Use toolkit gear shield and elixir s to block thief burst.
Hmmm, I wonder if they fixed both or just that one. It wouldn’t really be logical to fix one of the two weapons having the issue, but you never know.
I agree. It’s a bit bad to have to go 30 into the Necros worst tree to get stability.
Yeh I can see where playing a thief would dull your skills lol.
Put this in bug reports as well I’d say.
2600 toughness is pretty good for a necro, but it isn’t nearly enough to be entertaining thoughts of face tanking stuff unless you are making good use of boon duration + the various skills that necro has to stack protection and remove conditions(even then you shouldn’t be blatantly face tanking mobs of 20 enemies.)
I am considering making one of these for my necro. Anyone know if it is still bugged with the necro scythe animation?
The new zeal grandmaster trait is what makes me think this is fake. They said they were trying to get rid of useless stuff so why waste company resources to add trash like that. I wouldn’t take that trait if it were a t1 trait. I most certainly won’t take it as a T3 trait.
If it were 20% I MIGHT look into it because that would make for some really good burns. But 10%? No thank you.
Yes, you are taking up queue space if you bring your level 2 into WvW on a reset night. People should flame you for it.
There is nothing wrong with bringing your lowbie in, but try to do it at non-critical times.
I would have points to reset maybe once every 3 months. However, I do not think they should be able to be reset at will or frequently at all. At the absolute worst, I’d allow people to respec their wvw points once per weekly reset. I could tolerate once per reset even though I think it should be a lot less frequent.
It also shouldn’t be in the cash shop,That would cause people that spend money regularly to have a huge advantage over those that don’t since an entire guild can tune their WvW points to whatever they want at a moments notice. Thus far no significant pvp/wvw advantage can be bought from the cash shop and it should remain that way. The person that suggested cash shop made me gag a little. Must be someone wealthy to even suggest that something like this go in the cash shop.
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I mean you understand the design of the borderlands maps right? They are INTENDED to be 2v1 against the HOME bl…
Eternal is the only map intended to be a 3 way fight.
It’s not about the 2 weaker servers ganging up on the stronger server. It’s simply the logistics of the BL’s except Eternal.
Again, no one is talking about design or unintentional double-teaming. I have ZERO problem with that. We are talking about INTENDED coordination in RL between Commanders. Nuff said.
K…. so it isn’t changing, so adapt and learn how to deal with being double teamed. Escort your dolyacs to get walls/gates upgraded, build siege, and so on.
The thing I"d be most excited to see be real is moving juggernaut down tier. That opens up so many builds.
I hope our changes don’t revolve around turrets yet again. I say screw turrets. Until they revamp how turrets function entirely, they’ll be useless. Spend time adjusting stuff that can actually be salvaged.
. _. you’ve got to be kidding. Turrets are excellent right now, Accelerant Healing+Net builds are crazy,
Excellent for what? Pve?
In no form of PvP have I found turrets to be really useful unless the people you are fighting are not very intelligent. The last two balance patches have been primarily nerfing stuff and buffing turrets. Im tired of that.
Gah, people like this is why the game has so many issues. Now we can’t even get articles posted in a timely manner because someone is raging about it being Anet’s fault that they consciously read an article that spoiled something for them.
Get a crew that is dedicated to sieging and defending stuff. Basically aim to siege cap every inch of every keep with arrow carts and then get people with 3 to 5 points in AC mastery to man them. Anybody that has less than 28k health and 3.2k armor should fall dead instantly if they walk into arrow cart range of your keeps. Once you guys wipe both zergs with arrow carts 2-3 times, they’ll eventually get tired of it and attack each other.
Oh and build counter trebs where possible so that you can kill any catas that get put up. Have a strike force ready to go take out any trebs that they build that can’t be countered trebbed like trebbing lake from hills.
Finally, come on the forums and post videos of your server wiping both zergs at the same time multiple times.
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All of the whining people need to go to Anet not TC. TC didn’t setup this match up. Most of us would prefer to be going against SOR and JQ and getting destroyed to eviscerating you guys.
Eh, Axe damage is definitely low for a single target attack. Most classes have aoe weapons that hit 5 targets harder than axe hits one target.
It’s a real shame because the dragon’s jade axe is awesome.
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This just in, Engi change:
Engineers no longer use guns, kits, or turrets. They just throw rocks.
I hope our changes don’t revolve around turrets yet again. I say screw turrets. Until they revamp how turrets function entirely, they’ll be useless. Spend time adjusting stuff that can actually be salvaged.
I wouldn’t be surprised if renewed justice gets moved up to a t3 or t2 major trait.
