Guild Wars 2 Catch All

My ranger has all the prestige pets from the HoM. He uses the white raven mostly (although, I haven't played him too much). I'll sometimes bring out the mini pets in town.

And I just used the HoM to get skins for my mesmer's greatsword and staff because the current ones they had were boring.

Can someone give me some help with WvW?

I tried it for the first time last night and it seemed it was just a zerged be zerged kind of thing? Am I wrong with this?

Plus I have no idea how I can contribute to WvW other than hitting my auto attack occasionally. We were running around in a group trying unsuccessfully to take stuff, and I did not see opportunities where my characters skills could really be put to use (I am a necro) characters did not stay alive long enough for my debuffs and DoT's to really take effect (see zerg comment). My pets were mostly useless (see zerg again). I tried something similar to my dungeon running Well focused support build, but It was hard to know who needed my wells at any particular time (unlike a dungeon).

How can I contribute in a way that is more meaningful? If I can feel that then I can feel more like I am having fun in WvW.

It took me quite a few sessions before I "got" WvW and started to have fun.

A lot of it, especially early on, will be just following zergs around getting a feel for the maps, and how to judge the ebb and flow of battles.

Even once you find your WvW sweet spot build-wise, it won't have that big an impact on your effectiveness till you wrap your head around the meta game.. often times it's less about being the best than about being in the right place at the right time.. and knowing exactly when things are about to flip and become the wrong place for that given time.

We usually try to have a guild group going on Saturday nights but it's been a bit dependent on the matchups(and of course this week everyone has been focused on Halloween stuff). That said I usually try to pop in for an hour each night.

As for Build advice, I've mostly played with Necro and what I recommend is Spectral Grasp (to pull ppl out of zergs and off walls) as well as conditions, especially Chill. Staff is a must but there's some flexibility on your second set, I use Scepter/Focus.

lastly: among your skills and traits, be sure to get at least a 10% passive speed buff that's active at all times.

The thing I've noticed about WvW is that it's about the group, and helping that group. Zerging right now is one of the more effective tactics, especially if someone can aim them at something correctly, but they're a bit dumb and less effective otherwise, I've seen some just keep banging away at something they're not going to achieve for example. There are usually a few other groups running around besides from the zerg(s) and you can help take smaller objectives. Keeping an eye out for enemy movements is always useful, keeping yourself in supplies (from a supply camp preferably) to build siege when it goes up. If you don't feel like buying siege equipment with your money or badges, you can do the jumping puzzles or complete the map to get a few that'll help the team.

Something I was talking about a few pages back is how there's little tangible reward for hanging back and defending, or investing time/money into upgrades and making sure you keep your territory, valuable but boring. It's almost as though forts need a little renown heart to get people to contribute and a little pocket money and a pat on the back for doing it. The game does seem more balanced around a constantly changing map rather than turtling and stalemate, so it's inevitable that what gets built up will get knocked down.

GrandmaFunk wrote:

Even once you find your WvW sweet spot build-wise, it won't have that big an impact on your effectiveness till you wrap your head around the meta game.. often times it's less about being the best than about being in the right place at the right time.. and knowing exactly when things are about to flip and become the wrong place for that given time.

I think that's pretty key from my small exposure to Wv3. Watching well-coordinated guilds work to control a map is quite interesting and has really helped me understand a bit what it takes to do well. As an individual the best thing you can do is figure out a build that keeps you alive against other player's PvP abilities, which is likely quite different than your Wv3 loadout. As an engineer I've been going with lots of immobilization and condition removal in Wv3.

Look on the map and see if there are any commanders around (represented by blue diamonds on the map). Follow them around for awhile, odds are they are coordinating a bit with others. That's what I've been doing and it has made my Wv3 experience much more enjoyable. Yeah, I'm just a pawn but it's fun when you see the plan unfolding and working, or failing and starting to get why it failed.

One thing to do is see if your world has any central forums or voice comms set up, and join in if they do. Mine has you register and get verified in-game to have a bit of protection against spying.

New monthlies are up, and it looks like I'm going to have to do more dungeons.

Tenebrous wrote:

Can someone give me some help with WvW?

I tried it for the first time last night and it seemed it was just a zerged be zerged kind of thing? Am I wrong with this?

Plus I have no idea how I can contribute to WvW other than hitting my auto attack occasionally. We were running around in a group trying unsuccessfully to take stuff, and I did not see opportunities where my characters skills could really be put to use (I am a necro) characters did not stay alive long enough for my debuffs and DoT's to really take effect (see zerg comment). My pets were mostly useless (see zerg again). I tried something similar to my dungeon running Well focused support build, but It was hard to know who needed my wells at any particular time (unlike a dungeon).

How can I contribute in a way that is more meaningful? If I can feel that then I can feel more like I am having fun in WvW.

You'll probably have to change things around a little bit until you find a play style that is fun for you. As you've said pets don't work very well in WvW.

