Jump to content
  • Sign Up

Naxos.2503

Members
  • Posts

    890
  • Joined

  • Last visited

Everything posted by Naxos.2503

  1. There's simply not enough ogres... I mean, it can be refreshing to see players in old maps, but keep in mind the players you're sending there have on average 3 to 4 years in play within the game. Those mobs die in 2 to 3 hits, and that's -with- the scaling. They dont even respawn fast enough, and that's not to mention the numerous crashes that force players to redo events. Biggest crime ? Nothing new was added to the Eye of the North merchants. Atleast the Crystal Bloom had an axe.
  2. > @"Strider Pj.2193" said: > > @"Naxos.2503" said: > > Dont cha worry. Crashes do not occur only in WvW. It's going to be fixed really quickly. > > Yep. Right after alliances Mostly meant to say that since it's affecting other areas of the game, the red headed child that we are wont have to wait too long to have it addressed as well :p
  3. Dont cha worry. Crashes do not occur only in WvW. It's going to be fixed really quickly.
  4. > @"Zape.2094" said: > > @"RisenHowl.2419" said: > > What's important with clouding is that you have mobility, strong self heals or invuln, and a way to stack 25 self might (generally a trait or cheesecake). > > So probably weaver and dragonhunter would be the best bet here I assume? Revenant has a bit of it, but feels a bit too clunky in terms of being very predictable and having no real mobility. If you get focused you're gonna get stomped. Whereas a weaver could technically mist form / blink out, and the guardian could just pop his kitten of invulnerabilities if it gets that far and run out safe and sound. Do Rangers have any proper disengage? I never played them much but I didnt think they had that much mobility. Sure, they have immob, but you cant count on that to work vs a zerg (stability, multi enemies, etc...)..... How do rangers get out of trouble other than sitting at 1500+ range (and greatsword leap)? For revenant, you can get around the mobility bit using staff 3 and staff 5. Staff 3 will let you run to safety for a bit and as far as I can tell is a block that cant be interrupted. Staff 5 is more fiddly in WvW. You can use it to knock a melee opponent down as you move out, but little else, and it is Much shorter and less impactful in WvW. They still work decently for mobility if you use them in combination. Combine it with staff 4 if you get rooted to cleanse it, and you can generally have a fair amount of mobility. On the other hand, that means dedicating one of your weapon slots to said weapon. It's not a total loss though. Staff has many uses both out and in a group. That includes using staff 3 to block incoming projectiles toward other sideliners, for example, or an area condi cleanse if you face scourges. Cooldown is kind of long though. I generally combine that with hammer. Power hammer revenant deals some Delicious Crunchy Damage. Hammer 2 for group damage, Hammer 5 and 3 for the zerg engagements. Hammer 4 to shield fellow sideliners from projectiles. I like to combine that with a Renegade build to give other sideliners some boons, as well as using the ghost summons to intercept damage, and generally discourage a potential counterattack. Few people ever CC the ghost, even the one that constantly CC in an area. The real kicker is the Citadel Bombardment skill. It Looks like it'd be better used for condi, but the truth is, that skill has a very long range, a very wide area, and it can pack a nasty punch even for a Power build. On a glassy build, using that, along with hammer 2 and 3 is enough to down a full group of 5 (damn you target restrictions !). In general, I'd say that class is far less selfish than the weaver build. You have potential for teamplay which weaver does not, and it's still just as deadly.
  5. I use a back artillery support fire weaver outside of squad and at a fair distance, so as to not leech boons off of the squad. As Archon said, it is a Selfish build. I do not share boons, I do self generate them through the fire spec. Might is the only one that matters for it. In most cases, my attacks have very little impact until one critical point : When the two zergs collide. At that point, I have about 5 to 6 seconds to unleash as much AoE firepower on the center of the zone. Staff does help. So does Firestorm and the greater Elemental summon. Position matters relatively. By that point, most people will ignore sideliners, so provided you're not too close and you dont unleash too soon, the enemy zerg will ignore you entirely. Using a viper build has the side bonus of benefitting doubly from might for damage that is relatively noticeable regardless of condi. But the hidden enemy is the burning stacks. There will invariably be some condis that will be used during the fight, which a lot of enemies will immediately cleanse. But if you use a build that can continuously pour on condi stacks after condi stacks, not only will some cleansers will have expunged their cleanse earlier, most of them will also be distracted/CCed by your zerg. You do Not want to strike before your zerg has engaged if damage is what you're looking for though. You can play a bit with area restrictions by attempting to redirect the enemy zerg by denying them movement with preemptive AoE, but that's hit and miss. Sometime they fear Meteor shower in spite of how innacurate and slow it is, and sometime, it's a good way to stop them from retreating in a straight line. Other times they'll flat out ignore it, or reroute to little benefit. Again though, hit and miss, and it's hard to gauge what your own zerg is doing if you're not in the squad. Providing artillery support during the engagement is more useful. Burning has the side benefit of quickly finishing off any downed player, leading the zerg to move on faster. Expect to die a lot though. When that happen, rather than mist forming toward the allied zerg, I tend to mist as far away as possible, so as to not draw fire to it, or to lead some pursuers away from the group. If you've been cut down, you'll be more of a detriment to your zerg if you go to it. You also benefit better from being taken out of the fight and running back to the engagement than staying in the fight after you've been noticed. The above works better if the enemy zerg doesn't expect it. Once they've seen it happen once or twice, you'll be permanently marked for deletion if you're too noticeable. I'm relatively new to WvW compared to most, but that has worked more times than it hasn't. Still prefer to use my revenant for AoE damage but that's for when I'm inside the zerg. Outside, elementalist feels more useful.