The guardian shouts are lame anyway. I don’t want anyone to hear my screaming “save yourselves.”
Spawn camping is not ok and not fun for those on the receiving end.
But it’s one thing to have 3 exits camped with excessive siege and another to have a few misfits throw down a ballista and mess around.
On the whole as a server, spawn camping in any form is strongly discouraged in Map/Team, but we cannot CONTROL what anyone does.
There’s a HUGE difference between something that’s stupid and spur of the moment and an organized attempt to grief.
I think that TC is making an effort to show Anet how their matchup math is failing in order to ensure that we get fun matchups in the future. I think servers faced with this have been trying to be nice so far. However, I think Anet needs to be shown that matching up T4,T5,and T6 servers with T2 servers is not okay, so I guess that TC has decided to go for the utter destruction of CD and SoS to the point of spawn camping in order make sure Anet gets the message.
It is going to take 10000000000000000 coffers to get a ticket, so I have to get them as fast as possible.. sorry.
I do wait if I see someone running my way though. However, that is the only one of your suggestions that I follow.
SOR your necros rock. What kinda necro builds are you guys running?
Just reiterating that I have no sympathy for the idiots that are dropping all of their money and getting nothing out of it.
No, these should only be reallocated as set intervals, aka when they make changes. People shouldn’t be freely swapping from arrow cart mastery to ballista mastery to burning oil mastery.
All of you idiots dropping money and then coming on here to complain, you are the problem not Anet. As long as you guys remain unintelligent and buy this stuff, they will keep doing it.
It really sucks to be an engineer lol. All Anet is adding is a bunch of cool back pieces. Everyone else will have aweseome wings, rocket packs, tentacles, and a cool looking flower on their back and Engis will be sporting their hobosacks.
If they buffed our HP they would eviscerate our healing. I’d say just leave it where it is.
Guardians can come up with damage that allows them to compete, but their damage sucks compared to other classes. Nobody wants a guardian around for their damage. If you stick a full group of zerker guardians in COF1 and a full group of Zerker Warriors in COF1, the warriors are probably going to finish 2 or 3 times faster.
Your first sentence doesn’t make sense. If their damage sucks, they CAN’T compete, so it’s a contradiction. I don’t think Guardian’s having Suck damage compared to other classes is very relevant or is very true anyways.
The people that don’t want Guardians around for their damage are simply ignorant of the profession’s capabilities. That doesn’t necessarily justify the need for any changes related to damage like Zeal.
Don’t get me wrong, some more tasty flavour would be nice by changing Zeal a bit but it wouldn’t be done because Guardians lack damage.
I can see how you would interpret it that way. You can compete well against someone and still be outmatched by them, and that is what I meant. If you tune your guardian build for max damage, you’ll do okay damage, but you won’t come near what most other classes are capable of.
Regardless of your opinion of those people, nobody looks for a guardian for damage. If they want to wreck CoF, they get warriors. The zeal tree is weak compared to the other trees. Any tree can be used effectively, but even players that go out of the box and run zeal builds admit that it is weak compared to the other trees.
I agree with you on the damage from the zeal line though. I’d prefer more utility to be added than any form of direct damage. Maybe some CC attached to symbols or something. An immobilize would be OP, but having all symbols cripple and or weaken could work.
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So, SoR guilds, I’m curious. I know we’re not really a threat PPT-wise, but how are we on the open-field? I hope we’re providing you with some good fights.
(Also, please stop dropping ACs and Ballistas when you have more people than us, it’s just bad form)Way too many berserker builds IMO. If you’re going to make it in T1 you need to outlast an initial burst, not just make one and then die.
I don’t know of any guild on TC that views themselves as a WvW guild that runs berserker. However, the randoms and militia do seem to run to much berserker. You guys have more WvW savvy players than we do.
On the ACs and Ballistas, I’ll explain it to you. This usually sums up how a fight goes, at least for my guild.
1. Wipe SOR Zerg.
2. Zerg returns with more people.
3. Wipe them again.
4. Returns with more people.
5. Wipe them again.
6. Returns with more people.
7. We finally lose.
So… ACs and Ballistas help mitigate that a bit.
Badges are all about surviving the entire encounter and hitting every enemy there. I find surviving in a really large zerg to be easier on my warrior. The engi’s lack of consistent stability makes them very unappealing for zerging to me.
You think the Warrior Hammer is a better tagging weapon than the Flamethrower? Because the setup I linked definitely has no trouble living through zergs. It has no Stability but you have pretty much permanent Vigor, Swiftness, and Protection. No offense to anyone I play with that may be reading this thread, but I also walk away with more bags than just about anyone. Only Staff Guardians in full Soldier/Azurite gear outperform my bag rate.
