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Improved Suggestion For PVE In Guild Wars 2

Suggestion is about updating PvE content, mainly “Zhaitan Campaing” (Same meaning as GW1 “Prophecies”, “Factions”, “Nightfall” and “EotN”, means specific content that came with each sold “box”), which suffers from what I call “Universal mob Design”, that consists about 90-99% of the mobs in GW2.

The release of Dry Top expanded mob variety to common mobs, while Southsun Cove introduced heavy boon using mobs. These are quite the exception from “Universal mob Design”…

Problem is not the skills being underpowered, game balance is different matter, the real problem is the mobs that don’t present targets for the “underpowered” skills.

I’ve played alot of Support and CC roles in PvE, basing on experience, and every time I was the “almost useless member of the group”.

Flaw of this “Universal mob Design”, is that mobs always have “High HP-Spike DMG-0 Armor”, are super slow (attack once every 2-5 seconds) and possess insignificant abilities.

Points on how the “Universal mob Design” reduces builds usefulness, other than DPS and DPS-support:

  • Conditions, while conditions deal damage through armor, but has a catch thatthe mob must actually stay alive during the combat for the conditions to deal damage, which they don’t, as berserkers and other Direct damage builds will kill in 1-2 seconds.

    Thus Conditions barely did little damage.
    Another problem is that this forces conditions to be used on stronger foes that don’t die super quick, mainly Champs and higher boss mobs, this will reduce the number of targets against which conditions could be used, to the Limited set of Targets.

  • Control, even if one can stop their foes from performing actions, what mobs have abilities that are best to stop, that is the Champs and higher ranks, since Veterans and Elites are “trash mobs”. Do note, problem isn’t fully on Unshakable and Defiance, it’s partly on the lack of abilities that mobs could use.
    Like Conditions, Control has very limited set of targets. Open PvE, Unshakable will make Hard Control effects useless, due to scale up and to prevent players from Stun-locking the mob (Still it’s an essential design, atleast with current designs). In dungeons, same problem of Limited set of Targets, as Veterans and Elites are “trash mobs” with insignificant abilities and pose very little threat.
  • Healing, healing has it’s uses, like to speed up recovery and to lower pressure on players and allow their own healing and other abilities the time to recharge without forcing them to retreat and stop dealing damage. Unfortunately, due to “Universal mob Design”, there’s never a mob that actually creates situation where additional healing could be useful, again the number of targets is limited toChamps and above, since “trash mobs” don’t possess abilities like Area Denial or DoT.
    Again, like Conditions and Control, the problem of Limited set of Targets, due to the large number of “trash mobs” in the mob roster.
  • Boon/Condition manipulation, these are here to turn battle over in user’s side favor, remove boons from foes, conditions from allies, convert boons, transfer conditions, steal boons and etc.
    Unfortunately, mobs that actually utilize conditions and boons with great effect, are Champs and above, again it’s Limited set of Targets.


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Posted by on September 9, 2014 in Guild Wars 2 Skill



Why The Hate Against Wvw Roamers In Spvp?

I believe that the hate comes from misunderstandings (as usual).

Firstly, roamers come to PvP unconsciously thinking that their solo skills are enough to help the team win. In fact, these skills do matter, but are not enough, as has been said by other posters – rotations, map awareness, node control are essential aspects to master as well. Being a former roamer myself, this is something I had to learn the hard way (and am still learning).

Note that any player proficient in one game mode thinks he’ll do reasonably well in other ones, even though there’s no basis for this. A WvW roamer might not be able to solo the Lupicus in under 6 minutes. A PvPer might not solo-take down a whole camp in 40 seconds.

Secondly, PvPers who have never done any roaming don’t really know what it’s about, and put in the the same bag than zerging (for those who do not know what solo-roaming is: you take enemy camps and protect your own, annihilate enemy roamers, protect or attack supply routes, contest enemy holdings, scout enemy movements, all of this coordinated with the strategies of the map commanders). It’s simply the standard whole community group hate coming from ignorance – and of course, every community is subject to this.

PVEers are not differentiated between Open World content, EotM, HL group dungeon, solo/duo dungeon. WvWers and not differentiated between zerging, solo/group roaming, optimized guild runs and GvG. PVPers are not differentiated between Conquest and… err… still looking (although we have some gw2 gold eu in some players’ initiatives, like 2v2s or 3v3s). Nevertheless, all these game sub-modes require different skills, some being pretty high level.

Just ignore the hate (might not be easy!), and keep an humble mind when playing. Just my 2c.

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Posted by on September 2, 2014 in Guild Wars 2 Skill