  6. Alternative : Instead of it being a mount, have it be a Novelty, and not necessarily an animal. It could just as well be a construct, or a moving chair, in the line of the Inquest chair. Since it's purpose is not clearly established, it actually belongs in the items that are fun but otherwise pointless. Hence, a Novelty.
  7. > @"Fueki.4753" said: > > @"Naxos.2503" said: > > I did some missions, traded some stuff, and I dont even manage to find the NPC I'm supposed to go to in order to get what rewards we managed to get. There's just so many NPCs in there, and I'm pretty sure I tried all the Crystal Bloom ones. > It's the Asura right next to the Crystal Bloom Vendor that gives you the community event rewards, if you contributed during the event period. > The Asura has a weird symbol over her head. > > > The only thing I can think of, is that I cannot collect, because I didn't do the storyline before doing the missions. > How did you even manage to do that? > I thought the missions only unlock once you reach their story steps. That's the thing even, the NPC only allow me to ask about the Crystal Bloom, which prompt the NPC to give you a faction explanation, but nothing more. As for how I did the missions before the storyline, I went to the Eye of the North, and noticed I could just do them via the portal, so I figured they were two different things. I can now kind of guess I'm not gonna get any rewards then :p
  8. > @"TheAgedGnome.7520" said: > > @"Cobalt Flame.8056" said: > > ...If you haven't received your rewards from the Crystal Bloom yet, **be sure to collect them from their representative in Eye of the North before December 1**.... > > How is this going to work for new people that don't play this chapter until _after_ Dec 1?? I did some missions, traded some stuff, and I dont even manage to find the NPC I'm supposed to go to in order to get what rewards we managed to get. There's just so many NPCs in there, and I'm pretty sure I tried all the Crystal Bloom ones. The only thing I can think of, is that I cannot collect, because I didn't do the storyline before doing the missions. I am confused beyond belief.
  9. > @"Inculpatus cedo.9234" said: > The Devs are already working with a selected group of players. > Obviously, it's not an easy nut to crack, as it only affects _some_ players. Good to know, I hope it bears fruit
  10. At this point it doesn't seem to be a -map- issue. Something is degrading, and that something was introduced with PoF maps. It's likely to continue creeping up the newest maps after a time. Just do a narrow test group in limited instances. Select enough players to fill a map, give them a specialized client, and have them run the current versions of those maps in unison to find out what's happening. Have a focus group where everyone is in contact with each other. If you cant do it on your own, the players can help, as long as you ask and provide directions as to what they're meant to do for you to get an accurate reading. The current situation has not only been going anywhere, but is getting worse. You're supposed to release a 3rd expansion and expand to Steam. Get a grip.
  11. I'd like neither, I just want it to be different from HoT (oppressive, swarmlike) and PoF (Ultra aggressive, war-situation). I enjoyed changing from one to another, even if yes, those darned forged snipers are a pain to deal with when you try to go from point A to B. From what little I know of Cantha, there are chances of urban maps. That could very much put an emphasis on ambush and traps, among other things
  12. It started affecting Ice Brood saga maps. Badly. Trials are skipping in Bjora Marches (as in, they are fulfilled and not properly priming for the fishing trial which stays permanently on, or unstable essence isn't spawning for vortex trials). I am starting to seriously lose patience in regard to this lag.
  13. > @"Hannelore.8153" said: > But running on all four legs is usually the reason players make a Charr to begin with.. For me it's mostly the slump, and beastly looking appearance, but the four leg run is kind of part of that too. If it's toggleable though, I wouldn't mind, but I dont see them making that effort for just 1 race.
  14. I dislike grinding in all it's forms. I can do it, if it's not too tedious to see your progress. These achievements however are excessive. If it's counter intuitive to do a thing continuously, I simply will not.
  15. > @"Linken.6345" said: > > @"aspirine.6852" said: > > They have way to much health.. And lets not talk about Anets love for knockdown.... But for the love of god lower the health, its annoying as kitten these health sponges.. > > If you jump at the right time you can avoid the destroyers that look like the first boss+boss in metrica and you can avoid the brisban crab as well or just move abit to the side out of the bridge and aoe dont go that far. I dont know, I didn't find the AoE even challenging to dodge, but the fight was Boooooriiiiing. They take too long to die for such a repetitive and simple pattern. I think a lot of mobs that arent even bosses are far more interesting to fight and dont last as long. Awakened in particular. This boss had two moves : Hit hard and AoE fire barrage. Obviously soloing's gonna make it longer, but even with a team of 5, all you do is shave the HP faster. Those fights are anything but interesting. The only redeeming quality of these mission are the allies, and I'm still in the dark as to which factions are meant to be available beside the default ones.
