Sep 04, 2008, 01:29 AM // 01:29
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#81
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Jungle Guide
Join Date: Mar 2006
Location: Sitting in the guildhall, watching the wallows frolic.
Guild: Trinity of the ascended [SMS]+[Koss]+[TAM]=[ToA]
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DoA..
I NEED moar crap greens from the Gloom section..><
Now Foundry...that's a rush!
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Sep 04, 2008, 02:00 AM // 02:00
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#82
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Wilds Pathfinder
Join Date: May 2008
Location: Volterra, Italy
Profession: A/
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THat picture was drawn with style
I've done DoA once(no ursan) it took a HELL of a long ass time. Haven't been there for a while...empty=not good. definitely don't blame UB nerf though
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Sep 04, 2008, 02:18 AM // 02:18
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#83
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by SpotJorge
RoF its empty
South Shiverpeaks its empty ... not even the bots are there anymore
DoA its empty
ToA its empty
Umbral grotto for slaver its with 1/10 of normal people
Tombs + Urgoz + Deep are dead
Factions its empty in all outposts
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Even when Ursan was at its peak there was what, 3 districts in American? When Guild Wars came out there were something like 10 districts in International and American for Tombs pretty much all the time. This would've been at a time when the player base was a lot smaller, and you were limited in the regions you could travel to.
Nowadays you have three campaigns to explore and the expansion. Players can travel to different regions to group, guilds are more established, and friend's lists too. People are far too spread out because there is more to do, and with titles/hall of monuments, there is more motivation to do something besides farm. FoW and UW are no longer limited to one region at a time, meaning there is no sense of urgency like before. Even when DoA was new there wasn't a huge flood of players, despite the larger player base at the time.
Newer games will draw players away, knowing there would be no new content after EOTN would certainly divert veterans elsewhere too. Skill balances are just one of many factors.
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Sep 04, 2008, 10:30 PM // 22:30
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#84
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Wilds Pathfinder
Join Date: Jan 2007
Location: the Netherlands
Profession: W/Mo
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Quote:
Originally Posted by Racthoh
Even when Ursan was at its peak there was what, 3 districts in American? When Guild Wars came out there were something like 10 districts in International and American for Tombs pretty much all the time. This would've been at a time when the player base was a lot smaller, and you were limited in the regions you could travel to.
Nowadays you have three campaigns to explore and the expansion. Players can travel to different regions to group, guilds are more established, and friend's lists too. People are far too spread out because there is more to do, and with titles/hall of monuments, there is more motivation to do something besides farm. FoW and UW are no longer limited to one region at a time, meaning there is no sense of urgency like before. Even when DoA was new there wasn't a huge flood of players, despite the larger player base at the time.
Newer games will draw players away, knowing there would be no new content after EOTN would certainly divert veterans elsewhere too. Skill balances are just one of many factors.
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True enough. I suppose there are still new players coming in but all the more elite area's are dead as can be. Even on a good day it still is struggle to get groups into FoW or UW. I never liked Ursan but it did make for more groups for as long as it lasted. We did some runs and after the 2nd run I was already bored with Ursan groups (I was monk btw), but I just stuck with it and it did get me a couple of tormented weapons and such. Perhaps it is time for another game as you say...
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Sep 05, 2008, 05:30 PM // 17:30
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#85
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Jungle Guide
Join Date: Jun 2006
Location: Urgoz Warren
Guild: Legion of Doom [LOD] Home of PWNZILLA http://PWNZILLA.guildlaunch.com
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Yes people still do DoA. This is what we did just last night:
But DoA now is an elite area as it was meant to be. Instead of everyone and their dog just rolling thru it, now it takes skill and team coordination to finish, at least in HM full runs.
DoA was never meant to be for the "casual player", and now it is doing just that.
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Sep 05, 2008, 05:39 PM // 17:39
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#86
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Lion's Arch Merchant
Join Date: Oct 2006
Location: Minnesota
Guild: [OhNo]
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Quote:
Originally Posted by romeus petrus
Yes people still do DoA. This is what we did just last night:
But DoA now is an elite area as it was meant to be. Instead of everyone and their dog just rolling thru it, now it takes skill and team coordination to finish, at least in HM full runs.
DoA was never meant to be for the "casual player", and now it is doing just that.
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How many hours did it take, to both get a group and do all 4 quests in one sitting? What kind of team did you take? Did you use Ventrilo or TeamSpeak? Also did you complete Mallyx with the same team and team build?
