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[GW2]New thread is go. We are still doing pretty great at WvW.

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Posts

  • VorpalVorpal Registered User regular
    shryke wrote: »
    Wall of Reflection is the greatest thing ever.

    That is all.

    Guardians have some amazing potential, with wall of reflection and ward of trolling (staff 'you shall not pass' ward).

    Troll ward works quite well at stopping people trying to run into a keep if you do it right. Due to it's cast time and your needing to be stationary it's harder to catch fleeing people with it.

    Does it work to drop it right in front of the doorway into the keep and block that off? A couple guardians coordinating ward drops one after the other that way could really mess up some reinforcements day :p

    steam_sig.png
    PSN: Vorpallion Twitch: Vorpallion
  • Albino BunnyAlbino Bunny Jackie Registered User regular
    I need the Candymancer WvW rep to contact me in game when he/she can. We need to get you into the summit (Any other guilds we have out there, if you have a commander, message me).

    I'm Tamarsk in game.

    On WvW Teamspeak: While Beltaine is correct, and don't be afraid to ask questions. There's some pretty common social rules you need to abide by.

    We don't need to know every thought that pops into your head.

    We don't appreciate when you tell us what's happening in Lions Arch while we're fighting.

    Please don't interrupt any one while they are talking. It's incredibly rude and no one can hear either of you.

    If the scout/commander interrupts you, shut up and listen. Usually they are rattling off orders or warning of hostiles.


    I didn't think we'd need to post these things, but over the last few days I've had to tell a few people to observe some basic respect for others. So....yeah.

    As one of the offenders to this sort of thing I thought I'd chip in. I talk alot when I play with people, it's a very bad habbit, you have full permission to tell me to shut the f*ck up whenever appropriate:3 Also I'd love to play scout tonight.

  • shrykeshryke Member of the Beast Registered User regular
    edited September 2012
    Vorpal wrote: »
    Vorpal wrote: »
    shryke wrote: »
    Wall of Reflection is the greatest thing ever.

    That is all.

    Guardians have some amazing potential, with wall of reflection and ward of trolling (staff 'you shall not pass' ward).

    Troll ward works quite well at stopping people trying to run into a keep if you do it right. Due to it's cast time and your needing to be stationary it's harder to catch fleeing people with it.

    Does it work to drop it right in front of the doorway into the keep and block that off? A couple guardians coordinating ward drops one after the other that way could really mess up some reinforcements day :p

    I've found it works WAY better then Feedback since it's not cast on the target, so they have a harder time noticing it.

    In PvE it's great for splitting packs in 2. Throw the wall up, hammer down the melee, then move on to the range.

    Line of Warding is kinda cool but the setup is just a bit too long imo. You need 8 Guardians for a 100% uptime on a line of warding, but with 2-3 you could keep it up for a decent amount of time and the two skills could do amazing things for chopping a zerg into small chunks if you have a nice hallway/ramp/etc.

    shryke on
  • BadwrongBadwrong TokyoRegistered User regular
    Griswold wrote: »
    Be prepared to die a bunch the first couple days. You have to get a feel for how to skirmish and how not to overextend in battle.

    Or roll a tanky healing/support guardian and just not give a fuck.

    Steam: Badwrong || Xbox: Duncan Dohnuts || PSN: Buc_wild

    ¯\_(ツ)_/¯
  • DarkewolfeDarkewolfe Registered User regular
    Vorpal wrote: »
    How do you finish off people underwater? Every time I have downed someone underwater they've managed to res two or three times and I have to keep killing them over and over and over. I must be missing something.

    You aren't missing anything. Underwater combat is terrible and killing people in water pvp is buggy and terrible.

    What is this I don't even.
  • GONG-00GONG-00 Registered User regular
    From my limited experience, a staff/well necro in WuvWuv is all about putting pie plates on the ground to disrupt/deny/destroy enemy lines. Swapping in spectral grasp gives you the option to help your group punish divers severely as well as peel exposed defenders from towers/keeps. Flesh golems are a nice disposable bowling ball that you can charge into enemy ranks to knock them for added disruption from the knockdown.

    Black lives matter.
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  • BeltaineBeltaine BOO BOO DOO DE DOORegistered User regular
    mojojoeo wrote: »
    cshadow42 wrote: »
    One thing I've been trying (futily) to do is to somehow tame, or at least channel the zerg. A couple nights ago I hopped on my engineer and tried playing a support (Invention traits) role for the zerg (healing folks, rezzing them, adding turrets to weak points in the zerg mass). Trying to support the zerg in the field was somewhat...pointless. The only nifty thing I discovered was that placing turrets directly against the wall (where the enemy on top can't see them) is fairly effective in getting a good rate of return on your turrets. Also, flamethrower turrets placed next to the gate, albiet risky, net some good returns on damage.

