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Orimidu.9604

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  1. I do think it says a lot that the only story content that hasn't suck with my memory is EoD. I'm sure I've forgotten some of the details I mentioned in the above post, but that's my point--they're not as memorable.
  2. Guild Wars 2 is over a decade old now, and do you know what I would tell people about if I had to describe my memories of the story? I wouldn't describe my tea parties with Rama. I would be describing the unknown mysteries presented to us at the start. The dragons appeared. What is their origin? Why do they destroy everything in sight? Why did they wake up when they did? I would be describing the union of the races of Tyria to form The Pact and my role in it. I would be describing Trahearne and his role as my ally, guidance and friend (and vice versa). I would be describing the Knight of the Thorn postquest and my PC's unresolved grief over the loss of Trahearne. I would be describing Scarlet's sudden attack on the hub city Lion's Arch and how Dragon's Watch came to be, and then broke apart. I would be describing how Balthazar, fallen God of War, returned to Tyria to supplant our role in defeating the dragons. How we tricked a Lich's army into fighting on our side against him. I would be describing the epic fight against Kralkatorrik through an expansion and multiple living world episodes to discover at the end an even bigger mystery instead of answers. Look. End of Dragons resolved the dragon cycle, yes, but it left me feeling unfulfilled. The constant rise to climax we got over the years just kind of poofed. I barely remember the details, maybe more of that happened during the meta events for the zones. The Soo-Won meta event was probably the best part of EoD but it felt like the rest of the expansion didn't belong with it, in a way. I remember finishing the story and wanting more details. In Guild Wars 1, Cantha was its own story until Nightfall tied it all together in a spectacular fashion. That kind of storytelling let Cantha be its own thing, with its own culture and problems, without the bigger picture getting the spotlight. In EoD I got the feeling that Cantha was sort of being forced into the overarching story, and we were, for lack of a better metaphor, the uninvited Kool-Aid Man bursting through the Cantha wall.
  3. Hi, I play Tempest in WvW as a roamer and as a support for the large zergs. I am able to solo camps easily and with the addition of world ability points (~250 now) I am also able to solo select towers. My build is not optimal for WvW, but it means I don't have to change it when I switch to PvE. In the end I enjoy it and I'm satisfied with the results and that's what's important. https://gw2efficiency.com/c/Orimidu The DD Catalyst build is WIP since I don't have two Incinerators. I really didn't want to put in the effort to get another dagger with Trailblazer stats. The warhorn skills are also beneficial for a condi build. When it comes to duels against other players in WvW, it's a hit or miss. If I play my skills right and stun/interrupt my opponent's openers and also dodge AoE (looking at you, necro wells!) then I can usually win a duel. Regarding what someone else said, a specialty mouse will help a ton. I have a mouse with two side buttons which I have mapped to my elements. Button 1 for Fire, Button 2 for Earth, Alt+Button 1 for Water, Alt+Button 2 for Air.
  4. Played this meta a few times now. Some short thoughts: 1. The smaller events are meant to "teach" how the bigger events work. That's ok and all, but for example the prismatic crystals event that occurs between the saltspray champions and the colored crystals event just before the tower is not necessary. Players learn how the colored crystal event works through map preparation events. If this was cut out it would probably save about 10 minutes. 2. The Soo-Won fight itself is too reliant on rng. The boss doesn't allow much room for burn phases which are a necessity. When the breakbar comes up it never fails, but the breakbar rarely comes up as Soo-Won seems to choose the mouth attack too often, and running to the opposite side of the platform takes too long for a lot of players. In fact, I'd say roughly 1/6 of players will make it to the opposite end of the platform just in time for Soo-Won to do another mouth attack. I believe a relatively easy and rewarding coding fix would be to add bonus time to the Soo-Won fight based on how quickly previous stages of the meta are completed.
  5. Trailblazer Tempest open world/wvw hybrid player. I was immediately turned off by how clunky hammer felt even out of combat; I switched to dagger/focus for my run in a drm. I agree with all of the above that the spheres are useless. I tried casting that earth skill to gain barrier and it never worked because I either couldn't finish the cast, I was outside the well by the time it finished (trying to stay alive), or the sphere had run out of energy. Turn the F5 skill into channeling the spirit via always centering the field on the caster (encourages melee which you seem to want to do). Aside from that, hammer skills need less casting time for hammer to not be DOA.
  6. What kind of modem do you have and how many coax cables does it run through to connect to the outside box? A little over a month ago I used my modem's web page at 192.168.100.1 to find an upstream power issue (where the dBmv values were over 50 instead of the expected range 40-48; this meant the modem was having to output more power--and subsequently run hotter and eventually reboot itself due to overheating--just to push the upstream signals through to the ISP). This looked like packet loss when viewed in pingplotter, however the data was misinterpreted as an outside issue with AWS. In reality, AWS was not receiving a consistent amount of packets sent to the server before timing out. The culprit of high ping and resulting disconnects was a low-quality coax cable coupled to a second coax cable that finally got to a splitter, which then connected to the nearby utility pole. After moving my modem to a more direct connection (one good quality coax cable -> splitter -> utility pole), the problem went away.