  16. Soloed the Metrica mission on a half baked condi druid. Took 25 mins, no death. Most of that time spent on the "boss" a glorified punching bag, with extra filling. Didn't notice any particular reward. Dialogue in that one was Okayish. Haven't done story. I was expecting having to meet up with the various races and factions around the world and do some special missions, then select them as allies for the dragon missions. But I did a mission without even having started the story, and was given Sylvari allies. I dont understand the point ? I was looking forward to working more with the other races and pick who accompanies me
  17. To be fair, Alliances has been announced 2 years ago. Entire games have been developped in between those times. The community kind of has a right to be a little miffed at the delay, especially when it isn't stated what the problem incurring the delay is. The most knowledgeable of the playerbase know that it isn't laziness or giving up on the idea that is causing that delay, but something complicated, the rest of the community doesn't, or doesn't care, and just want to have fun, which is fair enough as a customer mindset. They're not there to think out how best to implement a feature that was announced long ago. They're there to custom. I never had any bad interraction with Gaile. I read some posters had. As far as I'm concerned, she was highly invested in the community and engaged very regularly with everyone at all levels. Which is what you want a community manager to be. Ergo, she was a good community manager. The fact she displayed more personality than the usual corporate doormats you see everywhere else was refreshing. It reminds everyone there are humans on the other side.
  18. > @"DaFishBob.6518" said: > > @"Naxos.2503" said: > > > @"DaFishBob.6518" said: > > > > @"Naxos.2503" said: > > > > Leave it, atleast it brings something different to the table. As in, someone actually used their head to devise it, and convinced others to go along. That's worth acknowledging. > > > > > > > > Easy counter : These golems have no CC bars and are unlikely to benefit from any stab or retal. Cheap field CC will make chunks of metals out of them > > > > > > But don't just about all CCs do close to no damage now in competitive modes? > > > > It isn't meant to. Lock all the golems in place, and the zerg has two choices : > > They stay put near their golems > They can get shelled out of existence by a massive amount of AoE damage skills. An elementalist field day. > > They move forward while their golems stay put > They just lost their tactical advantage, and are now working with subpar runes compared to everyone else. > > > > Side benefit : Chaos as some will inevitably choose to opt for one, and the rest will opt for the other, dividing the zerg making it easier to deal with. The tactic is nice in theory, but full of holes. > > Oh, that's what you were getting at, just locking the golems in place to force a decision of moving or staying with the golems. Not really about turning the golems alone into chunks of metal, more like a subpar turret or banner. Arguably if they're useless, they might as well be chunks of metal no ? :p But yus, that's the rough idea. There is also no downside to leaving them as opposed to killing them, they live as long as it takes for them to be respawned. So killing them isn't mandatory, and you can opt to do so or just have 2 people lock them in place while the rest hounds the enemy zerg. In the video submitted earlier, I noticed that the zerg that pulled the tactic was evidently pushed back. My feeling is that they probably cannot afford to be too aggressive using that tactic, as attacking will sic the golems onto their target, meaning if they attack, they have to move along with their golems. The defenders spread their forces below the walls and behind them. Doing just that should be enough to impede the zerg. These golems are ... sort of heat seeking shields if that make sense. Shields that go toward the enemy. It's a fun tactic, but it has just as many detrimental effects as it has positives. Likewise , golems will play a bit randomly with their buffs. They're part of the party, meaning that they will benefit from buffs before a player outside of the party does (so pugs will not benefit from leftover buffs from the zerg), at the same time, they're not players, meaning that if the zerg doesn't buff enough, some of these golems will not benefit from them. That includes condi cleanse.
  19. > @"DaFishBob.6518" said: > > @"Naxos.2503" said: > > Leave it, atleast it brings something different to the table. As in, someone actually used their head to devise it, and convinced others to go along. That's worth acknowledging. > > > > Easy counter : These golems have no CC bars and are unlikely to benefit from any stab or retal. Cheap field CC will make chunks of metals out of them > > But don't just about all CCs do close to no damage now in competitive modes? It isn't meant to. Lock all the golems in place, and the zerg has two choices : They stay put near their golems > They can get shelled out of existence by a massive amount of AoE damage skills. An elementalist field day. They move forward while their golems stay put > They just lost their tactical advantage, and are now working with subpar runes compared to everyone else. Side benefit : Chaos as some will inevitably choose to opt for one, and the rest will opt for the other, dividing the zerg making it easier to deal with. The tactic is nice in theory, but full of holes.
  20. Leave it, atleast it brings something different to the table. As in, someone actually used their head to devise it, and convinced others to go along. That's worth acknowledging. Easy counter : These golems have no CC bars and are unlikely to benefit from any stab or retal. Cheap field CC will make chunks of metals out of them
  21. I dont exactly feel like Superman these days. Personal opinion : no. If someone else wants it ? Whatever floats your boat.
  22. It wouldn't be an expansion, so no. I'd probably still grab whatever else it adds, but I certainly wouldn't consider it an expansion based on past ones. When you set a standard, you keep it. If you dont, you cannot call it the same thing.
×
×
  • Create New...