    The next tactic I tried in taming the zerg was in creating a fortification behind the main zerg mass so as to form a defensive position. I found a good defensive position on the middle island at the top of the stairs. By concentrating my turrets in one spot, and then going TF2 on them (spamming wrench repair), I did pretty well. I turned myself into an enemy pet meatgrinder, and I did pretty well in repeling any enemies that entered. I kept this up for around 10 minutes, before the enemy eventually swept in from the southern end, and I ended up being attacked from behind.

    I think several other people have tried taming the zerg, particularly with building arrow carts and ballista at defensive positions behind the main zerg mass. Have any NICE people tried taming the zerg? I was thinking if we had a dedicated zerg defensive team, maybe we could keep the zerg from swinging between the two towers, and get them to stay in one spot assaulting the towers.

    A guide as to the roles different classes/trait specs can play in wuvwuv would be great. Are healer engineers useful in the roving NICE bands, or should they be used for Zerg support? I played my mesmer last night, and I did a decent job in buffing the raid with my staff build. I have my 80 ranger, and he seems to do ok on the roving NICE band. I think I'm most interested in playing defense, as I have to multi-task often when I play (single parent to a toddler). Multi-tasking when going on the roving NICE bands usually ends up in me straying from the main herd and then getting culled :-p

    A few thoughts-

    1) "roles different classes/trait specs can play in wuvwuv would be great." This is asked often.... I'm not sure how to answer. When you say 'role' do you mean rangers = range dps, guardians are tough, warriors are deadly inclose, mesmers just dont want to die, and thieves are slippery and great run down a coward chasers..... etc etc?

    2) Support- You gain no xp, points, kharma nothing from playing defensively in a zerg. This may be an oversight by arena, but its true. healing does not get you tags on enemy players. You will have no gains this way. This is buffing healing supporting not 'defending a keep'. Its odd being helpful is not rewarded.

    Also, in the grand scheme of wuvwuv, healing type support is not going to make a discernable difference. You have a mass of fighting going on. At best you could slot something that you use to give a mass of people a buff, but that should just be incidental to your attacking. Your best bet is to spec for defense/damage, watch your own ass and learn smart movement/evasion.

    XdDBi4F.jpg
    PSN: Beltaine-77 | Steam: beltane77 | Battle.net BadHaggis#1433
  • HugglesHuggles Registered User regular
    GONG-00 wrote: »
    From my limited experience, a staff/well necro in WuvWuv is all about putting pie plates on the ground to disrupt/deny/destroy enemy lines. Swapping in spectral grasp gives you the option to help your group punish divers severely as well as peel exposed defenders from towers/keeps. Flesh golems are a nice disposable bowling ball that you can charge into enemy ranks to knock them for added disruption from the knockdown.

    Greater marks trait to make your staff marks as big as your wells and the ground-targeting well trait and you're pretty much sorted. Spectral grasp does indeed have the potential to be roflarious. Flesh golem is in many ways better than plague/lich form because the times you usually want to use plague are usually when you're too late to actually save yourself.

  • Anon the FelonAnon the Felon In bat country.Registered User regular
    Once it's organized, it's not a zerg. It's an army.

    Last night we had an army.

    If it responds to orders for reinforcement, or has an officer directing it's movements, it doesn't matter how numerous it is. It ceases being a zerg.

    A zerg is unthinking. It follows around a random person and just hits random targets. Eventually it crumbles when it gets hit by an organized party.

    We should always shoot to have armies/hit squads.

    Never refer to it as a "Zerg" in team chat. That will only diminish any work being done to organize it.

    90% of warfare is psychological and moral based. The other 10% is how much force you can apply.

  • GriswoldGriswold that's rough, buddyRegistered User regular
    edited September 2012
    Beltaine wrote: »
    Also, in the grand scheme of wuvwuv, healing type support is not going to make a discernable difference. You have a mass of fighting going on. At best you could slot something that you use to give a mass of people a buff, but that should just be incidental to your attacking. Your best bet is to spec for defense/damage, watch your own ass and learn smart movement/evasion.

    I'm not sure that I agree with this statement wholesale. Just having support stuff to rally around (turrets, banners, wells) can turn the tide of a fight by subconsciously organizing your troops. In the same way that a single arrow cart, while it may not have enough firepower on its own to turn the tide of battle, gives people a central point on which to form a more cogent force.

    Also @Mojojoeo while you do miss out on a bunch of XP by playing defensively in a Zerg, you still get the karma/moneys from capturing objectives as long as you roll with the group when it's time to actually capture points.

