Talk:Quickening Terrain

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moved to User talk:24.63.0.170

Notes:[edit]

Skill recommendations for flaggers are terrible. "Fall Back!" is too long a recharge while Natural Stride is redundant since you already have Weapon of Warding, moreover both of these require speccing into which nets less benefits than keeping your spawning power high for Spirit Channeling. The meta run skill for flaggers has always been Dash since Spirit Channeling was buffed AND Dash only lasts 3 seconds, taking 30 damage for it is hardly game breaking and remains far superior to other alternatives.

Summary: hardly meta-shifting for flaggers. ZencowUser Ox rider Sig.png 03:35, 1 August 2011 (UTC)

However, for AB, Fall Back is good, especially on maps with Battle Cry boosting shrines. The heal will be useful for all allies within earshot.
On another note, though, on the offensive side, Shameful Fear would be great in certain circumstances, as it boosts the enemy's speed slightly and can put out around 30 dps including the Quickening Terrain effect. 97.107.103.46 03:59, 1 August 2011 (UTC)
FB was already good in AB. --71.236.62.138 19:26, 1 August 2011 (UTC)
Note, however, that if you are holding the flag or other item that slows your speed, you can use many speed boosts that would (like Natural Stride), under normal circumstances, cause you to take damage. Dash, on the other hand, boosts your speed enough to surpass that 15% mark, thus inflicting damage. So while it's "only 30 damage," it is 30 damage more than slower, but longer lasting, speed buffs while holding the flag. 97.107.103.46 19:41, 1 August 2011 (UTC)
[1.] Dash still nets faster movement speed, and as a flagger you do not want to fall behind on flags. The Recup you take with Spirit Channelling happens to ignore and damage accumulation on Dash (any damage gone 2 seconds after Dashing). [2.] If you specc into wilderness survival for natty stride then you gimp Spirit Channeling enough that it's not worth using. What else are you gonna use? Melandru's Resilience? That's terrible. [3a.] The other meta flagger: Icy Shackles/GolE Armor of Mist may be more frequent use when teams expect split when you want the snare or the popular invoke spike when party heals are less required. [3b.] But really, Natty Stride and Incoming!/Fallback Flaggers! etc won't be returning since they bring nothing to the table that is worth sacrificing the extra party heal, thus flaggers would not start looking much different. PS: Thank you TEF for fixing the notes to draw less aggro :) ZencowUser Ox rider Sig.png 08:57, 2 August 2011 (UTC)
You missed the point. I was not advocating the use of Natural Stride as the IMS of choice for flaggers. I used Natural Stride as my example since that's one of the skills you mentioned in your OP. My point remains that any IMS that provides a 33% speed boost or less does not cause the user to take damage while holding the flag, because the flag slows you down to the point that your net speed is still at or below the 15% granted by Quickening Terrain. Your Armor of Mist example or the Mo/W sprinter are both competent flaggers that get around the negative effects of Quickening Terrain, at least when returning with the flag, should it be a problem. 97.107.103.46 17:29, 4 August 2011 (UTC)
I understand your point, but my point was that taking skills such as those that were recommended by Falconeye on flagger is terribad (whose other note also seems to indicate that his only experience in PvP is in Random Arenas). kthnxbai. ZencowUser Ox rider Sig.png 04:30, 5 August 2011 (UTC)

Update this please :)[edit]

Can we make it so that self-inflicted ims only reduces health, even if it is an aoe effect like Charge, it shouldn't hurt your allies even if they didn't want it. People could troll their teamates by boosting their speed... Also, does this affect the jade carriers in JQ? please do so. --Eclipse143 07:40, 1 August 2011 (UTC)

No..That would make the flux almost completely irrevelent for shout speed boosts then. Skills like charge/fallback/make haste/incoming/etc would barely be affected at all by this flux, it is fine as is. 98.203.174.102 07:57, 1 August 2011 (UTC)
This belongs in Feedback space. --Silver Edge 08:18, 1 August 2011 (UTC)
Also, no, it doesn't affect the carriers because only players are affected by flux. --ஸ Kyoshi User Kyoshi sig2.png 15:41, 1 August 2011 (UTC)
No promises, but I'm pretty sure NPCs are affected by flux, too. I remember my ele doing the same retarded amounts of damage to NPC and player eles last month. I also remember the NPC eles doing retarded amounts of damage right back to me.--Gerroh 01:18, 3 August 2011 (UTC)
It can be tested by using a speed boost skill (that isn't "Fall Back!" or "Incoming!") on a jade carrier in JQ and see if they lose health. --Silver Edge 01:38, 3 August 2011 (UTC)
The Flux effect is only applied to players. The reason "There can be only one" allowed you to do more damage to NPCs is because it boosted the damage YOU did to them, as opposed to increasing the damage they take. --Robert User Robert Gee sig icon.png Gee 19:02, 3 August 2011 (UTC)

