www.getunicorned.com / northernshiverpeaks.org
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^ what CBD said. Specifically, peek at the guild recruiting page. http://northernshiverpeaks.org/index.php?/forum/23-guild-recruiting/
Edit: also the guild database… http://northernshiverpeaks.org/index.php?/page/find_a_guild.html
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Stop being nerds and simply dont do the achievements if its not fun.
If you force yourself into doing something that you hate, its your fault, not anets fault.
But … but … Laurel!
You don’t need five wins for the laurel.
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Clearly you were not spamming “1” hard enough – spam faster next time!
Ctrl-Mouse2: set this skill to autoattack.
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Oh, forum bug, you strike again.
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AFK leechers (perhaps you are one of them given your unnecessarily strong reaction) and the current tagging system that emphasizes quantity over quality are the reason this game can’t get new content that isn’t a massive loot pinata.
…
This makes zero sense.
The content can’t be harder because 30-40% of the population will just play Staff Guardian and spam 1 to get as many tags – and therefore as much loot – as possible. Truly challenging open world content which requires massive coordination from all, like Triple Trouble, will be ignored (unless you are a guild large enough to do it yourself) because it fails when these people show up.
And, sadly, they will show up for any event that’s a part of the world boss train.
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if an event is build on “everyone pulling their weight” then i seriously doubt it’s the problem of one single player, it’s more likely the event is simply not designed properly.
seriously, if one player, just ONE single player, hurts the entire even, i will simply say “suck it” and leave.it’s the problem of even scaling, not players kittens a player.
it’s one player less for about 15-20 second and 2 more players hence forth, that’s a win-win in my mind.
What you’re describing is called a “collective action problem.” You are correct that JUST ONE player behaving this way isn’t a problem. But when 20 or 30 people decide to be THE ONE PLAYER, you have a problem.
Collective Action problems are typically solved by strongly condemning the individual actors and exposing the self-centered action, something you’ll see done appropriately in map chat at these events.
Note that the self-centered action I speak of here is being defeated and not waypointing.
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Essentially, ArenaNet took this existing problem:
Open world PvE is lacking. The maps, while beautiful, can often seem empty. Players have little reason to return to a map other than for map completion, as there are no unique rewards or experiences. The event system, while innovative, is not always cohesive. Meta events like Harathi’s centaur chain help, but there are too few of them and they are often too localized. Players have little reason or direction when it comes to grouping (or splitting) and coordinating.
If you were to break down the goals of a solution, it’d look like this:
- Each map should tell a focused, specific story
- Events should quickly and obviously lead into other events with a story that makes sense
- Each map should feel unique and have something which distinguishes it from the other maps
- Maps should have their own unique rewards giving players a reason to return
- Events should be designed to allow some casual grouping but should discourage full map blobbing
At this point, I’m still on board with ArenaNet. The problem, for me, is in the execution. I’ve tried (and been mostly unable) to specify what exactly I dislike about Dry Top and Silverwastes. For me, I think it’s these things:
1) Events have far too short of a cycle. Having events pop every 5 minutes is cool, you’d think, but it starts to feel frantic and repetitive. Dry Top especially suffers from this: some events repeat 3 times in the 1-hour cycle. (Technically 3 times in 45 minutes of non-sandstorm.)
2) The time between events is, in my opinion, a bit too short. While it’s great that the action is non-stop, there never feels like a good time to pause, vendor, catch up on guild chat, etc.
3) This one is definitely personal opinion, but I just don’t like playing with open world pugs. It’s often very difficult to get guild members into a map, especially if it’s near sandstorm/breach/Vinewrath. The playerbase, on average, is not particularly skilled, usually ignoring /map chat, and at best about one quarter step above “trolling people who want to complete the events successfully.” (That does depend on time of day and day of the week, of course, as well as lots of random variables.)
I’ve come to recognize that this is mostly casual content for mostly casual players and I should more-or-less ignore it. I can stand about an hour or two of it every week or two, that’s about it. I get my rewards through the PvP tracks and am pretty okay with that.
What saddens me is that Anet has shown very little interest in providing more small-group instanced content, my PvE content of choice, but I’m hoping we hear more about raids this year…
www.getunicorned.com / northernshiverpeaks.org
Have you considered not bothering to get 5 wins?
I have never played until I got 5 wins and I am, as best as I can tell, alive, healthy, and happy.