When it comes to "zerg or be zerged", I think it depends on the server, timezone, if you're alone or with a guild, and even which borderland you're fighting in. There's a lot of factors. You can be effective and have a lot of fun in smaller groups as well. My server usually has a couple of commanders leading main and secondary forces around, and a lot of attention is paid to securing supply and reinforcing positions. Plenty to do and everybody can contribute meaningfully. At other times it's more or less dead and nothing is happening.

In general, I would take care not to get caught into a mindless zerg. Typically that's people fighting at the spawn point or in front of a keep without laying any real siege or such. It doesn't accomplish anything and more often than not ends in a "clean up" session from a larger or more organized force.

Here's how I currently play my necro in WvW (around lvl 40), it might give you a few ideas.

Because I can't do much damage at this point (low level equipment and lack of traits), I'm focusing on CC and condition damage. I'm using Staff/sceptre+warhorn (might switch sceptre to axe at 80), and my skills of choice are :

- Spectral grasp : pulling people from the battlements is always a good laugh. In the open field you can use it to pull ranged characters towards your allies, or in a small skirmish, as an interrupt (but it's slow and can't really be timed). I also use it on people who focus fire on me : being pushed forward often freaks them out and makes them run away. If they don't run by themselves, swap to death shroud and fear them for the same effect.
All that being said, I might switch to Blood is power at level 80 to deal more damage.
- Epidemic : spreads all conditions to neighbouring targets (5 targets cap, but it's typically more than enough). Short cooldown. Bread and butter WvW skill. Also helps to "tag" all the NPCs when among a zerg taking a tower.
- Spectral walk : To move around quickly (helps recharging DS as well).

- I use the flesh golem as the elite currently, but I'll probably switch to Lich Form at 80. The flesh golem has a charge attack on a 40s cooldown that interrupts and knocks down everything in its path.

My play style is to make thieves as miserable as possible. Put down AOE fear when they try to stealth-stomp somebody. Fear them as they get low on health to prevent them from using any ability so that they can be finished off. When desperate, use the flesh golem linebacker attack.

I'd advise not to specialize too much into "direct" support. Stopping an ally from getting finished off (for example) can turn the fight around and is just as valuable as a buff. Also, from what I've seen of the necromancer so far, taking into account the ranged damage and the survivability that Death Shroud provides, I would suggest to try so-called glass canon builds and equipment.

Finally, if you're looking for fresh ideas, a look at the official forum doesn't hurt. Amidst the whining you'll see some people posting builds that you can draw inspiration from.

I think the comment about the borderlands is a good one. Remember that there are 4 maps which are very likely to be in different states. I've often seen commanders tell people to grab supplies and switch map to go for a few precision strikes where it's quiet. There can be a fair amount of psychological warfare involved, with playing the systems where sometimes you might want to attack in a way to put orange swords on the map, and other times you might want just rams working on a door (no player attacks) to avoid notifying defenders. I think watching and participating in chat is probably the most useful tool in wvw.

Yeah, definitely keep an eye on the chat. The most fun I've had though is running around with 1 or 2 other people killing caravans and taking Supply Camps. You just need to keep a very close eye out for other players. If an enemy shows it's 'better part of valour' time.

Also keep in mind the graphic culling issue: zergs on the monitor may be larger than they appear.

Scartched, what is the new monthly requirement?

Did anyone get any of the Halloween rares? The Ghastly Grinning Shield looks awesome but was 50G the last time I checked. I did get a light armor head piece of Mad King armor to go along with my slippers, but as my necro is only level 6 it will be awhile before she can wear them.

Two of the monthly tracks are currently hidden, the other two are WvW kills and Dungeon runs.

The only rare pieces I got were a heavy helmet and hands and the light chest piece of the Mad King along with a 400 weaponsmith skill sigil recipe and a 200 skill recipe. I was really hoping for at least a weapon skin but I never saw any of those.

I just got to armorsmith 400 and from taking a look at the exotic set you can make and the requirements, and there is certainly a prestige markup at that point. Even then, I'd consider just buying a box of armor from the TP than making it myself. I'm really not feeling the big draw to max any more trades right now beyond that it's there to do. There's nothing exclusive to it (that I wouldn't mind working towards), and I'm not sure what's on the horizon for it, so I'm pondering just liquidating the materials I gather from now on if that's more valuable than doing the crafting yourself.

I learned last night that GW2 is on GMT. I got on at 9 to finish my monthly... which I had worked all month for... and discovered it ended 3 hours previous.

ya, there's a weird discrepancy between the roll-over time for dailies vs monthlies.

November content: The Lost Shores

Something stirs in the Sea of Sorrows…

Unravel a mystery of monstrous proportions in The Lost Shores, a massive one-time world event that will change Tyria forever!

I'm guessing the 4 islands and patch of water east of The Grove/Caledon, west of Sparkfly Fen, leaving the area north of that for the tengu.

And they've got a space teasing December content.