Presumably...[edit]

Presumably it works in the Isle of the Nameless (PvP), which would be a bit brutal owing to the presence of all those idiots who cast a haste spell on you... Cynique 09:06, 1 August 2011 (UTC)

It does (and you suffer a real death). — Tennessee Ernie Ford (TEF) 10:01, 1 August 2011 (UTC)

Churning earth?[edit]

Do people who get hit by churning earth without any additional speed boost get knocked down by this? If so, that's a pretty huge boost for that skill this month. The flux does give everyone additional speed, but I don't know if the increased speed now counts as a baseline or if the baseline is an absolute value of speed. 199.245.34.11 12:08, 1 August 2011 (UTC)

It works

shameful fear is better, since dead is better than kd 24.130.140.36 16:47, 1 August 2011 (UTC)
+10 dps is only +10 dps. churning earth can stop kiting in general, allowing your front line to apply much more than 10 dps. so, in other words, no. --71.236.62.138 19:29, 1 August 2011 (UTC)
oh, you meant organized pvp, in that case yeah, in fact I wouldn't be too surprised to see churning earth + fire eles in mats and such, although there are other good builds like weakened knees for pressure on anything you're not actively trying to kill 24.130.140.36 19:33, 1 August 2011 (UTC)
No, he means all pvp. Shameful fear, even with this, is a piece of shit. 10 sec of running with shameful fear = 170 damage @ 12 shadow arts. Churning earth KD's them, and then they're likely to be hit by further pulses from churning earth while KD'd, resulting in anywhere between 30 and 150 damage, plus they're snared, allowing you to kill them fairly easily, and immediately closing the gap between a kiting foe and yourself.--Gerroh 01:15, 3 August 2011 (UTC)
You are wrong on one account: Shameful fear does indeed do 17 dps @ 12 SA, but add 10 dps from quickening and it's a 270 damage for a 10 second run.And even though both Churning and Shameful are good choices for this month, but they both have long cast times so i guess we'll see a lot of interrupters and anti-interrupts too. 95.180.84.110 19:19, 4 August 2011 (UTC)
Tried a bit of CE in random arenas yesterday. Long casting time still makes it inferior to most other ele skills, even with the KD bonus. Just nuking enemies till they glow still seems to be most effective. Too bad really, I was looking forward to more control based ele builds. Ah well, guess I'll have to wait till GW2 comes out... 199.245.34.11 08:26, 5 August 2011 (UTC)

Bug picture[edit]

Does the bug needs a picture to show and document it here ? In AE D1 you can find a lot of players who tried it. Minae Iss 12:56, 1 August 2011 (UTC)

It's easy to argue that it is not a bug, but merely a consequence of the interlocked game mechanics (as apparently someone else has done...). And in my opinion, the bug description was quite clear. Go to a PvP outpost, eat sweets, run, die. Cynique 13:27, 1 August 2011 (UTC)
Also, I don't think it's a bug. A warning might be in order, but not a bug notice. Cynique 13:31, 1 August 2011 (UTC)
Go to any pvp outpost, although probably more people in RA doing it. Just see the bodies everywhere
compsci 101: if it's not intended, man up and categorize it as a bug 24.130.140.36 16:46, 1 August 2011 (UTC)
How do you know it's not intended? --talk Large 17:15, 1 August 2011 (UTC)
if it is, anet is the best group of trolls ever, people have always been looking for ways to kill other people in outposts it's called griefing 24.130.140.36 19:29, 1 August 2011 (UTC)
As though it's actually possible to kill someone else in this way. C'mon, seriously. --ஸ Kyoshi User Kyoshi sig2.png 04:51, 2 August 2011 (UTC)

Outpost bug[edit]

Whenever you are under the effect of this effect with a speedboost in an outpost, you lose health as you all know, but when you switch your weapon it looks like in you have full health for yourself but you haven't. 82.161.39.143 16:44, 1 August 2011 (UTC)

Yeah, I noticed that too. I thought it was just lag...but it's probably something to do with the game mechanics not expecting people to lose health quickly in outposts. — Tennessee Ernie Ford (TEF) 16:46, 1 August 2011 (UTC)

Isle of the Nameless doesn't have the flux effect[edit]

I just went to the Isle of the Nameless to see if the flux applied there, it didn't appear. --Random Weird Guy 16:59, 1 August 2011 (UTC)

There are two versions of the Isle: PvE (exit through portal from GToB) and PvP (talk to the NPC next to the portal to be transported). QT is definitely active in the PvP version. — Tennessee Ernie Ford (TEF) 17:13, 1 August 2011 (UTC)

