Basic guide on how to reach legendary

Basic guide on how to reach legendary

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Posted by: bigo.9037

bigo.9037

How to reach legendary.

Intro:
Hello everyone. I decided to put together an overall guide on how you can reach legendary by yourself in soloq while also explaining what I did to get there this season. In season 1 I only managed to reach diamond because I was put off by the bunker meta. I did reach legendary in this season however, although It did take me a while since I didn’t have too much time ( school and so on ).
For me personally, this season has taught me a lot about conquest pvp. I learned a lot about how to rotate and what to do, which has always been my biggest issue when playing conquest. With the current build I’m using, im very good at killing 1 or 2 players in a fight. My build is essentially made for 1v1’s, but it can be used to 1 up on fights too for a fast kill.
I have played any kind of pvp in this game ( spvp, wvw roaming etc ) with the purpose of improving my own mechanical skill and becoming extremely efficient at killing one other player, and I have practiced a LOT to achieve this. Now you might think this probably wont work for conquest. And yes, that is true but only if you play full premade vs full premade.
So here’s my first advice on how to reach legendary and then ill go on to explain how, in detail.

Step 1:

Be good at actually killing other players, because that is what you do in pvp. I know conquest is not team death match, but you still need to be able to kill other people more often than not. Do NOT play a support role if you plan on reaching legendary in soloq.
What you need to do is to “carry”. basically you cant rely on your team mates to win for you, and just help them out. No. you need to contribute as much as you possibly can, and no, in soloq that does not always mean making sure your team mates win the team fight on mid.
You must never expect your team mates to be of any good, so play a very independent build, but obviously this depends on your build and what it is good at. If your build / style is about winning the team fight, then you should obviously have some things that will benefit your team mates.
And this is the thing about most players in spvp. They quite literally just suck at fighting. They cant 1v1 at all, and if you cant 1v1, youll also have trouble in 2v2, and sometimes even 3v3.
Most players play just conquest, which is why they are so bad at this. If you play conquest and try to stay In team fights most of the time, you will never learn how to fight by yourself. All you learn is how to contribute to the fight that is already going on.

Step 2:

If players on your team are criticizing you, don’t always ignore it.
I know, most of the time people are just trying to find something or someone to blame their own mistakes on or whatever, but sometimes you can actually learn a lot by just thinking about what it is that they said. Another very good thing to do is to whisper whoever gave you advice etc. and ask about details and what you did wrong. Sure, maybe not everything they say is 100 % correct, but that does not mean you should just ignore all of it and pretend nothing is ever your fault. It IS! It is impossible to fully master any kind of pvp, because we are not playing against AI who have the best solutions to everything, we play against other players. You can never learn too much, so stop pretending youre the best and everyone else is wrong. Im not saying they are always right, but they are not always wrong either.

Step 3:
If you have your own strategy ( for example I always tend to go for Far at the beginning of every game )
But your team mates say otherwise, make sure to rethink your strategy for that game. When playing ranked, don’t just hit ready. Wait and ask your team mates questions about what to do, and why. Try to think of the best solution etc. and go with that. In my case, sometimes ive ended up going mid and fight with the team instead of going far because we made up a plan that overall would be better for that specific game.

Step 4:

if you are not someone who is going to fight in team fights constantly, its okay if you don’t reroll to another class.
If you, like me, don’t plan on fighting in the bigger 3v3 or 4v4 fights most of the game, its okay if you don’t reroll, even though your team mates want you to. If you plan on doing the smaller fights, its much more important that you can play very well than being a class better suited for your team mates plans.
Most of the time, skill is more important than the class. I know there are exceptions, but you don’t see most people reaching legendary just by rerolling class every game to suit the team’s need with average skill.

Step 5:

Like I already said, don’t play supportive builds, and bunker is exactly that.
Theres a low skill ceiling for bunkering. All you have to do is not die, ress your team mates, rotate correctly etc. but in the actual fight, being very skilled at playing bunker is not gonna help you much.
However, if you are good at killing people, you can contribute a lot by killing their bunker very quickly.

That’s about It for the detailed explanations of the steps, and now ill just explain how I reached legendary myself.