    Griswold on
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  • VorpalVorpal Registered User regular
    edited September 2012
    Badwrong wrote: »
    Griswold wrote: »
    Be prepared to die a bunch the first couple days. You have to get a feel for how to skirmish and how not to overextend in battle.

    Or roll a tanky healing/support guardian and just not give a fuck.

    Tell me more on how to do this.

    I hit 400 armor smithing last night, and made a suit of carrion exotics (power/vitality/condition damage) because ancient bones are literally 1/100th as expensive as the powerful blood.

    I'm not convinced that is the best stat loadout for pvp, but it should be fine for farming orr, where I tend to burn things a lot and hit things a lot.

    I am distressed how little HP I have even with a full set of level 80 exotic hp gear - like..12.8k. I hear people say things like "Oh the minimum for doing dungeons and not dying lots is 15k or so). How the hell do I get up there?

    I currently have MF jewelry, which I am totally willing to swap out for some better pvp oriented jewelry since MF does not seem to be particularly important in wuvwuv.

    What type of exotic armor/runes do you suggest for wuvwuv?

    Weaponwise...gosh I wish I had 3 weapon slots.

    Greatsword is great for the leap + pull.
    Scepter + torch is great for the ranged ability, the immobilize, and the burning.
    Staff is almost necessary for the speed boost, and the wall and might buffs can be game changers.

    Skillwise...I use the signet heal for the condition removal.
    Utility skills are always aegis, usually the teleport + burn target ability, and then juggle between hold the line, wall of reflection, stability skills based on what is going on.
    Elite is the healing tome, which is way better in wuvwuv than in spvp where someone always comes over and interrupts you. in wuvwuv you can stand in back and heal away.

    Next night though I am going to take tome of wrath and try to defend a keep with it :D

    Vorpal on
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    PSN: Vorpallion Twitch: Vorpallion
  • ironzergironzerg Registered User regular
    Never refer to it as a "Zerg" in team chat. That will only diminish any work being done to organize it.

    This. The term "zerg" is derogatory (yes, I get the irony here). It's used by less organized people to try and bring down the other team, usually one that's bigger and more organized. People will scream "zerg, zerg, zerg" until people relent and break up into smaller groups to "play with skill". Which is a trap.

    Your bigger, more organized force is an army, and don't let anyone else say otherwise.

  • PolaritiePolaritie Sleepy Registered User regular
    Vorpal wrote: »
    Badwrong wrote: »
    Griswold wrote: »
    Be prepared to die a bunch the first couple days. You have to get a feel for how to skirmish and how not to overextend in battle.

    Or roll a tanky healing/support guardian and just not give a fuck.

    Tell me more on how to do this.

    I hit 400 armor smithing last night, and made a suit of carrion exotics (power/vitality/condition damage) because ancient bones are literally 1/100th as expensive as the powerful blood.

    I'm not convinced that is the best stat loadout for pvp, but it should be fine for farming orr, where I tend to burn things a lot and hit things a lot.

    I am distressed how little HP I have even with a full set of level 80 exotic hp gear - like..12.8k. I hear people say things like "Oh the minimum for doing dungeons and not dying lots is 15k or so). How the hell do I get up there?

    I currently have MF jewelry, which I am totally willing to swap out for some better pvp oriented jewelry since MF does not seem to be particularly important in wuvwuv.

    What type of exotic armor/runes do you suggest for wuvwuv?

    Weaponwise...gosh I wish I had 3 weapon slots.

    Greatsword is great for the leap + pull.
    Scepter + torch is great for the ranged ability, the immobilize, and the burning.
    Staff is almost necessary for the speed boost, and the wall and might buffs can be game changers.

    Skillwise...I use the signet heal for the condition removal.
    Utility skills are always aegis, usually the teleport + burn target ability, and then juggle between hold the line, wall of reflection, stability skills based on what is going on.
    Elite is the healing tome, which is way better in wuvwuv than in spvp where someone always comes over and interrupts you. in wuvwuv you can stand in back and heal away.

    Next night though I am going to take tome of wrath and try to defend a keep with it :D

    Yeah, blood is expensive as hell. But then, what do you expect of the mat for +power?

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  • mojojoeomojojoeo A block off the park, living the dream.Registered User regular
    edited September 2012
    Griswold wrote: »
    Beltaine wrote: »
    Also, in the grand scheme of wuvwuv, healing type support is not going to make a discernable difference. You have a mass of fighting going on. At best you could slot something that you use to give a mass of people a buff, but that should just be incidental to your attacking. Your best bet is to spec for defense/damage, watch your own ass and learn smart movement/evasion.