240MB or so patch:

Holiday

Halloween has come and gone. You put Mad King Thorn back in his place with as much skill and enthusiasm as we’d hoped. We on the Halloween Team would like to thank you for participating with such gusto. It did our hearts good to know so many of you were enjoying the pumpkins of our labors (so to speak). Thank you!

Unfortunately, Hurricane Sandy has made these past few days very hard for some of our players on the east coast of the United States. We would like to extend our condolences to all those affected by the storm. We recognize that because of power failures and the general situation, many players have been unable to meet Mad King Thorn in Lion’s Arch. One of the fake Mad King Thorn actors has decided to stick around until 11/15 to ensure that those who couldn’t play due to the storms still receive the “Attend the Party” achievement. If you missed the final event, you will be able to speak to him at the Grand Piazza in Lion’s Arch and receive both your achievement and a Halloween hat.

The Mad King is gone, and he has taken his chest with him. The Mad King Chest can no longer be created.

Paid SPvP Tournaments
In addition to free sPvP tournaments, you can now play in paid sPvP tournaments! You can join them by going to the Heart of the Mists (using the crossed-swords icon in your quick-launch icons) and speak to the Tournament Master. You will need Tournament Tickets to play, which you can get through reward chests or the Gem Store! To see more info on the rewards for paid tournaments, look here.

WvW

Closed a number of exploits that inappropriately allowed access to keeps.
Orbs of power have been removed from WvW to address hacking and balance issues. They tended to strengthen teams already in the lead and were irresistible targets for hackers and cheaters, both of which could have an unfortunately large impact on any given WvW game. Orbs or some similar mechanic may return in the future, but only if we’re confident that they won’t create similar issues.

Personal Story

“The Battle of Fort Trinity”—Fixed a bug that could prevent progress on the “Defend the gate” objective.

Dungeons
Sorrow’s Embrace

Fergg’s Chain: The Grenadiers found a way back into the ranks. We have now adjusted their numbers to match. Waves have been adjusted to have a more reasonable spawn time.

Caudecus’s Manor

Story Chain: Fixed an issue that could prevent Separatist guards from spawning properly.

Reminder
On October 22nd, we added new minidungeons, jumping puzzles, and events to several areas.

Mount Maelstrom—A jumping puzzle has been added.
Fireheart Rise—A minidungeon has been added.
Dredgehaunt Cliffs—A minidungeon has been added.
Various Maps—Modus Sceleris events now appear in several maps.
There is a skritt burglar on the loose in Tyria! Adventurers that encounter this thieving rodent are encouraged to confiscate whatever loot they can shake out of her.

There's also little new things in LA, which I guess is the build up to the lost shores.

Underwater dungeon please! And don't make me wait until level 80 to enter it =P

fangblackbone wrote:

Underwater dungeon please! And don't make me wait until level 80 to enter it =P

Please please no. Please....... I hates underwater. (and based on many many pugs, most other people do as well)

They've said the new zone isn't that big, it's one island and everyone gets put up to 80 while you're there. They are trying something new with the dungeon, in that it keeps getting harder the further you get in. I'm also less sure about the location seeing as there's a new asura gate and boats.

Good. That 'defent the gate' bug was tripping me up proper.

fangblackbone wrote:

Underwater dungeon please! And don't make me wait until level 80 to enter it =P

Try Heart of the Wave - explorable path 2 and 3. Both have significant water combat portions.

mooosicle wrote:
fangblackbone wrote:

Underwater dungeon please! And don't make me wait until level 80 to enter it =P

Try Heart of the Wave - explorable path 2 and 3. Both have significant water combat portions.

It's Honor of the Waves, and while it's not an 80-level dungeon, it's awfully close at 76. Since you're talking about the explorable version, it's level 80.

Cobble wrote:
fangblackbone wrote:

Underwater dungeon please! And don't make me wait until level 80 to enter it =P

Please please no. Please....... I hates underwater. (and based on many many pugs, most other people do as well)

Water combat is bugged to hell, especially when fighting in caves. Mobs/allies get stuck in walls frequently. Ugh. I hate when I'm forced to go into the water in GW2, even if the concept is sound.

AndrewA wrote:
Cobble wrote:
fangblackbone wrote:

Underwater dungeon please! And don't make me wait until level 80 to enter it =P

Please please no. Please....... I hates underwater. (and based on many many pugs, most other people do as well)

Water combat is bugged to hell, especially when fighting in caves. Mobs/allies get stuck in walls frequently. Ugh. I hate when I'm forced to go into the water in GW2, even if the concept is sound.

If I'm going to have an enemy go invulnerable, regen all it's health, wander back to it's default position, then re-aggro and attack me, it's when I'm underwater.

Underwater combat is something I want to see them do something interesting with, at the moment it's just, there.

Still, it's better than just having the same set of skills as on land somehow work underwater, and better than not having it at all.

I got my first exotic out of the mystic forge. If anyone wants a con/pre/vit hammer I am putting it in the guild bank.

I wish I'd realised earlier what brilliant fun the Engineer class is. My Asura is level 12, has turrets, a flamethrower, grenades, and rocket boots!