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but i actually help players get back up, it’s called cooperation, look it up when you feel generous for ones…..
Let’s say you’re on an elevator with 12 other people. You see somebody running down the hallway to catch the elevator. Do you hold it?
You might say, “Yes, because I’m generous and nice and you’re a jerk who won’t hold the elevator.”
To which I say, “Sure, but you’re making the decision to delay the elevator for twelve other people. Does their time not also matter?”
Using words like “generous” has no place in this discussion as it is entirely subjective. By ignoring the fight to help a defeated player, you are helping that individual while also hurting the whole group.
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For me, “to WP or not to WP” it has next to nothing to do with the loot or the rewards or the daily points. It just has to do with how it feels at any given time, what’s right for my situation, what’s right for the group and the overall objective.
I just make it a point to declare that during Tequatl, Silverwastes, etc. People should not be ressing the fulling dead and that the dead should WP and get back.
And that makes infinite sense to me.
If the continued use of “for me” in this post does not make it clear that it’s Gaile’s opinion, not ArenaNet’s official stance to you, I have lost hope for the users of this forum for good.
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Other than the disturbing issue of A-Net giving an official endorsement of don’t resurrect your teammates.
Calling Gaile’s personal opinion “official endorsement” is the reason none of us can have nice things. Your inability to distinguish between the two is, to use the word you used, disturbing.
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Jump into the red circle with 300 other players and hope you are one of the 5 that survive.
You do know that red circles are bad right? If you are jumping into a red circle you are doing it wrong. Sorry. Avoid the red circles, live, continue to hurt the boss. Profit.
About the content. I actually enjoy it. I love Silverwastes, love the story (PS and otherwise) and enjoy the game as a whole. I certainly didn’t find any of the content lacking. Maybe thats just me though.
I love the game and found the content lacking, but this thread doesn’t seem like the place to get started with an explanation as I imagine it won’t remain open for long.
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How did you get it?(Paid, or crafted)
How long did it take you to gather the materials?
What method did you use to gather the materials?
How long did it take to craft you overall?
How often did you play during that time period?
Did you enjoy it?
I’ll be crafting my third tonight. I’m sitting around 2800 hours on my account, though much of that is afk/chatting/whatever.
I’d say I can craft a Legendary in something like 800 hours of normal play. I don’t adjust my play cycle for the purpose of acquiring a Legendary and stick to my routine 3-4 hours of gameplay a day. Note that I also have crafted two full sets of Ascended armor and a ton of Ascended weapons in this time, so I’m not laser-focused on the Legendary.
During that time, I only acquire a small number of the mats that I need and get the balance through T5->T6 promotion, laurels (I’ve probably put 250+ laurels into T6 mats), and straight-out buying them.
I despise farming and do it only very rarely, usually when something incredible comes out. I spent 2 or 3 hours in SW back when the chest farm was broken, for example. I probably spent about 10 hours in Pavilion the first year when farming it was a thing.
Since my process for acquiring Legendaries is to just play the game normally, I find it plenty of fun. I’m pretty sure I’d burn out fast if I tried to farm it.
Twilight and incinerator peak my interest the most
The word is actually “pique,” believe it or not.
Edit: oh, a few things. I have Moot, Bolt, and will make Minstrel tonight. I crafted all 3. I bought the pres for Moot and Minstrel (180g and 140g, respectively) and got Zap from the Forge by tossing in Rares (crafted from T5 at around 2s/ea as well as buy orders around kitten and selling back exotics.
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yes forcing waypoint sounds like a good idea, but free wp? i am still opposed to free armor repairs i mean maybe up until lv 20 or something but for 80 and forever? its wrong, lets not remove any more gold sinks from the game mmmmkay? we need those
As the dungeon community in this game shrinks due to negligence, one of the major gold faucets will shrink as well. This means they can gradually erode some of the existing gold sinks.
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Hrm. The players who stop fighting Tequatl to rez somebody who is fully downed probably aren’t doing much damage in the first place. So yeah, go ahead, 4-signet Bearbow in Clerics gear, pop your Signet of Stone and pick people up… ;-)
As far as scaling, have we even confirmed that Tequatl scales? If he does, it’s only above 80 or 100 players, or something. If there’s 20 or 30 lying there dead, they may not be scaling the event, but they certainly aren’t helping.