  7. This looks like more of a defensive melee spec opposed to weaver which was more offensive melee. Some area control with elemental wells but clearly not suitable for facing ranged foes, who will of course simply escape the wells and fight from afar. Just because hammer is the new weapon though doesn't mean Catalyst will be awful. Weaver is actually pretty good on staff. As a trailblazer d/wh main I'm hopeful for some new play options with my current weapon set.
  8. I mean if you don't want to actively play and learn about wvw then why do you think you deserve its legendary armor?
  9. Looks to me like an easy fix that doesn't move heaven and earth to implement is add a +2 pip bonus for being in a squad (of at least 10 players). +1 for being in a party with all party members in a wvw map in the same world. Encourages participation with current commanders and formation of smaller parties to explore and complete minor tasks. If my math is right this would mean the average wvw player would only need 17 hours of playtime to meet the weekly cap.
  10. Okay let's do some math here. The following assumptions are made: -We already have all other materials we need to craft the legendary armor -We have a commander tag -We aren't afraid to use the commander tag when our world needs one -We are wvw rank 150-619 (bronze) -Our world is consistently in third or second place in each match -We completed the wood chest last week According to WvW Pips : Guild Wars 2 Calculator (limitlessfx.com) we'll need 24 hour and 10 minutes of constant tier 3 participation to earn the final diamond chest of the week and max out at 365 skirmish claim tickets. If we can commit to two hours a night for five days a week, we still need to come up with 14 hours on the weekend. Most players are unable to commit to this required time due to a full-time job and real-life responsibilities. Now let's assume we command a public squad with at least 10 players for an average of two hours in the week. You get 12 ticks in one hour of wvw. That's 72 extra pips. Now let's say we only play on Outnumbered maps. Forego the public squad pips and opt for the +5 bonus. If we can do that for two hours in the week we can get an extra 120 pips. Problem is this requires Outnumbered to exist on any given wvw map AND for us to keep porting around to find it. WvW Pips : Guild Wars 2 Calculator (limitlessfx.com) - With the above "Outnumbered buff only" strategy applied constantly, it only takes 12 hours to max our tickets for the week. If we stick with the latter strategy, we can easily play wvw for an hour or two each day per week and reach the diamond chest. But, and a big but, it's not fun. Who wants to try to roam and gank guards and camps with Outnumbered for 22 weeks? That's not even pretending to actually be involved in wvw.
  11. Hello, filthy casual here. I'm a dad and employed so I'm very, very casual. My playtime is not consistent but I'm always logged in at least once a week. Current motivation is WvW legendary armor, I've completed most PvE content aside from raids and fractals. Based on Jade Quarry server for WvW. My immediate guild interest is scribing and crafting WvW related things such as tactics and guild blueprints, since I command from time to time in WvW but don't have a guild yet to take advantage of these features. As a result on joining I would very much like to have WvW war chest privileges. If there's already a static squad in the guild or rules for this, please advise via ingame mail.
  12. Probably if skirmish claim tickets were tied to capturing objectives (increasing value from camps to keeps) there wouldn't be so many afk folks.
  13. The barrier buff was actually good when it was proc'd by every skill. Some players reached a huge barrier amount with it though and that was a no-go. Instead of nerfing the barrier to unnoticeable numbers it should have been given a ceiling. Maybe 2-5% of all elementalist players can actually play the class optimally in the current balance, and by that I mean actually reach close to golem benchmarks.
  14. These players take up a queue slot in wvw only to sit in a corner and autorun into a wall to avoid the afk timer. Since pips aren’t tied to participation higher than 3 it’s an easy and logical thing to do. Problem is it’s annoying to see when the server has an ongoing queue, these players become a waste of space. I know reporting them for botting isn’t the best option since they’re technically not botting, but this is still exploiting a workaround for the afk system.
  15. Do you have an end-goal in mind for WvW? "Just have fun and explore" is an answer, so if it's that then don't fret. If you own a commander tag, don't be afraid to use it to rally your fellow teammates. I'm a kitten squishy Trailblazer PvE tempest, but when I see there are players scattered around and I think we can get some stuff done if we come together, I'll tag up and start leading. Do I die a lot? Yes. Is it okay for the commander to die? Most of the time, yes. If you're at your objective and it's clear what your blob is supposed to be doing, then read the area and either waypoint to run back or wait for a rez. Most folks don't care what class the commander is as long as they're making good strategic decisions and getting people to rally. Rallied players = content, nobody really wants to stand around WvW and wait for a zerg to appear.
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