    I'm not sure that I agree with this statement wholesale. Just having support stuff to rally around (turrets, banners, wells) can turn the tide of a fight by subconsciously organizing your troops. In the same way that a single arrow cart, while it may not have enough firepower on its own to turn the tide of battle, gives people a central point on which to form a more cogent force.

    Also @Mojojoeo while you do miss out on a bunch of XP by playing defensively in a Zerg, you still get the karma/moneys from capturing objectives as long as you roll with the group when it's time to actually capture points.

    Some xp can be yours but kills grant loot which is money for repairs and are substantially more xp compared to events. It would be very inefficient; fun for some no doubt but the gains would be very slow.

    This is not a mojo only opinion- theres an ongoing thread @ reddit and the official forums in reagrds to this issue. Its an odd one.

    the way to steer a zerg is to pick people out of it slowly. /team your movements and coordinate with other thinkers. You will notice the mouth breathers start to follow the thinkers as the thinkers begin to win and talk about how they are winning. This follows @anon the felon 's thought-when the thinkers get followers its not the zerg, its Blanks crew or its PTX's scouts or it those other 'thinkers' hitting an objective. Not 40 zerglings crashing into the first towers gates over and over.

    mojojoeo on
    Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
  • GriswoldGriswold that's rough, buddyRegistered User regular
    edited September 2012
    Vorpal wrote: »
    Badwrong wrote: »
    Griswold wrote: »
    Be prepared to die a bunch the first couple days. You have to get a feel for how to skirmish and how not to overextend in battle.

    Or roll a tanky healing/support guardian and just not give a fuck.

    Tell me more on how to do this.

    I hit 400 armor smithing last night, and made a suit of carrion exotics (power/vitality/condition damage) because ancient bones are literally 1/100th as expensive as the powerful blood.

    I'm not convinced that is the best stat loadout for pvp, but it should be fine for farming orr, where I tend to burn things a lot and hit things a lot.

    I am distressed how little HP I have even with a full set of level 80 exotic hp gear - like..12.8k. I hear people say things like "Oh the minimum for doing dungeons and not dying lots is 15k or so). How the hell do I get up there?

    I currently have MF jewelry, which I am totally willing to swap out for some better pvp oriented jewelry since MF does not seem to be particularly important in wuvwuv.

    What type of exotic armor/runes do you suggest for wuvwuv?

    Weaponwise...gosh I wish I had 3 weapon slots.

    Greatsword is great for the leap + pull.
    Scepter + torch is great for the ranged ability, the immobilize, and the burning.
    Staff is almost necessary for the speed boost, and the wall and might buffs can be game changers.

    Skillwise...I use the signet heal for the condition removal.
    Utility skills are always aegis, usually the teleport + burn target ability, and then juggle between hold the line, wall of reflection, stability skills based on what is going on.
    Elite is the healing tome, which is way better in wuvwuv than in spvp where someone always comes over and interrupts you. in wuvwuv you can stand in back and heal away.

    Next night though I am going to take tome of wrath and try to defend a keep with it :D

    I'm shocked that your HP is only 12.8k with a full set of Carrion exotics. Is guardian base HP really that low? My warrior has about 18k with no vita gear currently, and no points spent in the vita trait line.

    Are you actually squishy, or does it just seem that way based on your low HP? Try some 80 content and see if you feel that way or not.

    If you are, you could try slotting your armor with Superior Runes of the Dolyak. You can also try Knight's jewelry (power, prec, toughness).

    ---

    Mojo, I hadn't considered the loot drops aspect, and yeah, that's substantial. XP concerns me less because I'm 80, but yes, it's a good point too for anyone who isn't at level cap.

    It seems like a really tough issue to address, as it's currently balanced around tagging people for kills. Maybe an XP bonus for removing conditions on allies, similar to the XP bonus for revives? Or maybe they just need to raise the rewards for objective play and diminish the rewards for individual kills.

    Griswold on
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  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    shryke wrote: »
    Wall of Reflection is the greatest thing ever.

    That is all.

    Which one's Wall of Reflection? The guardian line thing that reflects projectiles?

    Cause I have that effect on my Focus Temporal Curtain that I rarely see anyone else play. Combined with Feedback, I can pretty much have everything in front of me be a reflecting field. So many white numbers.

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • XagarXagar Registered User regular
    Vorpal wrote: »
    Tell me more on how to do this.

    I hit 400 armor smithing last night, and made a suit of carrion exotics (power/vitality/condition damage) because ancient bones are literally 1/100th as expensive as the powerful blood.

    I'm not convinced that is the best stat loadout for pvp, but it should be fine for farming orr, where I tend to burn things a lot and hit things a lot.

    I am distressed how little HP I have even with a full set of level 80 exotic hp gear - like..12.8k. I hear people say things like "Oh the minimum for doing dungeons and not dying lots is 15k or so). How the hell do I get up there?