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Yeah, my guess is Stronghold and the new WvW maps will be available for all players while the Revenant, Specializations, and Heart of Maguuma will be locked.
Guild Halls is an interesting side question. Will Guild Halls be locked for players who don’t own HoT? But that’s not really a PvP Forum topic.
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I just wanted to jump in and add my feedback that we need separate queues. Instead of the existing Practice/Unranked/Ranked buttons, the buttons should be Conquest/Stronghold/Deathmatch. Once you select one option, the buttons should refresh to let you choose Ranked/Unranked/Practice.
Population should be less of an issue as the expansion will pull in lots of players. If populations drop dramatically, that’s the time to start figuring out how to handle the queues.
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What you are describing is walking up to a ranger in plain sight which is a really dumb idea. Use your stealth, LOS, and map vision. YOU start the fight, not the ranger. If the ranger starts the fight at 1500 range then you already need to reset the fight.
I normally run Warrior nowadays and don’t have access to stealth. I guess you’re assuming I’m a Thief? Anyway, you’re probably right that I just need to reset if I’m getting hit from 1500 range.
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@timmyf: In most cases, rangers will already have used PBS to set up the RF. If you had to blow through two dodges to get through RF, you should have dodged towards them, closing some of the distance that way. You should also have some kind of invuln or block which either negates the need for at least one of those dodges, or can be used for the next RF when it’s off cd, though if you closed the distance to them you should be able to dish out some damage and put them on the defensive, or force them to swap to GS. Dodge the bear and keep attacking.
It’s really just a matter of positioning. If I can get to them with 50%+ health and without blowing every single dodge and cooldown I have, I’m in good shape. The problem is that so many of these maps have higher ground which requires quite a bit of pathing to reach as well as easy ways for the Ranger to run away once I get there.
Add in wolf fears, etc, and it’s even worse.
I don’t necessarily think Longbow Ranger is OP, but I’d love to see Rapid Fire’s damage come down a touch (or maybe move up to a 12s cooldown, but not both). I also think that RF shouldn’t be able to track you through stealth.
Note: I don’t play Thief. I used to play Mesmer, but I got tired of it in this meta and picked up Hambow. On Hambow, I can absolutely wreck the Ranger if I can get into melee, it’s just not always easy to do so thanks to some of the sniping positions available to Rangers.
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Okay, so serious question. Let’s say you burn both your dodges to avoid that Rapid Fire. You have zero endurance now. Assuming they started attacking from 1500 range, you have to close some of that range, right?
Now you have no endurance and they have Point Blank Shot. So if you close distance and don’t have a 3rd dodge ready, they can knock you back again. And by this time, Rapid Fire’s back, you have to eat at least half of it.
Let’s say you have Vigor or something and get a 3rd dodge by the time you close distance and dodge the PBS. Now you have zero endurance again and, oh look, Rapid Fire is off cooldown because it’s 8s traited.
And even if you manage to get to them, they have Signet of Stone for 6s of invuln which is practically enough time to get Rapid Fire back off cooldown again.
Anyway, I totally get the “dodge the big attack” thing, but in the end, that big attack requires more dodges than you have (without vigor) and leaves you vulnerable to other attacks.
(The real lesson for me is that I need gap closers as I have none. I’m just saying that “l2dodge nub” isn’t necessarily workable advice. Especially if you add a second Ranger in the mix.)
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I don’t think the WvW Forum Specialist needs to be the world’s best or most active WvW player. His kill count is somewhat irrelevant.
I do think it would have been better for ArenaNet to select somebody ALREADY ACTIVE in this community. It’s a puzzling choice. That’s not to cast any aspersion on Marmatt who could be a perfectly reasonable guy.
But if the collective response is “Who?!” followed by a lot of head-scratching, it’s worthy of at least some measured expression of discontent.
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SoR from launch until December 2014 when I transferred to NSP here.
I wasn’t a big WvW-er at the time, but Server Folklore, as you have it, is that the drama stemmed from a disagreement over whether to keep fighting to stay in T1 (where SoR was routintely outmatched by JQ and BG) or tank a bit into T2 where the matchups would be easier.
In the end, ALL of the guilds involved in this fight left.
The problem after that was a combination of things. SoR clearly lost the population and was outmatched, but Glicko adjusts slowly. VERY slowly. SoR placed 3rd every single week for 5 or 6 months.