When the season started, I decided to try getting to legendary just by playing the build I always play with: marauder longbow druid. I had practiced a lot with this build in 1v1’s already, so yea. I wanted to see if I was able to do it.
My strategy was to go far at the beginning of every game, kill whoever was capping it, cap it myself, then go mid or wherever my team needed me to be. I would seek out fights that were small on purpose, so that I could make more of a difference. ( if I help 4 other people in 1 fight, they will only be 25 % more in numbers, but if I help 1 other player, its 100 % more. ) of course you cant always do this, but that was what I would do if it was possible. Remember, conquest is 100 % situational, so its very hard to say what youd do throughout an entire game. All you can really do is plan things at the beginning of the game.
Rotate around, fight where ever Im needed, decap points, etc. etc.
After a while, I realized that with my skill level, I would be more effective if I had more dmg, even if I sacrificed survivability, so I threw out my marauder amulet and replaced it with Beserker. This enabled me to deal even more dmg, and therefore people would die faster. I don’t know why, but most people think that the bunker meta is still alive, so they all play hybrid builds. This is not the case, as I have found that every time my team consists of mostly dps builds, we’ve completely destroyed the enemy’s full hybrid / bunker team.
Why? Because no single player can react quickly enough to survive a burst by 2-3 dps players at once, and then 2 players can run off to another node and quickly kill whoever is there. You need to kill people in as little time as possible, and conquest is all about time.
At one point I attempted to play another build which was better for team fights, but I realized I just wouldnt be able to contribute as much because I was much better at fighting with my original build.

TLDR:
1: Git gud at 1v1’s, know your character. This will help you in all areas of pvp.
2: help people help you.
3: learn how to rotate in different situations.

If anyone has other things to add, please do so.

Quote from user Salamander.2504 about rotations:

“If you know they have a thief/whatever that likes to decap your home all the time, you can wait on point until you see them on the map and can account for their position. Once you’re confident they aren’t headed your way (i.e., the thief is fighting on far), you can rotate to mid if there is a fight there, or sit inbetween home (with LOS) and mid to remain flexible.
Rotating is important to prevent outnumbered fights for your team, but over-rotating to feel like your “doing something” costs so many games. It’s not good form to camp home, but do remember to swing back to get LOS on your home ~15 seconds after you wipe any of the opposing team, so they don’t decap on respawn. Realistically someone should always have eyes on home in some fashion, whether it be a portal+ map awareness or direct LOS+decent mobility. I call this “short-stopping home.”
Before you rotate into any ongoing fight, check the healthbars of your teammates. You don’t want to rotate into a losing/heavily outnumbered fight unless you’re confident that you can turn the tide. If you’re going to die, die on point, but if you can help it, it’s better to just disengage/rotate out to prevent a team-wipe.”

(edited by bigo.9037)

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Posted by: Lexander.4579

Lexander.4579

i was afraid its going to be another sarcastic thread about legendary players because far not everyone is able to reach that level, but im glad to finally see a productive thread that can help inferior players to improve

+1 for your effort mate

Alex Shadowdagger – Thief – Blacktide

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Posted by: Shala.8352

Shala.8352

From your experience, i see at least you had decent teammates.
I say this, cuz telling us to go far and leave the bad teammates to die 3v4 at mid at begin is kinda kamikaze strat. I understand that i have to carry people, and i can win barely any 1v1 at my MMR, but will i be able to kill my opponent fast enough before my teammates die in 3v4? Without 2 supports, they are death at mid, wich will translate in a snowball effect.
I think if you have to carry, you don’t have to be only good at 1v1, you have also be able to kill fast (wich isnt easy since people in pvp are quite tanky) and you have to be able to survive a lot in 1v2 situations, at least the time your teammates respawn and go take mid.
So i don’t think is an amazing strat going far, unless you have really good teammates that can stay up more than 30 seconds in a focus situation, and be smart enough to pull out in some cases, wich is extremely rare in MMR hell.
Aniway your suggestions are really appreciated, but i feel like you miss some MMR hell experience.

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Posted by: bigo.9037

bigo.9037

From your experience, i see at least you had decent teammates.
I say this, cuz telling us to go far and leave the bad teammates to die 3v4 at mid at begin is kinda kamikaze strat. I understand that i have to carry people, and i can win barely any 1v1 at my MMR, but will i be able to kill my opponent fast enough before my teammates die in 3v4? Without 2 supports, they are death at mid, wich will translate in a snowball effect.
I think if you have to carry, you don’t have to be only good at 1v1, you have also be able to kill fast (wich isnt easy since people in pvp are quite tanky) and you have to be able to survive a lot in 1v2 situations, at least the time your teammates respawn and go take mid.
So i don’t think is an amazing strat going far, unless you have really good teammates that can stay up more than 30 seconds in a focus situation, and be smart enough to pull out in some cases, wich is extremely rare in MMR hell.
Aniway your suggestions are really appreciated, but i feel like you miss some MMR hell experience.