    You don't, basically. Welcome to the ele's world. You need to drop the MF jewelry (which is a good ~50% of your stats) and put vit/toughness/healing on literally every piece you wear to be reasonably tanky. Guardians do have a lot of armor and Signet of 10% Less Damage though.

  • ironzergironzerg Registered User regular
    Guardian base health is only 10k-ish, while Warrior base health is 18k-ish

  • BeltaineBeltaine BOO BOO DOO DE DOORegistered User regular
    Griswold wrote: »
    Beltaine wrote: »
    Also, in the grand scheme of wuvwuv, healing type support is not going to make a discernable difference. You have a mass of fighting going on. At best you could slot something that you use to give a mass of people a buff, but that should just be incidental to your attacking. Your best bet is to spec for defense/damage, watch your own ass and learn smart movement/evasion.

    I'm not sure that I agree with this statement wholesale. Just having support stuff to rally around (turrets, banners, wells) can turn the tide of a fight by subconsciously organizing your troops. In the same way that a single arrow cart, while it may not have enough firepower on its own to turn the tide of battle, gives people a central point on which to form a more cogent force.

    Also @Mojojoeo while you do miss out on a bunch of XP by playing defensively in a Zerg, you still get the karma/moneys from capturing objectives as long as you roll with the group when it's time to actually capture points.

    Let me clarify by saying I feel like specing for HEALING specifically is going to show negligible returns. If you can lay down combo fields and do things like mass speed boons, or mass stealth, etc... WHILE doing damage, then you will do well.

    XdDBi4F.jpg
    PSN: Beltaine-77 | Steam: beltane77 | Battle.net BadHaggis#1433
  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    3 explorables attempted, 3 sets of progress blocked by glitched NPCs.

    Welp!

    ...and of course, as always, Kill Hitler.
    unintentional
  • mojojoeomojojoeo A block off the park, living the dream.Registered User regular
    edited September 2012
    A filthy little secret in WvWvW for you lowbies- You see your lvl 80 big bro NICEguy down a dude. Go auto attack the downed player 3 times pre someone dunking him (you dont have to dunk just get auto attacks in) You get full credit when he gets dunked/ eventually is dps'd all the way out. free loot free xp. So you, know.... stay in the group.

    You are welcome.

    Another thing for lowbies... knocking someone off a cliff doesnt scale. If you are 1 or 80- They die either way. You can do this if they are up or even downed. And the xp and loot baggie spawn on you up top. Its like them mortal combat stage fatalities. Knockdowns are king of fun if you are good at it. Manos has a habit of catching runners and then punting them back into us. It makes me laugh every time.

    mojojoeo on
    Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
    Avynte
  • JoshmviiJoshmvii Registered User regular
    My guardian is in full exotic weapon/armor carrion(power/vitality/condition damage), and carrion jewelry(but only green quality), and I have 20,500 health. I also have 30 in the vitality tree, but that's only 3000 of the health. No way should you have only 12.8k in carrion gear.

  • HamHamJHamHamJ Registered User regular
    Does anyone have any of the Sylvari cultural daggers? Do they have any cool effects, because the preview does not make them seem very interesting?

    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
  • Just_Bri_ThanksJust_Bri_Thanks Seething with rage from a handbasket.Registered User, ClubPA regular
    On the topic of talking in teamspeak about random stuff: Can we make sure that organised events are not using a channel than can be confused for a general lobby to communicate in? It can be confusing when you just hop in to the server looking for someone to chat with and the first room you see has 10 people in it, and yet they are all involved in serious business.

    ...and when you are done with that; take a folding
    chair to Creation and then suplex the Void.
  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Beltaine wrote: »
    mojojoeo wrote: »
    cshadow42 wrote: »
    One thing I've been trying (futily) to do is to somehow tame, or at least channel the zerg. A couple nights ago I hopped on my engineer and tried playing a support (Invention traits) role for the zerg (healing folks, rezzing them, adding turrets to weak points in the zerg mass). Trying to support the zerg in the field was somewhat...pointless. The only nifty thing I discovered was that placing turrets directly against the wall (where the enemy on top can't see them) is fairly effective in getting a good rate of return on your turrets. Also, flamethrower turrets placed next to the gate, albiet risky, net some good returns on damage.

    The next tactic I tried in taming the zerg was in creating a fortification behind the main zerg mass so as to form a defensive position. I found a good defensive position on the middle island at the top of the stairs. By concentrating my turrets in one spot, and then going TF2 on them (spamming wrench repair), I did pretty well. I turned myself into an enemy pet meatgrinder, and I did pretty well in repeling any enemies that entered. I kept this up for around 10 minutes, before the enemy eventually swept in from the southern end, and I ended up being attacked from behind.