After that, it was a cycle. Certain players or guilds would try to rebuild, get frustrated with the lack of interest from other players in rebuilding, and leave. SoR would drop a few ranks, stabilize, and then somebody else would try to handle the rebuilding process.
For awhile, T6 looked like our spot, but then we got hit by yet another transfer of 50-75 WvWers off the server as well as one of our large PvX guilds fracturing (with the WvW portion transferring) within a period of a couple months. Yet another fall, yet another series of transfers, this time including my guild.
it was up to the native SoR community which were shut out of WvW throughout all that time to step up and pick up the pieces.
But then guilds in that community left as well later on. lol
So you’re saying that once the usurpers moved on and it was finally the “natives” turn to shine… They straight choked?
The thing to remember is that a huge portion of the “natives” weren’t really WvW guilds. Folks like myself who did WvW typically ran around with the coordinated guilds (I liked Hel and Shdw personally) swinging the loot stick. We were mostly PvE players who occasionally enjoyed some WvW here and there.
A few folks, myself included, tried to train up players, increase the overall skill level, get people into good builds, etc. This was tough as it required a lot of work ahead of time to build the knowledge and then share it. The reception to this was probably predictable: it’s a game, not a job, leave me and my Ranger alone plz.
In the end, it’s nobody’s fault, but the community wasn’t really unified in terms of goals. Smaller PvX guilds like mine would gather up 5-8 players, look at the WvW map, see a 65ppt tick in NA prime, and just decide to do something else. Larger guilds (like GSCH) didn’t recognize the problem because they’d run a guild event, pull in 30-40 people, and that 65ppt would quickly become 200-300.
tl;dr starting from a single mass exodus, too much dramatic change for too long of a period forced out anybody who cared for stability, creating a vicious circle that destroyed SoR
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I’d suggest the existing point system, but like this…
Standing Points = win/loss points * (MMR / 1500) * (Win % / 50)
That will scale the points up for players with above average MMR and players with greater win percentages.
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Turret engis when played by low MMR players will be matched against other low MMR players. As we have established, the low MMR players are the ones most likely to encounter severe issues with this build. This allows low MMR players to shoot up the leaderboard with this build.
So, I agree with you that leaderboards should be an indicator of skill, not grind, but I have to point out that this statement is silly.
Suppose a player has an MMR of 1200 and plays turret engy. If he starts winning, say, 80% of his games, his MMR will increase. Now he’s playing against MMR 1400 players, for example, and will find less success.
The build itself is unrelated to the player’s success on the leaderboards. As has been pointed out, a sub-50% win rate means that this player is either a) not particularly good or b) consistently matched against harder competition but manages to score a decent number of points.
The problem with the leaderboard is the non-zero-sum point system.
Think about gambling: every casino game has something in common. On average, the house wins. You might win a game or two here or there, but on average, every dollar that is spent produces something 98 cents of winnings. (Or substantially less, depending on games.)
This means that the more people play, the more they (slightly) lose money.
Leaderboards are the reverse: the average “winnings” is slightly positive, meaning that the more games which are played, the higher the scores of players on the leaderboards.
This could be solved entirely by ensuring that every score distribution is zero-sum, meaning the total of all points awarded is zero. Above average players would have positive points. Below average players would have negative points.
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420 laurels.
Wow.
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Given that transferring is ~250g and you can craft level a couple characters for that, or perhaps cheaper (especially if you are a returning player with birthday scrolls), there’s LOTS of times it makes sense to delete and transfer.
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I don’t even want this outfit but will probably buy it because I’m so tired of all the complaining about mix-and-match/I like to support Anet.
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…because they’ve released a couple sets of in-game armor skins?
Haters gonna hate hate hate hate hate.
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4. Zerker do not mix with non-Zerker
To put it in simple terms: A Zerker expects the boss to die to a full Zerker team by the time they used up their 2nd dodge. You did not bring Zerker, therefore the boss did not die because you lacked damage. The Zerker dies as they did not have a 3rd dodge.
You blame the Zerker for dying and being a bad player. The Zerker blames you as they already calculated that they would not need a 3rd dodge if you had enough Damage in the first place. It is true that if you had brought Zerker, they would not have died(as they would never need a 3rd dodge). It is also true that if the players were not Zerker, they would not have died(but the fight would take longer). Therefore, Zerkers and non-Zerkers do not mix.So much this.