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Sep 05, 2008, 06:50 PM // 18:50
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#87
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Jungle Guide
Join Date: Jun 2006
Location: Urgoz Warren
Guild: Legion of Doom [LOD] Home of PWNZILLA http://PWNZILLA.guildlaunch.com
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Quote:
Originally Posted by gerg-nad
How many hours did it take, to both get a group and do all 4 quests in one sitting? What kind of team did you take? Did you use Ventrilo or TeamSpeak? Also did you complete Mallyx with the same team and team build?
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We are not ready yet to share our build with the community, still finalizing a few rough edges. All I can say is it was a guild team and we used vent. The time is faster than old style ursan teams. As u can see from the minimap it was all four areas in one setting.
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Sep 06, 2008, 02:49 AM // 02:49
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#88
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Lion's Arch Merchant
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Quote:
Originally Posted by romeus petrus
Yes people still do DoA. This is what we did just last night:
But DoA now is an elite area as it was meant to be. Instead of everyone and their dog just rolling thru it, now it takes skill and team coordination to finish, at least in HM full runs.
DoA was never meant to be for the "casual player", and now it is doing just that.
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Quote:
Originally Posted by romeus petrus
We are not ready yet to share our build with the community, still finalizing a few rough edges. All I can say is it was a guild team and we used vent. The time is faster than old style ursan teams. As u can see from the minimap it was all four areas in one setting.
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okies....thx for creating another cookie cutter team build.....my prediction would be the holy trinity. i look forward to doing it with real people who ar not casual instead of my dog with vent or teamspeak.
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Sep 06, 2008, 09:02 AM // 09:02
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#89
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by psycore
blerk holy trinity...
I'll cheer when someone comes up with a team build that uses ALL the professions, that's something to talk about.
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Dragon Slash/SY warrior
BHA/Barrage ranger
Mind Blast/triple heat elementalist
Assassin's Promise curse necromancer
Divert Hexes + LoD/WoH monk backline
Splinter/Barrage ritualist
EA Mels/Dwayna Orders/Wind dervish
SY/Cruel paragon
Moebieus assassin
Expel Hexes mesmer
With consumables just about combination of cookie cutter builds will work. Vent is only necessary because hours of non-stop playing can be tiresome without chatter.
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Sep 06, 2008, 03:17 PM // 15:17
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#90
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Jungle Guide
Join Date: Jun 2006
Location: Urgoz Warren
Guild: Legion of Doom [LOD] Home of PWNZILLA http://PWNZILLA.guildlaunch.com
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Although in NM and in specific areas of DoA u can pretty much make any build work, especially with cons; but when it comes to HM full runs you have to be a little more picky about you team build; especially so if your going for a decent time to make it possible for your team/guild/alliance to do full HM runs on a semi daily basis.
Quote:
blerk holy trinity...
I'll cheer when someone comes up with a team build that uses ALL the professions, that's something to talk about.
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I don't know if you have tried the "holy trinity" build lately, but my understanding is that it takes way too long for a full run in HM, and that it is a little fragile in Foundry. We in LOD certainly haven't tried it for a bit over a year.
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Sep 07, 2008, 04:15 AM // 04:15
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#91
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Jungle Guide
Join Date: Jun 2006
Location: Urgoz Warren
Guild: Legion of Doom [LOD] Home of PWNZILLA http://PWNZILLA.guildlaunch.com
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Mallyx himself is a joke if u use the door glitch, even more so in NM. You can pretty much use any combination of profs to kill him.
Last edited by romeus petrus; Sep 07, 2008 at 06:12 PM // 18:12..
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Sep 08, 2008, 07:15 PM // 19:15
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#92
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Lion's Arch Merchant
Join Date: Oct 2006
Location: Minnesota
Guild: [OhNo]
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The screen shot of the run shows quite a high DP, for the Quad Run, which suggests some hairy moments.
HM is the trick as NM folks can do at least most of these even with some heros. Also it will be hard to beat HM times of 2.5 hours with Ursan for a quad run. I still think an Assassin Promise team could do well in HM, but there is no one even interested in trying. I guess I will just start selling items and arm braces from there as they may be less of them available, now that no one is doing it anymore.
Last edited by gerg-nad; Sep 08, 2008 at 07:19 PM // 19:19..