Testing[edit]

was messing around in a PvP outpost with this and it seems if you adjust your max hp (by health upgrades on armor or weapons) you get your full hp back HOWEVER it only seems like you get your full hp back. (hp bar is full but "in code" it isn't) Without you seeing pips or so your hp is regerating. say you drop your hp to 23 -> adjust max hp -> hp meter shows full -> move 3 more secs -> you die, now same senario, drop hp to 23 -> adjust max hp -> hp meter shows full -> wait to move till natural regeneration'd give you 30+ hp -> move and it'll take longer than 3 secs to die. --The preceding unsigned comment was added by 213.118.52.18 (talk • contribs) at 17:06, 1 August 2011 (UTC).

pretty sure you dont get regeneration in towns. Justice 18:22, 1 August 2011 (UTC)
You do, actually. Just sat in my GH eating some sweets playing around with this, and I was curious to see if you regenerate. No screenshots unfortunately and I'm all out of sweets. 69.121.219.6 19:06, 1 August 2011 (UTC)
I took a screenshot. You do indeed regen in towns.
Town Regen
♥ Tyloric ♣ 19:25, 1 August 2011 (UTC)
No more dying in presearing ascalon city to the charr :-( Justice 10:16, 2 August 2011 (UTC)
What...? ♥ Tyloric ♣ 20:05, 2 August 2011 (UTC)
Used to be able to stand near the fight in ascalon city and a charr would sometimes flare you. Ive seen dead players in town on that wall and I have been hit by flare aswell while watching. Without regen you would eventually die (would take like afk over night for it to happen). The regen in town musta been added in discreetly to address that issue there and possibly other places with foes in towns. Or maybe they just hate presearing. Justice 01:41, 3 August 2011 (UTC)

Guild Hall[edit]

Take that, players who use sweets to run around and explore! You just got PvP'd! Ifm2181 21:23, 1 August 2011 (UTC)

Yea, it doesn't rez you once you die after you use sweets in the guild hall. Kaisha User Kaisha Sig.png 05:40, 5 August 2011 (UTC)

(Reset indent) Why is this in my Guild Hall at all? Until today, my hall (Wizard's Isle), has never had any effects. And, as I don't GvG (I'm the only current member) why is a PvP effect imposed?--Warzog Watch your six! 21:51, 16 August 2011 (UTC)

Fluxes have always been in the GH, but since they were previously skill-dependent effects, you never had to notice. (Check out the effects icon when you're in the GH; the flux icon has been next to the PvP one since this was introduced.)
The developers said that they noticed this, tested to make sure it wouldn't hurt survivors, and left it in as a cool feature. It's fairly innocuous, too; you have to go to some trouble to let yourself die. – Tennessee Ernie Ford (TEF) 22:06, 16 August 2011 (UTC)

This flux with Battle Cry[edit]

... can prove nasty in AB as everyone will take 10 damage per second when moving under it's effect. --Combatter 21:43, 1 August 2011 (UTC)

The first flux I really like[edit]

The idea bout the monthly flux was imo to change builds in pvp to cancel the disadvantages and be creative to take advantage. The tak here and on other places proves to me this is the first time it really is working (not fully yet, but its a good start).Rumian 21:49, 1 August 2011 (UTC)

muddly ground[edit]

or however that ranger spirit is spelt, can really help a lot this month. example in AB, it both prevents (all/both) teams from being boosted but also not take extra damage for running away or getting that shrine buff. example 2: kurzick side FA (fort ashenwood), gunthier won't grief kurzicks to take damage while also slowing down npcs more than players (stupidly large hint, only players are affected by flux) while players still have a 5% boost total. 2 (or 4 or 5 depending on how you count) pros vs one or two cons (con is not getting a boost, other con is not being able to use the only skill that benefits from this flux: shameful fear). 96.15.204.0 17:20, 2 August 2011 (UTC)

The stupidly large hint is ironic because muddy terrain removes speed buffs altogether, THEN slows you by 10%. Players and NPCs and everything moves at the same speed while under muddy terrain, unless slowed even more.--Gerroh 01:10, 3 August 2011 (UTC)

Deaths in outpost due to Sugar Rush/Jolt: not a bug[edit]

I don't know that this worth worth noting on the page (e.g. under Trivia), according to Zack Nickerson, dying in an outpost due to Sugar Jolt/Rush...

"...is not a bug. It is a natural consequence of the current Flux that we checked (to be sure it doesn’t count as a real death) and accepted." on Quickening Terrain, at the official forums

Tennessee Ernie Ford (TEF) 17:25, 11 August 2011 (UTC)

Oh, good. So they aren't going to remove it. Because it really amuses me. [ Tyloric ] User Tyloric t.jpg [ Talk ] 17:16, 15 August 2011 (UTC)
Well, it'll end in a couple weeks when the Flux changes, so have fun while you can! :P ~FarloUser Farlo Triad.pngTalk 20:18, 15 August 2011 (UTC)