WvW buffs discussion
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You are not missing anything venn. WvW was unavalable for an hour or soo and it basicly became a xp farm. Like before when ppl let towers drop for the karma it's now gonna be with this xp (if you ask me that is). DsD let all the keeps on drakkar get fliped mayn times today for that xp :p. As for the buffs. What we need to do is specialise ppl for certain jobs. If you're gonna man siege a lot you need the siege dmg increase (goes for golems too). Imo heavy classes should lvl more siege dmg and less dmg from siege ( on defense they should man siege so they can do aoe on enemies; do more dmg, on offense they obviously man the rams and take lots of ac fire). For AOE classes proly less siege dmg and dunno what else. If we want ppl for ballis only we can lvl some in that, same wth canons. As far as supply goes. That takes a shit ton of lvls (+5 needs 300 lvls) and might want to lvl it last. For camp fliping chars we should get +dmg to guards and dmg reduction from them.mr. grumpy at your service
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What if we divide people into 3 classes:
siege users (that lvl siege dmg reduction/increase), people like yourself, so tanky players who know how to use siege
camp flippers (with the guard damage buffs), anyone with high damage as it is that likes to go camp flipping, I only want a minimum of these since the other buffs seem a lot more useful
supply carriers, who don't fall in the above categories
Or just have everyone level supply buffs?
edit: is it true engineers can now shoot grenades over gates??_________________________________
If you have to run, run forward -
Its really not all that great.
It's small boosts that, after all, wont effect that much, tough they said this wont be the last Abilities i most likely wont spend any of the points on the current abilities, because they are just not worth it.
What im interested more tho, since i couldnt play alot yesterday evening: what rank are you guys already and how quick did you get there?Confunda
Cruz Patronus
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I got to rank 5. And i can tell you that it isn't as easy as you think to lvl higher lvls.
lvl 1-4 1k xp
lvl 5 2k xp (you rank up to assaulter)
for lvl 6 i already need 5k xp
camps 75xp
towers 150xp
keeps 300xp
quaggans 75 xp
harpy/worm/warg 75 xp
Skritt/tamini 150 xp
dolyaks around 20 xp
with this lov xp gain and how much you need for lvl 6, you can imagine how hard it's gonna be to get lvl 300 for the +5 supplymr. grumpy at your service -
"Snow" wrote:
with this lov xp gain and how much you need for lvl 6, you can imagine how hard it's gonna be to get lvl 300 for the +5 supply
To elaborate: +1 supply costs 20 world rank points.
You must be level 20 to be able to afford it. That probably means you can max out several other things by the time you'd be able to get +1 supply. I must back Snow on this. It looked like potentially the best upgrade and turned out the worst. The top level gets you +5 (total of 15) which we can get by simply claiming a supply camp/tower/keep.
I will be focusing on farming XP and starting with less siege damage as I don't man it too often compared to sticking my peen into the cracks in their gates. Then maybe switch to more siege damage and then continue on maxing out the less dmg (depending on the total costs of the upgrades).Tal Emenar, Toru "Bruce Lee" Hikari
, Faoilternan
, kaspi for friends
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the thing with the less/more damage... its only 1% on the lowest goes up to 5% at the highest, also not that much of a big deal.
Of course more would be game-breaking but after all, nothing really seems worthwhile, on the other hand, that means i can continue leveling my alts with wvw without missing out anything important for now.Confunda
Cruz Patronus
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A Good Build For Roles
*Zerg Rushers*
Role: These are specialized in the art of grouping up, stacking buffs and keeping in line. As well as getting supplies from camps and staying with commanders. A commander can be tagged 'Zerg Commander' if needed, but I assume most will be doing this to begin with.
Tactics: Stay with commander, listen to commander, don't hit doors until commander says so, attack other zergs, take keeps, towers, and camps, build and man siege. Both defensive and offensive.
Advantages: Get experience, wipe other zergs for points, and if you're inexperienced in WvW this is an easy way to learn it.
Disadvantages: Many people don't stay with commanders, some people don't listen well, and pugs can ruin certain zerg tactics.
Advised Skills: Guard Killer, Guard Defense, Siege Damage, Siege Defense, Arrowcart Bonus
*Camp Flippers*
Role: A group of 5-10 (preferably 5) people who do not follow the zerg. Instead they attack camps and only camps. It doesn't matter if the camp is retaken, you get it back on the way back. Usually they go to other borderlands to do this. Your main role is to get points from the camps and disable supplies from reaching keeps and towers.
Tactics: Gather as a group of attack camps. If the camp supervisor has a buff, you move to the next camp. Move in a clockwise or counter-clockwise formation in camp flipping. Some quaggan camp flipping can be done as well (15 Pearls = Free Quaggan Camp).
