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Brutal Augus.5917

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Posts posted by Brutal Augus.5917

  1. We are a WvW guild on Anvil Rock NA that runs any day we have enough to comp, typically from 4pm est until around 6 or 7pm est depending on content or lack of content.

    We only run smaller squads(10-15) so You need to be certain that you don't mind being outnumbered most of the time. We strive to improve everytime we play together but we are overall a chill guild. 

    We are not opposed to accepting newer players so long as they are willing to cooperate, work together and run guild builds. Discord and a mic is required. Noone under 18 years of age will be recruited.

    Now then;

    I am looking for 2 engineers capable of playing dps scrapper builds and preferably know how to template swap.

     

     

    • Like 1
  2. I lead a guild (KOVE, maybe you've seen us around)

    that exclusively WvW's but may GvG in future. We are looking to run closed squad only groups of between 10 and 20. No higher nor lower preferably. We run on a Wednesday/Friday/Sunday schedule at 6pm est (sometimes Mondays as well).

     

    Our focus is fun but also group improvement. Do not come here expecting a carry. Expect to be outnumbered and tested constantly but also expect more satisfaction when you succeed.

     

    My core groups work schedules/IRL have become more conflicting so we are looking at bringing a few more players into the guild to potentially level things out again. We're a maxed out guild with hall if any of that matters. Expect to be a trial member while we get to know you. 

    • Like 3
  3. I'm looking for more firebrands, scrappers, necros and chronomancers to run in a compositioned group on a daily schedule on the yaks bend WvW server.

     

    I don't check these forums often so you will need to message or mail me in game.

     

    We run Monday through Friday from 5pm est to around 8pm est and Saturdays and Sundays from 12pm est until we get bored or content dries up.

     

    Discord is required as well as build/gear checks.

  4. When alliances launch it won't matter what server you used to be on, So I am recruiting players from all over NA. We're pretty chill but we are also focused on improvement. Discord is a requirement when running with us.

     

    We tend to be more active on weekdays but on Fridays we get drunk etc. in discord because reset nights are usually a giant clusterkitten anyway. This is likely to change as we get more people involved though.

     

    For now we're Looking to build a 10 to 20 man squad composition using reapers(knowing how to also play scourge is a plus), dragonhunters or core guardians for dps. Firebrands and Scrappers for support, druids to spam immob and a chrono for strips and portals. 

     

    If you can play support or hit people in the face hit me up. It doesn't matter what server you're on but if you want to play with us we're on darkhaven until alliances comes out.

    • Like 2
  5. Title says it all.

     

    To start, I'm looking for players new or experienced to form a 10 man comp that raids every Tuesday, Wednesday and Thursday from 6pm est until 10pm est.

     

    Discord is required during WvW.

    This 10 man squad composition will be power based and I am particularly interested in recruiting players that can play;

     

    *Firebrand 

    *scrapper

    *Chronomancer

    *Reaper

    *Dragonhunter

     

    In game name: Brutal Augus.5917

     

  6. 6 hours ago, Bristingr.5034 said:

    Presence of the Keep is mostly for the +10 Supply. The small stat boost given by the tactic won't really help the small amount of defenders against a zerg.

    That's a good point. Do you think the amount of extra stats provided should scale depending on how outnumbered? Not so high that the smaller group can win effortlessly but enough to be more signifigant?

  7. 3 hours ago, XenesisII.1540 said:

    Not a bad idea, it becomes more of a last stand buff instead.

    The good: Sides that are rolling maps won't have this advantage for their keeps.

    The bad: But when you're outnumbered it's pretty much an empty map anyways so you're also not taking those keeps from them lol, and you'll gonna get rolled by the incoming zerg/blob anyways.

    So /shrug

     

    Presence of the keep only affects the keeps, I don't know why people think keeps should be something easy to attack and capture in 5 mins. There's already plenty of scenarios where keeps are swapped all day with or without defenses present, where you have zergs break in to camp lord rooms for "fights", and three desert keeps which a lot of players half heartedly bother to defend.

     

    Don't see a reason to remove it, siege was already nerfed to the ground, and boon balls can go wherever they want and do whatever they want. Nothing wrong with a little "home field advantage" for an important objective. Get creative in scenarios to pull/delay the enemy off the keeps, which sometimes requires you to get some help from the "other enemy", this already happens a lot for smc.

    Thank you for your input Xen.

    I will probably make a section listing posted pros and cons eventually. 

  8. 5 hours ago, TheGrimm.5624 said:

    No thank you. It is fine as it is. Defending has been nerfed enough already to the point that when swords show odds are good the fight is already over. Not to mention how would you return all the resources the the guilds that built up that buff spent in time and materials to be able to get those buffs in place. No if you want to buff outnumbered, do it in some other way. 

    Thanks for input but you've taken the post a little bit out of context. The idea was not that they would lose the buff after scribing them etc. The idea was that when placing the tactic on an objective it only becomes active upon outnumbered buff also becoming active.

     

    So pretty much just conditional activation.

     

    I'll take the rest of the post to be cons against the idea.

  9. @Gudradain.3892 said:

    @"Brutal Augus.5917" said:Nah. If you give tag a "death escape mechanism" you'll just end up with 70(or whatever map q is these days) tags running around because why die at that point if I can just tag up and escape.

    You can put a restriction that you need at least 10 members in the squad to have any effect of the mastery active.

    They already put a restriction like that for pips.

    I'm just not super stoked on the idea of putting more ways to escape a wipe(even if it's just the tag) into what's supposed to be a form of large scale pvp. 7 or 70 tags regardless. You can already glide away in territories you own etc.

    Commander mastery, sure.Death escape mechanism? Naaaah...can't get behind that personally.

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