    I think several other people have tried taming the zerg, particularly with building arrow carts and ballista at defensive positions behind the main zerg mass. Have any NICE people tried taming the zerg? I was thinking if we had a dedicated zerg defensive team, maybe we could keep the zerg from swinging between the two towers, and get them to stay in one spot assaulting the towers.

    A guide as to the roles different classes/trait specs can play in wuvwuv would be great. Are healer engineers useful in the roving NICE bands, or should they be used for Zerg support? I played my mesmer last night, and I did a decent job in buffing the raid with my staff build. I have my 80 ranger, and he seems to do ok on the roving NICE band. I think I'm most interested in playing defense, as I have to multi-task often when I play (single parent to a toddler). Multi-tasking when going on the roving NICE bands usually ends up in me straying from the main herd and then getting culled :-p

    A few thoughts-

    1) "roles different classes/trait specs can play in wuvwuv would be great." This is asked often.... I'm not sure how to answer. When you say 'role' do you mean rangers = range dps, guardians are tough, warriors are deadly inclose, mesmers just dont want to die, and thieves are slippery and great run down a coward chasers..... etc etc?

    2) Support- You gain no xp, points, kharma nothing from playing defensively in a zerg. This may be an oversight by arena, but its true. healing does not get you tags on enemy players. You will have no gains this way. This is buffing healing supporting not 'defending a keep'. Its odd being helpful is not rewarded.

    Also, in the grand scheme of wuvwuv, healing type support is not going to make a discernable difference. You have a mass of fighting going on. At best you could slot something that you use to give a mass of people a buff, but that should just be incidental to your attacking. Your best bet is to spec for defense/damage, watch your own ass and learn smart movement/evasion.


    I think when people like me talk about WvW we're talking very much about what sort of abilities are brought to the group by the class and how that helps them in WvW:

    For example, thief is not good in sieges, the shortbow doesn't have the range to really be effective AOE without the thief getting gibbed.

    However, we're full of escapes and most thieve's are specced/innately good at murdering people in small numbers. This leaves thieves really good at scouting and raiding party style environments.

    Now naturally, end of is that scale wise 1 guy playing a more optimal role doesn't affect that much but I think it helps everyone to know what they specifically can *really* do well in WvWvW.

    Because at the end of the day a single mesmer using portals is nice, alot of mesmers all making use of that frankly incredible utility (and prehaps the easiest way to direct zergs, they like shiney organisation when they can see it) will undoubtedly help.

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Beltaine wrote: »
    mojojoeo wrote: »
    cshadow42 wrote: »
    One thing I've been trying (futily) to do is to somehow tame, or at least channel the zerg. A couple nights ago I hopped on my engineer and tried playing a support (Invention traits) role for the zerg (healing folks, rezzing them, adding turrets to weak points in the zerg mass). Trying to support the zerg in the field was somewhat...pointless. The only nifty thing I discovered was that placing turrets directly against the wall (where the enemy on top can't see them) is fairly effective in getting a good rate of return on your turrets. Also, flamethrower turrets placed next to the gate, albiet risky, net some good returns on damage.

    The next tactic I tried in taming the zerg was in creating a fortification behind the main zerg mass so as to form a defensive position. I found a good defensive position on the middle island at the top of the stairs. By concentrating my turrets in one spot, and then going TF2 on them (spamming wrench repair), I did pretty well. I turned myself into an enemy pet meatgrinder, and I did pretty well in repeling any enemies that entered. I kept this up for around 10 minutes, before the enemy eventually swept in from the southern end, and I ended up being attacked from behind.

    I think several other people have tried taming the zerg, particularly with building arrow carts and ballista at defensive positions behind the main zerg mass. Have any NICE people tried taming the zerg? I was thinking if we had a dedicated zerg defensive team, maybe we could keep the zerg from swinging between the two towers, and get them to stay in one spot assaulting the towers.

    A guide as to the roles different classes/trait specs can play in wuvwuv would be great. Are healer engineers useful in the roving NICE bands, or should they be used for Zerg support? I played my mesmer last night, and I did a decent job in buffing the raid with my staff build. I have my 80 ranger, and he seems to do ok on the roving NICE band. I think I'm most interested in playing defense, as I have to multi-task often when I play (single parent to a toddler). Multi-tasking when going on the roving NICE bands usually ends up in me straying from the main herd and then getting culled :-p

    A few thoughts-

    1) "roles different classes/trait specs can play in wuvwuv would be great." This is asked often.... I'm not sure how to answer. When you say 'role' do you mean rangers = range dps, guardians are tough, warriors are deadly inclose, mesmers just dont want to die, and thieves are slippery and great run down a coward chasers..... etc etc?