Nothing worse than a self-righteous non-zerker in a zerker team big noting themselves because they survived. Only to show their ignorance of how the mechanics work.
Yup. Exactly. The most important thing for the health of the dungeon community is letting these communities segregate themselves.
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Do you have melee attack assist turned off so you can get inside the turret for your Whirling Wrath? That skill does tons of damage.
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I got downed by an Esports Rocket running away from a point the other day and facepalmed so hard my nose started bleeding. It was pretty much like this.
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You’ve basically got it correct. A few things:
Heals are required, but additional Healing Power (the stat) is not. Healing Power scales TERRIBLY, meaning adding Healing Power doesn’t make your heals all that much more powerful.
It’s definitely harder to avoid damage as much in PvP, that’s why full glass (Zerker, etc) builds are less common there and you see stat sets like Celestial or Soldiers (for WvW) become more popular.
Oh, and the biggest active defense? Dodge. Between dodge, blind, and block, you can avoid the vast majority of damage in PvE.
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Because anet does not want new players to have a fun gaming experience.
So this is what it’s come to now? Not “it’s a hard problem to solve” or “players might respond poorly if ArenaNet was more active in managing populations” or “it’s a temporary imbalance that will fix itself,” but literally YOU CAN NOT HAVE FUN HAHAHAHA.
Jeeze.
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I’m a dude and I’m sitting here in my sweet unicorn hat and just laughing so hard right now.
method of acquisition, pls ;D
It’s for my guild. It’s custom embroidery and I had 15 of them made. So… you have to be in my guild and favored enough that I ship you one. :-)
Pic attached for fun.
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It’s mostly people disliking changes they’ve made to the game and attempting to shoe-horn that into the Manifesto to give their complaints legitimacy. For example:
“I don’t like this!”
“That’s just how Guild Wars 2 works, go play another game.”
Versus:
“I don’t like this and ArenaNet is even breaking their own rules!”
“Now I have to choose whether to defend an idealistic, pre-release Guild Wars 2 or a Guild Wars 2 which has been available and needs to actually sell copies and gem store items to succeed…. crap.”
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This post reeks of misogyny.
I don’t think it’s misogyny, just immaturity. (Along with a genuine dislike for the skins and effects, which is fine.)
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No. And I’m very sad I only bought 3 when they were a thing. For like… way less than a gold each. Maybe 10 silver?
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I’m a dude and I’m sitting here in my sweet unicorn hat and just laughing so hard right now.
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I agree, David. At the same time, there are enough sources of Experience in this game that no player should feel like they can’t earn enough to unlock Mastery points.
There will be ideal ways for sure (and my guess is dungeons will see a nice boost in popularity), but since EVERYTHING in the game gives XP, I think it’ll make things seem like less of a grind and more of a “I’ll get points as I play and don’t need to worry much about it.”
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Yeah, as far as I can tell, this is the Best Possible Solution. The unlocks are only to allow you to put points into the track. You earn points by doing whatever you want.
I have a hard time calling it “grindy” when you can earn points through whatever you like.
This also gives you a reason to keep earning experience at 80 as skill points are so plentiful they’re nearly useless.
Well done, ArenaNet. You did considerably better than I expected.
generally the flaw with do whatever you like systems, is when some methods give more progress than other by a large margin, then you get people doing 1 thing again and again. Its even worse if that one things is fairly boring to begin with
so they will have to carefully balance gains, try to avoid extremely long amount of repetitions, and try to weigh the gains toward things that create a pleasurable gaming experience
This is actually a really subtle, interesting point. Which of these count as grindy?
1) You must perform Activity A 1000 times.
2) You must perform Activity A 1000 times, Activity B 500 times, Activity C 100 times, or some mix of the above where each activity gives its corresponding progress.
3) You must perform an Activity, A B or C, a total of 1000 times across all three.
I think we’d all agree #1 feels grindy. I’d argue that #2 or #3 are not grindy. It sounds like you are concerned about #2 where a certain activity is significantly more efficient, thus you don’t actually have a choice.
But I think it also somewhat depends on how long these take. If A B and C require equal time, skill, and effort, you only really have the illusion of choice. If Activity B takes roughly twice as long as Activity A, though, then it’s not grindy?
The question we must all ask ourselves is: how equal in time/effort must the alternatives be to not count as grindy? (And that answer will be unique to everybody, an opinion, and thus none of us are “right” or “wrong.”)