Advantages: You gain plenty of event experience, and if in a group of 6-8, you can even level up lower level characters helping do this. You also get supplies much easier doing this and cut off enemy supplies.
Disadvantages: Being spotted by the enemy means they can intercept you and ruin your whole team with a zerg. You can also get defeated when more than one camp flipping party is out (From multiple servers). You also deter potential manpower from a zerg.
Advised Skills: Guard Killer, Guard Defense
*Havoc Squad*
Role: To cause 'havoc' and confuse the enemy. This specialized group does actions to pull enemy zergs away from points of interests. They are a specialized force of 5, no more no less, than know to survive and the goal isn't to capture, but to distract.
Tactics: The main tactic is to cap camps, quaggans, and hit doors on keeps/towers that are OPPOSITE of the allied zerg. This is to make the enemy's forces leave one point so they can enter another point, leaving them split and easier to defeat. If discovered, you do not face an enemy, but instead retreat when you can and split apart. You spread out and revive people on the way back or waypoint and start your job over again. Your role is distraction, not brute force.
Advantages: You can get some experience doing this, but it's more for experienced WvWers who know what to do. You can pull enemy forces from one point to another, even pulling them from an entire map to another if done right.
Disadvantages: You can die... Quite a bit in fact. If you are constantly on the move and not always taking camps or towers, you also count as lowering potential manpower, but 5 or less people is normally fine. You don't get to move as a group or get high kills, but you still help the server as a whole.
Advised Skills: Guard Killer, Mercenary Killer, Guard Defense
*Defensive Forces*
Role: Your main role is to defend towers and keeps, more specifically, keeps. You are taught how to use defensive siege such as arrow carts, mortars, oil, and cannons. You build siege and repair, you make sure the enemy takes as much time to take the tower/keep as possible, if they even do at all.
Tactics: Advisable to learn siege placement for defense, including counter trebs, counter catapults (This might be replaced by arrowcarts due to new range buffs), arrow cart placement, and so on. You repair whenever you need to, but do not take supplies to build without needing to (active siege taking place). You run supplies from the camps to the keep/tower to repair normally. You also order upgrades (you'll be rewarded for such) for the keeps/towers when it is applicable.
Advantages: Slowing the take-over of point building options such as keeps and towers. Preventing loss of land. Gaining experience for defending land, as well as helping the server as a whole by keeping the land.
Disadvantages: Can be incredibly boring, long waits, and painful when you actually do lose that land you invested in.
Advised Skills: Cannon Bonus, Ballista Bonus, Arrowcart Bonus, Siege Defense
*Commanders*
Role: If you've had no commander training, kindly get some. Your role is to lead zergs with your tag on. If you don't have your tag on, you're to lead other groups (Flippers, defenders, etc). Report to the higher ups if you need training with commanding.
Tactics: Words. Using your words can inspire or demoralize the server's zerg. It's wise to inspire them. NEVER give up hope. You tell them where they should go, what they should do, and if they don't listen, then do it with those who do. Main tactics involve stacking up your zerg, so they take less from AoE and can stack might, moving the zerg quickly, but not out running your zerg, and overall keeping a happy attitude, even towards other commanders. Also, don't lead your zerg off a cliff or into a horde of enemies you know will slaughter them... Know when to retreat.
Advantages: High experience gain from capping when successful. You can earn respect. You also get listened to, who doesn't like that?
Disadvantages: Failures are almost always pinned on you. People who don't listen can be frustrating. Incredibly stressful on your mind and your game wallet. You will be focus fire for some enemies due to your tag's 'buff' on your character.
Advised Skills: Siege Defense, Guard Defense
That's all I can think of for now... As for the point dump known as supply bonus... It's not worth it for now...
Don't hurt me ._.
Post was edited 1 time, last by “TheGentleman” ().
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First post and a great write up. I fancy that entrée!
My only grimes were the uselessness of some boosts (mercenary killer). Guard killer might be ok for havoc and flipping, but NPCs melt to a zerg.
From my experience, you would need more than 5 people to get the attention of an enemy zerg. Both DL and MS have single scouts to check if a tower/keep is contested and we never in my memory managed to pull their zerg away. Havoc is utility - supply capping for zerg to easily resupply, supply starving, ninja capping, point income.
I might not separate flipping and havoc. If you do havoc as a zerg support, you have basically do flipping, but with more tasks and different priorities. If you are on a map where there is no allied zerg, you basically keep doing the same things except you don't go out of your way to kill a dolyak going to enemy keep if it would risk getting more points for your server. While when havoc supporting, you would often sacrifice to prevent the resupplying of the keep.
Hmm. Now that I come to think of it, the separation of into two terms makes much more senseTal Emenar, Toru "Bruce Lee" Hikari
, Faoilternan
, kaspi for friends
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