I’ve tried everything on my Warrior. Greatsword, Hammer, Axe/Axe. Nothing has matched the tagging potential of the Flamethrower or Guardian Staff. The only thing my Warrior is exceptional at is map completion using Whirlwind Attack and Savage Leap.
We’re fighting against Tarnished Coast and Sea of Sorrows this week (GG ANet, putting the #1 NA server against the #7 NA server) and map completion is honestly the only reason I used him this past weekend.
I love my Warrior in dungeons, but in sPvP and WvW I seriously hate it.
Ah, you play on SoR, then yeh you can pretty much run whatever you want to run. With the size of the zergs that SoR has been bringing at us, you could all be wearing no gear lol. I play on TC btw. Im usually running with the TSL zerg. The math that says that SoS should be in our matchup definitely failed. The main issue that TC has is coverage with SoR is coverage. When we do manage to take stuff, it is a given that the 60-80 night time zerg is going to take it back once the prime time crew logs out.
Anyway, yeh I find my warrior to be much more effective in all aspects of WvW Zerg combat including picking up bags. I just don’t feel like im bringing that much to the group on my engi, and on top of that I don’t get as many tags as I’d like with the engi. Don’t get me wrong, the engi isn’t bad, but I just hate zerging him if the people we are fighting are giving any challenge at all. Stability is king in zerg combat IMO.
All of that said, my guardian reigns superior in badge farming. It’s pretty ridiculous how many bags a guardian can pick up if your zerg is frequently wiping people.
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I have a warrior, guardian, and engineer all level 80. I find it much easier to get badges/wxp on the warrior and guardian. The guardian, in particular, is very good at badges. I’ve gotten a whole stack of 250 or more in a day sometimes.
I’d imagine that the best way to get badges on an engi is grenade spamming, but I hate grenades so yeh. If your playing against servers with decent zergs, they are going to be stacking and running in a tight group regularly, so grenading their stack should be pretty productive. Given the range on grenades, you should be tag most enemies. Put on a sigil of fire to get even more tags.
You find it easier to get badges on a Warrior than an Engineer?
I’m curious what build you’re using on your War. I find using mine in WvW to be a total waste of time.
It depends on what you do on your warrior. Are you running around trying to solo people in berserker gear or are you running with a large group in soldier gear? If you are running around doing small man stuff in berserker gear, then yeh you’d get more bags with a thief. If you are in a big group, you should be a bag machine. I usually run a leg specialist hammer warrior with a fairly large zerg that has a number of other warriors doing the same thing. The commander of my guild is a front line commander, so if I move with him as he leads us through the enemy zerg I am going to tag everything that dies.
Badges are all about surviving the entire encounter and hitting every enemy there. I find surviving in a really large zerg to be easier on my warrior. The engi’s lack of consistent stability makes them very unappealing for zerging to me. Yes Engis can survive, but it primarily consists of avoidance and putting themselves in a state that they can’t attack effectively from like Elixir S or Gear Shield. The ridiculous amount of retaliation and confusion damage that an engi running grenades or FT can take also makes it unappealing for zerging. With a warrior my health pool is up toward 30k, which makes retal and confusion meaningless to me, and the hammer’s rate of attack doesn’t really trigger a ton of confusion or retal damage anyway.
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It’s still impressive that they can get so many people to cooperate like that. If you aren’t winning and handing them easy bags, WvWers on TC won’t typically won’t cooperate with anything. They’d rather go off and tie up queue space dueling, rping, and doing other random stuff.
Are you sure you’re on our server? O_o
Yup I am. It’s an awesome server, but trying to get people to cooperate can be pretty frustrating at times. Particularly on TCBL.
That is not an issue isolated to just TC =P
There are plenty of times SoR commanders will be calling for people and they just run off and play shoot it out with people on a tower then get run over by a zerg while standing in arrowcart fire =D
With people in teamspeak this is less of an issue but you can usually tell who is not in teamspeak cuz they are the blue arrows the enemy train just ran over.
I never said it was isolated to TC. SOR is just better at getting around it, thus the 70-90 man zergs they s how up with.
I guess I am one of few who likes not knowing whether or not I will get a chance at something rare. I actually got a scelerite weapon ticket yesterday after having about 10 southsun crates drop from mobs, totally unexpected, and I expect the dragon coffers will be the same way. You’ll get lots but most will be unlucky, so what? Its not as if we are paying for this extra content.
I purchased some of the halloween/winterday boxes…can’t remember which, could have been both, and stopped pretty quick after being disappointed by the content of them, but I only purchase what I can afford, and I generally purchase gems pretty frequently anyway.