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Sep 09, 2008, 07:30 AM // 07:30
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#93
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Desert Nomad
Join Date: Oct 2006
Location: Defending Fort Aspenwood
Profession: E/
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Hm, I'm glad I completed DoA when Ursan was still running.
First when I just completed the Nightfall storyline I joined several PuGs for DoA which resulted in epic failures. (DoA was still at it's hardest, we were not prepared for it ==> wipe at first mob.)
It was pure by chance that I was at Gate of Anguish again to trade some gemstones when I was invited for an Ursan run. (Being Slayer of All) With the help of consumables we were able to complete all quests with relative ease.
I still think that we did not manage it because of Ursan, more because of the use of consumables. Therefore I'm quite interested to see the results of a balanced normal group with the use of consumables. I think it can outperform the old Ursan by ease. Ursan was not that good, only very easy to use.
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Sep 12, 2008, 01:20 AM // 01:20
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#94
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Forge Runner
Join Date: Jan 2006
Location: On Earth
Profession: W/P
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Don't have the time for DoA anymore. Not as easy to form a half decent group let alone a good one. My guild sucks. I tried other guilds and they sucked too. Since the majority of players are bad it's hard to find a good guild let alone a good guild in my time zone. If everyone took the advice of "getting a good guild", it is mathematically impossible to cram them all into the few good guilds that do exist. Even if I do manage to gather a bunch of misfits together for a DoA run it's still gonna take ages to complete a map let alone a full run. Keeping in mind the majority of players are bad. Yes I agree 100% DoA is an "elite area" but good players get the short end of the stick if they don't have good guildies/friends to go with. Isn't DoA endgame content for people who have completed Nightfall? Thousands of people have beaten it by now. Where the hell are they?
Gonna go in-game and try another crack at forming a group for a full run. It's 6:30pm here and I'll be damned if I'm not at least 1/2 way done by 8pm. I have work tomorrow.
Last edited by byteme!; Sep 12, 2008 at 01:56 AM // 01:56..
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Sep 12, 2008, 01:22 PM // 13:22
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#95
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Jungle Guide
Join Date: Jun 2006
Location: Urgoz Warren
Guild: Legion of Doom [LOD] Home of PWNZILLA http://PWNZILLA.guildlaunch.com
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This is our 5th run this week:
Yes people still do DoA, even full runs in HM are still very possible. The difference now is that you have to actually know what you are doing before attempting an area like DoA. Now mind you for NM you dont even have to have a hardcore PvE guild behind you, all you need is 3 ppl with brains and heroes.
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Sep 12, 2008, 01:34 PM // 13:34
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#96
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Krytan Explorer
Join Date: May 2006
Location: Halfway between here and there
Guild: Advanced Technology [CCCP]
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That run took us about...3 and a half hours, I think, but we also messed up at several points, which probably added about 30-45 minutes to our run. But it was still awesome.
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Sep 12, 2008, 02:26 PM // 14:26
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#97
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Wilds Pathfinder
Join Date: Jun 2006
Guild: N/A
Profession: N/
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Also note that was first HM run post UA nerf, so we had to do some rez fishing a few times, plus a new bug was discovered we had to deal with.
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Sep 13, 2008, 01:09 PM // 13:09
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#98
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Jungle Guide
Join Date: Jun 2006
Location: Urgoz Warren
Guild: Legion of Doom [LOD] Home of PWNZILLA http://PWNZILLA.guildlaunch.com
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And a screen of last night's run, just a proof that even full HM runs are very possible on a daily basis if you know what you're doing. I was late to take the screen so 2 of our guys have left the party already.
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Sep 14, 2008, 04:44 PM // 16:44
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#99
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Jungle Guide
Join Date: Jun 2006
Location: Urgoz Warren
Guild: Legion of Doom [LOD] Home of PWNZILLA http://PWNZILLA.guildlaunch.com
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Just to give you an idea about the time frame; we didn't do a full run last night, but this is an average time for city HM:
And for City + Veil HM:
Mind you we were not actually going for speed, just cruising along..
Not only is DoA HM still possible, it is possible in a time frame faster than the old ursanway.
Last edited by romeus petrus; Sep 23, 2008 at 02:36 PM // 14:36..
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Sep 15, 2008, 04:02 AM // 04:02
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#100
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Ascalonian Squire
Join Date: Dec 2006
Location: Mad Town
Guild: Nice Insides [nice]
Profession: Mo/
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In response to the topic's name, I went to DoA earlier and this is what I saw:
Click Me
Pretty lonely place now, eh..
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