    2) Support- You gain no xp, points, kharma nothing from playing defensively in a zerg. This may be an oversight by arena, but its true. healing does not get you tags on enemy players. You will have no gains this way. This is buffing healing supporting not 'defending a keep'. Its odd being helpful is not rewarded.

    Also, in the grand scheme of wuvwuv, healing type support is not going to make a discernable difference. You have a mass of fighting going on. At best you could slot something that you use to give a mass of people a buff, but that should just be incidental to your attacking. Your best bet is to spec for defense/damage, watch your own ass and learn smart movement/evasion.


    I think when people like me talk about WvW we're talking very much about what sort of abilities are brought to the group by the class and how that helps them in WvW:

    For example, thief is not good in sieges, the shortbow doesn't have the range to really be effective AOE without the thief getting gibbed.

    However, we're full of escapes and most thieve's are specced/innately good at murdering people in small numbers. This leaves thieves really good at scouting and raiding party style environments.

    Now naturally, end of is that scale wise 1 guy playing a more optimal role doesn't affect that much but I think it helps everyone to know what they specifically can *really* do well in WvWvW.

    Because at the end of the day a single mesmer using portals is nice, alot of mesmers all making use of that frankly incredible utility (and prehaps the easiest way to direct zergs, they like shiney organisation when they can see it) will undoubtedly help.

  • VorpalVorpal Registered User regular
    Joshmvii wrote: »
    My guardian is in full exotic weapon/armor carrion(power/vitality/condition damage), and carrion jewelry(but only green quality), and I have 20,500 health. I also have 30 in the vitality tree, but that's only 3000 of the health. No way should you have only 12.8k in carrion gear.

    Interesting. Take away the 3000 from vitality (which I do not think I have?) and that's still 17k ish. I'm at almost 13k. Is swapping over jewelry from power/prec/MF to vitality going to get me 4k more health?

    What do you put in your jewelry slots?

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  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    My monthly "get this much XP for not dying" quest is the last thing I have to do. But the counter keeps ceasing to go up, despite me having not died. What the hell. I also take it there's still no room in NICE? I guess I need to download teamspeak.

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  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    @SniperGuy

    You used to have to get the XP w/o dying achievement all in one zone. I don't know if they patched it, but that was the usual cause of progress slowing on it.

    ...and of course, as always, Kill Hitler.
  • BremenBremen Registered User regular
    SniperGuy wrote: »
    My monthly "get this much XP for not dying" quest is the last thing I have to do. But the counter keeps ceasing to go up, despite me having not died. What the hell. I also take it there's still no room in NICE? I guess I need to download teamspeak.

    It resets if you zone or log.

  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    edited September 2012
    Bremen wrote: »
    SniperGuy wrote: »
    My monthly "get this much XP for not dying" quest is the last thing I have to do. But the counter keeps ceasing to go up, despite me having not died. What the hell. I also take it there's still no room in NICE? I guess I need to download teamspeak.

    It resets if you zone or log.

    Wat. So uh, I need to just get to a higher level and bust out an entire zone I guess?

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  • DelphinidaesDelphinidaes FFXIV: Delphi Kisaragi Registered User regular
    SniperGuy wrote: »
    Bremen wrote: »
    SniperGuy wrote: »
    My monthly "get this much XP for not dying" quest is the last thing I have to do. But the counter keeps ceasing to go up, despite me having not died. What the hell. I also take it there's still no room in NICE? I guess I need to download teamspeak.

    It resets if you zone or log.

    Wat. So uh, I need to just get to a higher level and bust out an entire zone I guess?

    Do a bunch of crafting, bust out high level zone events, or do a couple hours of productive WvW without dying (my personal favorite)

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  • Who-PsydWho-Psyd Registered User regular
    Bethryn wrote: »
    @SniperGuy

    You used to have to get the XP w/o dying achievement all in one zone. I don't know if they patched it, but that was the usual cause of progress slowing on it.
    All in one zone without ever using a Waypoint, at all ever.

  • ArdorArdor Registered User regular
    Vorpal wrote: »
    Joshmvii wrote: »
    My guardian is in full exotic weapon/armor carrion(power/vitality/condition damage), and carrion jewelry(but only green quality), and I have 20,500 health. I also have 30 in the vitality tree, but that's only 3000 of the health. No way should you have only 12.8k in carrion gear.

    Interesting. Take away the 3000 from vitality (which I do not think I have?) and that's still 17k ish. I'm at almost 13k. Is swapping over jewelry from power/prec/MF to vitality going to get me 4k more health?

    What do you put in your jewelry slots?