Yes…. you are one of the few that throws tons of money at them because you like MMO lottery, which causes them to keep putting this stuff in the game.
It’s still impressive that they can get so many people to cooperate like that. If you aren’t winning and handing them easy bags, WvWers on TC won’t typically won’t cooperate with anything. They’d rather go off and tie up queue space dueling, rping, and doing other random stuff.
Are you sure you’re on our server? O_o
Yup I am. It’s an awesome server, but trying to get people to cooperate can be pretty frustrating at times. Particularly on TCBL.
1. They can be pretty strong if your in a roaming group. Roaming alone, you probably don’t want to be on a guardian.
2. One of the most important components to a zerg.
That SOR has massive zergs and crazy coverage. They would be tolerable without the coverage or without the massive zergs, but with both they are simply on another level.
I have a warrior, guardian, and engineer all level 80. I find it much easier to get badges/wxp on the warrior and guardian. The guardian, in particular, is very good at badges. I’ve gotten a whole stack of 250 or more in a day sometimes.
I’d imagine that the best way to get badges on an engi is grenade spamming, but I hate grenades so yeh. If your playing against servers with decent zergs, they are going to be stacking and running in a tight group regularly, so grenading their stack should be pretty productive. Given the range on grenades, you should be tag most enemies. Put on a sigil of fire to get even more tags.
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I agree with the general sentiment that I would pay for these weapons, but I am less likely to pay for a small chance to get one.
That said, nobody continues to do something that isn’t working. Someone is spending a load of money on these things for them to keep doing it this way.
honestly my problem with guardian is atm. were great at support or bunker and thats fine. but going more to the dmg site just isnt viable. and it would be soooo easy to fix . fix some of our utilitys and some of our traits both minor and major in zeal and radiance.
Really? Damage builds are more than viable on Guardian; it’s simply a player capability issue. You actually have to learn how to play a damage build on a Guardian, unlike other classes. In fact, the biggest “problem” is that we have a great offensive capability WITHOUT Zeal traited. Why is that bad? Because if they do make Zeal more appealing as a trait, I can already see the trainwreck of nerfs incoming from that.
Personally, I don’t see a need for any major changes to the class. It does it all.
Guardians can come up with damage that allows them to compete, but their damage sucks compared to other classes. Nobody wants a guardian around for their damage. If you stick a full group of zerker guardians in COF1 and a full group of Zerker Warriors in COF1, the warriors are probably going to finish 2 or 3 times faster.
honestly my problem with guardian is atm. were great at support or bunker and thats fine. but going more to the dmg site just isnt viable. and it would be soooo easy to fix . fix some of our utilitys and some of our traits both minor and major in zeal and radiance.
Really? Damage builds are more than viable on Guardian; it’s simply a player capability issue. You actually have to learn how to play a damage build on a Guardian, unlike other classes. In fact, the biggest “problem” is that we have a great offensive capability WITHOUT Zeal traited. Why is that bad? Because if they do make Zeal more appealing as a trait, I can already see the trainwreck of nerfs incoming from that.
Personally, I don’t see a need for any major changes to the class. It does it all.
Guardians can come up with damage that allows them to compete, but their damage sucks compared to other classes. If you stick a full group of zerker guardians in COF1 and a full group of Zerker Warriors in COF1, the warriors are probably going to finish twice or three times faster.
Why must the Tc people kill us as we tried to keep SoR from bringing reinforcements into your bay
we only wanted to help, I even cheered and waved
Depends on who you run into. My guild purposefully avoided bothering SoS all night unless you gets just ran in and attacked us.
What is the name of the guy(s) that run TC’s dueling guild? May I get an invite?
Is that what people are doing on TC BL when it is queued and there is no resistance to SOR.
SoS doesn’t really have any guilds at this stage who can afford to put 15-20 members in a GvG situation. All the guilds we have at this stage are working their butts off learning SoR tactics etc.
Learn their tactics? Bring in bigger numbers > out numbered opponent > crush opponent (and use AC’s everywhere!) I don’t think SoR need to bring in any tier one tactics during this match up.
Because I see nothing amazing about their tactics at all. Nothing to make people stop and say “Wow that was really cunning”. Some of their smaller guilds have some decent open field combat but nothing too amazing. Not like those Euro guilds that were in tier1 for a while and completely decimated larger zergs.
It’s still impressive that they can get so many people to cooperate like that. If you aren’t winning and handing them easy bags, WvWers on TC won’t typically won’t cooperate with anything. They’d rather go off and tie up queue space dueling, rping, and doing other random stuff.
