, no rally, no loot, no stacks from some mobs – not only the inifitely respawning ones.
After converting some fractal skins to PvP, i am left with them in my bank – no place to deposit them into the locker… sadpanda.
+1 player annoyed by that little detail :p
http://wiki.guildwars2.com/wiki/Bowl_of_Seaweed_Salad
Reported as a bug on the wiki quite some time ago, too.
No additional damage.
Would be nice if GH guilds wouldn’t hold hands all the time (yes I’m looking at MM, NP, SLAY and GRTS) anyway it was nice to see our PuG group could handle 1 of you at once easily and 2 of you at once was quite even in who won.
Doesn’t matter for me though, killed Quackers alot of times which is enough fun for me.
I really don’t get all that anti-handholdientarianism. It’s a server vs server format after all. If you want guild fights, organise a GvG; if you want small scale only, play some sPvP or, i guess, go to bronze league. I do agree that the game lacks a dedicated guild-based PvP format, but WvW is not that.
Guilds coming together to kick their enemies in the teeth and feast on their bodies* is one of the best things happening in this game, showing the unity of a server, and actually taking much more, on some levels, than simply running a guild group or a pug zerg in oldstyle commanding.
- this is a figure of speech, not a bm trashtalk, i hope you see that
Bought the recipe off TP. Used it on a lv500 Artificer.
It does not show up in my crafting list.
Yes, i bought the correct recipe. When i mouse over it on TP, i get fat red ‘You already know this recipe!’ message.
It appears as if either Toy Soldier or Plush Griffon tonic counts as the Toy Golem one.
Knock some heads and keep it civil \o/
Ahhh I see from your post history that you are not a fan of actual fights but more of a PPT hero.
Fights are much more enjoyable in tPvP, imho, where your own player skill actually matters rather than rolling over a less organised/experienced team with a 20+ man train.
Just sharing. And tagging the thread so it’s visible :p
Once the ‘account wide WXP’ update kicks in, can we also get those mini boosters account bound, please?
There’s more!
We’re running an organised Guild Events’ system:
- we organise Static Events (eg. daily Mining Runs, guild missions, WvW rush every reset, as well as more and less hardcore WvW raids) on fixed evenings every week, as well as Dynamic Events, which are proposed every now and then with a heads-up, so that you’ll be always aware of an upcoming guild grouping;
- each and every member is encouraged to put forth their event, the way they want it, to run it when they want it;
- we have lots of ad hoc outings, organised already in-game;
- we’re very liberal about our Guild Events – everyone may join them, but no one is forced to!
- we’re also a vital part of the server’s life, organising Costume Brawl Extravaganza events and WvW contests for the whole server.
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We have set up our Guild Gallery:
http://s1243.photobucket.com/albums/gg552/gw2mm/
We’ve also got a Guild YouTube Channel:
http://www.youtube.com/user/gw2MidnightMayhem
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Our expectations:
- be communicative, with a communicative level of English – read the chat when in a party, be responsive when asked, English understandable enough not to be ambiguous or hard to understand;
- we don’t care about your experience with the game or ‘player skill’ as long as you’re willing to learn and not whine about every obstacle on your way – we all were at the beginning some time ago, but we’ve learnt our lessons and can pass it on, so make use of our experience;
- be a nice, non-drama person – everyone can have a bad day and be moody or have an oversensitive moment, but don’t make it a norm;
- respect your guildies, server-mates and enemies alike, and obey the chain of command when necessary (tighter WvW raids, trainings, more complex PvE events);
- represent us – we’re fine with multiguilding and playing dungeons cross-server as long as you actually represent us often enough to make being in the guild sensible;
- frequently use the guild forums, understanding that they serve as a board of communication with each and every guildie – it’s not only the place to check for scheduled guild events, but also to get accustomed with how we manage our guild missions or what’s required for WvW raids;
- don’t be a kitten in the kitten for others – we’ll never force you to do something, so never force others into your parties if they don’t feel like it.
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If you seek more information about us or wish to join us already, please visit our guild site:
http://midnight-mayhem.net
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See you in the land of Tyria!
- dead can jump in gw2
But, let’s try to end the war on the forum and keep the fights in wvw. Here’s our point of view. XxX joins EB yesterday, among the first things to happen is us getting killed by SLAY and MM running together against us. You then throw siege and spam emotes. Someone from SLAY starts whispering us about random kitten.
MM doesn’t steer away from fights because two groups are already fighting, nor we are afraid of playing the format as it has been intended, aka world vs world. We respect planned GvG and duel events, but other than that, the final goal of WvW is taking ground, denying ground to the opponents, and seeing them lying dead, whatever the tactics used as long as the game rules are not broken or exploited. If you disagree, i invite you to give team tPvP a try rather than WvW.
That said, if you happen to run into any MM throwing siege on your dead body or doing things like corpse-dancing, i will be happy to remind my folks about their manners, just poke me. Can’t do much about SLAY or anyone else.
(edited by drkn.3429)
Upon clicking the achievement, it says:
Reward:
[AP] +5
Loot Bag
Upon hovering over the AP icon to check how repeatable it is, it says:
Repeatable +1 [AP]
Total: +1/15 [AP]
This is inconsistent with other achievements, which say Repeatable +5 [AP], indicating that one needs to repeat the respective achievement three times to get the maximum AP count from it.
Also finishing the jp 60 times seems more likely than 300 times for 15 AP.
I believe it’s a bug in displaying upon hovering over the AP count for Point Breakdown of the achi in question.
edit: for some reason the on-hover tooltip showing Point Breakdown does not show in screenshots. Hover over that big [AP] +5 to see what i mean.
Yes, the forced centering on own location is plainly annoying; either a very bad change or, hopefully, a bug to be fixed.
Transfered to FoW and have had internal turmoil there. No HT on GH right now.
Our primetime queues are nearly non-existant – only some maps hit queues, usually 5-10 minutes outside of the reset night, with other maps being relatively free. Never seen an hour long queue on GH, even on the reset night. During some evenings, some maps are often outmanned outside of an odd hour or two of increased activity, so ‘our primetime’ does not last that long.
A strong group to cover 3~7AM would substantially boost GH and make a true difference. You still would get fights and would need to play for your points against servers like Desolation, which we got matched up against… again.
If you’re interested in any details, hit me up in-game with any questions and i’ll be happy to have a chat.
Just to make you sure – EU night and morning times on Gunnar’s Hold are far from PvDooring your way in karma trains. Being in the middle of the ladder, we get matched against opponents with strong coverage, so there are always some heads to bash and lootbags to get. The GH’s current offpeak coverage, while pretty weak in comparison to higher enemies, is NOT non-existant – you will have fellow players welcoming you to join them in fights
Catch me in-game or pm here with any questions <3
Seems it might have been too early to call victory, the game was running smooth for a few hours and then started spiking again, although less severely. Hmh. Will monitor it and update whatever i try for future reference.
4h without a spike on high settings. Gone through whole fractal run and some WvW with no issues. Ran into two clogs during a threeway in SM but it might have been a lag issue or just my machine not handling the number of players and effects in general, not old-issue-related.
For now, i consider it solved. Such a dumb thing, running the game as administrator, keeping me away from any PvP for four months…