    Part of the reason for this, all items at high enough levels, have 3 stats. One being the primary stat while the others are secondary. In all MF gear, the MF is the primary stat, which is how you're losing out on a lot of stat potential.

    Looking at exotic heavy armor, you should be getting the following, not including upgrades.
    224 power
    315 condition damage
    224 vitality

    Looking at exotic lv 80 jewelry, this is what you are getting now with opal MF jewlery, not including upgrades:
    240 power
    240 precision

    Here's what you could be getting if you went for exotic chrysocola, not including upgrades:
    240 power
    336 condition damage
    240 vitality

    So at minimum, you're missing out on 2400 HP by using the MF gear. Jewelry makes up roughly 52% of your total stat gains, not counting upgrades or weapons.

  • ArdorArdor Registered User regular
    SniperGuy wrote: »
    My monthly "get this much XP for not dying" quest is the last thing I have to do. But the counter keeps ceasing to go up, despite me having not died. What the hell. I also take it there's still no room in NICE? I guess I need to download teamspeak.

    Anectdotal evidence here. I believe the counter stops at the highest point you've made without dying, so it never resets. When it stops moving, sometimes it is because you zoned, used a waypoint, died or logged out as several have pointed out.

    I got mine by crafting. You're in the same zone and exp gains from crafting can be pretty substantial in later levels, since the exp gained is based upon your current level.

  • VorpalVorpal Registered User regular
    Thanks Ardor. Looks like upgrading my orr farming jewelry set to a rvr capable set is going to be high on my priority.

    Is there any jewelry that is power/vit/toughness?

    Though with their armor guardians have pretty decent 'toughness' already. And of course, about a million ways to provide protection.

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  • VorpalVorpal Registered User regular
    SniperGuy wrote: »
    My monthly "get this much XP for not dying" quest is the last thing I have to do. But the counter keeps ceasing to go up, despite me having not died. What the hell. I also take it there's still no room in NICE? I guess I need to download teamspeak.

    Can't zone or waypoint or die.

    I got mine from about two levels of crafting somewhere about level 65, I think.

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  • DarkewolfeDarkewolfe Registered User regular
    Ardor wrote: »
    SniperGuy wrote: »
    My monthly "get this much XP for not dying" quest is the last thing I have to do. But the counter keeps ceasing to go up, despite me having not died. What the hell. I also take it there's still no room in NICE? I guess I need to download teamspeak.

    Anectdotal evidence here. I believe the counter stops at the highest point you've made without dying, so it never resets. When it stops moving, sometimes it is because you zoned, used a waypoint, died or logged out as several have pointed out.

    I got mine by crafting. You're in the same zone and exp gains from crafting can be pretty substantial in later levels, since the exp gained is based upon your current level.

    Everything here is correct.

    The easiest way to do it is to find a zone at the highest level where you can safely play and that has a crafting station if possible, try to catch a wave of events, grind out most of the zone's hearts, then craft to finish.

    What is this I don't even.
  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    Firstoff!

    I understand that in TS I am often a rambly asshole, even though I usually only stick to genchat (I was in Wuvwuv ONCE, when the server went down). If I am being annoying/distracting, feel free to be like "Seraph, cool it"

    (but don't be a dick about it, that will just make me mad, and you don't want me angry)

    Second...

    Who else saw the Zero Punctuation review today? I think he had some good points, though I had to roll my eyes at him picking a human. Why the hell does everyone roll human first? For god's sake, roll a Charr or something actually interesting. Humans are the most vanilla of the vanilla and all their storylines are boring as shit. I also feel that his criticism re: the plot is mitigated with a lot of the other storylines. I think the Charr storyline does the best at making you feel like A Hero Is You, what with gathering your warband together. THAT makes you feel like a leader, and like someone special.

    Though he has a point, and what with Shiny Tree Jesus showing up later, I guess technically you aren't the hero at all :\

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  • cshadow42cshadow42 Registered User regular
    Example for thieves role in wuvwuv:
    How well can Thieves pull people down from atop walls? When sieging a fortification, should their role be as pullers, and then let other people in a coordinated group kill the downed enemy? Can any other classes pull people from atop walls?
    Should Thieves be looking to head off reinforcements? If you have some thieves picking off the singles as they try to get back to a tower, you can help in generally whittling away the enemy. So thieves shouldn't be in the midst of the melee, trying to do damage to the gate, but rather hunting on the outskirts.
    Where is a good hunting area for thieves to pick off stray enemy players in wuvwuv? Should they roam alone, or coordinate with other players? What are good hunting traits/skills?

    I seem to recall that some enemy players were able to get on top of the walls during a siege, before the gate was breached. How are they doing this? Or are players from on top pulling the enemy to them?

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