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Yeah, as far as I can tell, this is the Best Possible Solution. The unlocks are only to allow you to put points into the track. You earn points by doing whatever you want.
I have a hard time calling it “grindy” when you can earn points through whatever you like.
This also gives you a reason to keep earning experience at 80 as skill points are so plentiful they’re nearly useless.
Well done, ArenaNet. You did considerably better than I expected.
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It’s almost like flipping out about something you don’t even remotely understand is a bad idea. Or something.
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So it sounds like I had the right idea. Has anybody found a quick way to explain this to teammates that works? Or am I just going to have to keep watching Warriors and Guardians try to solo it only to have it stolen away?
Edit: I shouldn’t blame all Guardians. Medi Guard seems to be able to burn it down fast enough. :-)
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Never. Mobs don’t belong in PVP.
lol there are NPCs in like…. almost every single competitive game.
I assume you’re referring to DoTA/LoL style games. Different beast. Anet needs to stop taking queues from that genre.
I don’t necessarily want to get into a long conversation about map mechanics. I’m more interested in the Play To Win answer.
Given these mechanics (which are unchangeable), what strategy gives the highest likelihood of victory?
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I think I’ll riff on the term “precog” and call this “preQQ.”
I can’t imagine a grind they could put in place that would be worse than needing to level my 10 toons from 80 to 90 and replacing two full sets of Ascended armor as well as dozens of Ascended weapons.
Increasing the level cap as a form of progression is a terrible idea. But we do still need progression. Masteries seem like a very good solution to that problem.
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Hey guys-
So first off, I haven’t done a ton of PvP (just about to hit rank 50), but I do my best to be very aware of good strategies, etc. Feel free to laugh at me for being noob.
I’ve had a lot of arguments lately with teammates about when to kill the bosses on Forest. Last night, this extended to a guild member who has done significantly more PvP than I have. I don’t like arguing with guild members, especially if I might be wrong. :-)
My thoughts: it’s best to skip bosses at the beginning except if you have a Thief/another ultra mobile class who might try to steal the enemy boss. I know some teams to a heavy cross to far (2-3 players), I usually just advocate for 1 steal/far, 3 mid, 1 home, with somebody watching to peel for home if they send 2+ across. During the match, I’ll mostly skip bosses unless we wipe them all in a team fight, then I might go for their boss on the way to their spawn.
Is this a bad strategy? I keep having people laugh at me for being an idiot while reinforcing how important it is to kill bosses immediately. In a match last night against a team with two thieves, I had a teammate ping and circle the boss like he was having a seizure. I just ignored it and tried to keep up my rotations, but invariably, somebody would go for the boss… and it was stolen pretty much every time by a thief.
I also swung by the map guide on QQmore which mentions skipping bosses.
So… thoughts? When is it appropriate to kill bosses? Thanks in advance. :-)
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4:30pm Seattle time. NA Unranked. 506-111 on Foefire. This account.
My team seemed to be 3-1-1, not sure about the other.
We had dragons, they had noobs who snowballed mid until we hit about 300 points. Awful. Oh, and their comp was 2 Guard 2 Necro and maybe a Warrior?
More:
Unranked NA. 4:50 PST. 500-81 on Temple. After 6:30 in queue. (I swear, me and my guidlies aren’t that good!)
www.getunicorned.com / northernshiverpeaks.org
(edited by timmyf.1490)
Soldier, or maybe Celestial is probably optimal when you are inexperienced with the content. As you become more experienced, gradually replace your defensive stats with offensive ones (generally Berserker, but other viable options may exist depending on your class and your party makeup).
I don’t think you need to rush it and get rid of your Soldier stuff. The content in the game isn’t static – I’d keep it around for new challenges that you aren’t yet familiar with.
Celestial can make sense on a few limited classes, but for most, Soldiers is probably a better choice. Or even starting with a mix. Full Soldiers is VERY tanky. If I feel like I need a little wiggle room, I’ll switch out my Zerker amulet and a couple trinkets for Soldiers and that’s usually enough.
www.getunicorned.com / northernshiverpeaks.org
We’re getting guild halls, not player housing. Obviously, many players will make a guild hall and pretend it’s their own little player house. I wouldn’t expect the customization options you see in other games, e.g. Wildstar.
www.getunicorned.com / northernshiverpeaks.org