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The amount of arrow carts in every kitten tower we tried to take tonight is absolutely unreal. Whole zergs and like 10 AC’s in a tower is hard to take, well played :c
TC adapts.
Eh, what I saw on SOR BL was mostly numbers, however there was a lot of skill and coordination involved as well. Although, pretty much most of the people on the whole map were in one guild, and I think that played a big role.
This isn’t meant to take anything away from SOR because obviously they are epic at WvW. Im just stating that the primary issue my guild had on SOR BL was dealing with such a larger coordinating zerg.
Yeah, its a feedback cycle, and unfortunately it goes both ways. Success > more numbers > more success; while defeat > fewer numbers > more defeat. Obviously you need the numbers in reserve in the first place, but if you have them, then you also need the skill to hold them together.
Last night I had some awesome fights against TC in the SoS BL around Hills. IMO, whoever you guys had in charge there did a very good job against our larger force. You’d shadow our zerg and pick off stragglers and reinforcements, and pounce on anyone who strayed too far from the main group. You also launched a well timed counter-attack on us when we attacked Hills itself, rather than just bunkering down and sitting behind the ACs. I was quite impressed.
You have an excellent core, and I have no doubt that TC will eventually be a “T1” server.
The core is actually very solid. It’s why I think many SOR are surprised to get wiped or at least get a great challenge if they happen to run into a group that is equal in size.
However, I don’t think TC would do well in T1. Your entire server is coordinated toward the same goal to the point that most of you are in the same guild. TC has a ton of people doing their own thing. On a map that is queued for both sides, which indicates that there should be the same numbers, we can’t muster the forces to fight you guys because we have so many people off doing whatever random thing they’ve decided to do.
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Nice build. Unfortunately for me, I play on a higher tier server so running vitality is necessary. At least for me it is.
The concept of tiers has little meaning at this point and you should try to stop thinking of matchups in those terms. Servers are matched up by proximity of rating, not proximity of “tier”. If the tiers have ratings that are within the range of the random adjustment, they can end up fighting each other. This is going to result in blowouts, no doubt about it. However, we are not going to make changes to this after just 2 weeks of the system. There are things we can do. We will almost certainly end up adjusting the total added to each server rating to group the matchups a little more closely. First however, we need to let the ratings adjust by having more varied matchups like these. If you look at EU, which is using the exact same system, you can see matchups with numerous surprising results. The same will likely be true by the end of the NA matchup.
TL;DR: We are going to wait at least a couple more weeks before changing any of the math behind the new system, but it is very likely we’ll decrease the size of the variation at some point.
You and the rest of the anet WvW staff are banned from making anymore WvW tiering decisions until you finish watch this video to help you with your numbers.
http://www.youtube.com/watch?v=yxAIBFsRpqU
One up and one down solves some problems but creates a bunch more. Including that it invalidates ratings entirely. It no longer takes into account quality of victory but simply uses the fact of victory to move a server out of the matchup they were previously in. The system we are using now creates varied matchups, which will allow us to get more accurate ratings. As those become more accurate we can dial down on the amount of variance we are introducing to have matchups that are varied, but less prone to large rating gaps between the servers. But, again, this is entirely based on server rating, which is the thing we have actually been calculating this entire time. Until that number is a more accurate reflection of server quality, we are going to keep mixing the matchups up.
Yes or no question. You look at the current match ups and think “this is how it should be?”
It’s funny seeing people claim skill is how they win.
Numbers are a very important factor, but skill does matter. If you mass up numbers, but still lose in the big fights, eventually you won’t have numbers anymore since people won’t keep playing to get killed, and then it’s all over. And if you win those fights, then you’ll gather even larger numbers and people will stay logged on long past their bedtime, so you’ll keep winning.
You can see this internally on SoR, when it’s just Rallians fighting and not one of the big WvW guilds. When we lose certain skilled commanders, the effectiveness of the group suddenly falls dramatically, and then numbers start to trail off. And when those commanders log on and take control, suddenly we start easily winning battles we were struggling with before, and then numbers start to swell.
This isn’t intended as trash talk – just to point out that there is some skill involved in winning the tactical fights. This is a precursor to maintaining and building the numbers necessary to win the overall strategic game.
Eh, what I saw on SOR BL was mostly numbers, however there was a lot of skill and coordination involved as well. Although, pretty much most of the people on the whole map were in one guild, and I think that played a big role.
This isn’t meant to take anything away from SOR because obviously they are epic at WvW. Im just stating that the primary issue my guild had on SOR BL was dealing with such a larger coordinating zerg.
we only wanted to help, I even cheered and waved