what 3v4 are you talking about?
if you go far, and they have 1 close, they will only fight 3v4 for a few seconds until your player who went to close is back on mid point. that is no way near enough to determine who wins the team fight.. cus then if they decide to bring one far, because they are more ppl anyway, well then mid is 3v3 again. taking close only takes a few seconds and most classes have a gap closer- skill that can make them reach mid faster.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

thanks for sharing!

yeah, a tl; dr version would be:

1. play something that can actually kill people, quickly.
2. rotate to help your team mates kill other people, quickly.

i realized this too, quickly killing people that i can kill.

in amber, emerald, i was trying out different professions, so i had more losses there.

but then i stuck to playing reaper, then after tweaking my build a bit, i can kill people more effectively, then the pips starting to come in nicely.

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Posted by: DutchRiders.2871

DutchRiders.2871

Here is my guide, get a decent pocket mesmer which you use vs team comps without mesmers or to many DH’s:

1 Rush far put portal at far ( dont died)
2 Go mid immediately Moa either the Ele or Reaper and kill it.

Now you have a 5 v 3 at mid probably. Enemy rages quittes and you win.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

and, off point fights are actually good, especially if we can kill them quickly, before they ran off to a point to help their team members.

in my last match, i went to far to check, 1 dragon hunter is camping at far, a reaper saw me, we trade blows a bit, i returned the conditions back to him, i backed off a bit.

then that reaper proceed to run to mid to help out with mid fight, i chased down the reaper, killed him before he got to mid. the 1 dragon hunter continued to afk at far.

after a while, i go to check far again, the same 1 dragon hunting camping there, so i figured i go to mid to help, suddenly i was attacked on the stairs, turned around, the druid was attacking me, so i chased down and killed that druid. the druid never got to reach mid to help out with the team fight.

well, perhaps the players are running not very effective builds or some other reasons, i get to kill them before they kill me.

people forget that we still need to kill people in order to win matches.

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Posted by: bigo.9037

bigo.9037

and, off point fights are actually good, especially if we can kill them quickly, before they ran off to a point to help their team members.

in my last match, i went to far to check, 1 dragon hunter is camping at far, a reaper saw me, we trade blows a bit, i returned the conditions back to him, i backed off a bit.

then that reaper proceed to run to mid to help out with mid fight, i chased down the reaper, killed him before he got to mid. the 1 dragon hunter continued to afk at far.

after a while, i go to check far again, the same 1 dragon hunting camping there, so i figured i go to mid to help, suddenly i was attacked on the stairs, turned around, the druid was attacking me, so i chased down and killed that druid. the druid never got to reach mid to help out with the team fight.

well, perhaps the players are running not very effective builds or some other reasons, i get to kill them before they kill me.

people forget that we still need to kill people in order to win matches.

well i would say ( if possible ) only fight off point if you have 2 caps and they have one. basically your team must already have an advantage.

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Posted by: Lord Hammer Hand.4815

Lord Hammer Hand.4815

didnt we have a lot of this thread like the first week of season 2? you would think everyone would make it to legendary by this time.

Pacific Islander Legion [NoyP]
Black Gate
Ruthless Legend

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Posted by: Shala.8352

Shala.8352

From your experience, i see at least you had decent teammates.
I say this, cuz telling us to go far and leave the bad teammates to die 3v4 at mid at begin is kinda kamikaze strat. I understand that i have to carry people, and i can win barely any 1v1 at my MMR, but will i be able to kill my opponent fast enough before my teammates die in 3v4? Without 2 supports, they are death at mid, wich will translate in a snowball effect.
I think if you have to carry, you don’t have to be only good at 1v1, you have also be able to kill fast (wich isnt easy since people in pvp are quite tanky) and you have to be able to survive a lot in 1v2 situations, at least the time your teammates respawn and go take mid.
So i don’t think is an amazing strat going far, unless you have really good teammates that can stay up more than 30 seconds in a focus situation, and be smart enough to pull out in some cases, wich is extremely rare in MMR hell.
Aniway your suggestions are really appreciated, but i feel like you miss some MMR hell experience.

what 3v4 are you talking about?
if you go far, and they have 1 close, they will only fight 3v4 for a few seconds until your player who went to close is back on mid point. that is no way near enough to determine who wins the team fight.. cus then if they decide to bring one far, because they are more ppl anyway, well then mid is 3v3 again. taking close only takes a few seconds and most classes have a gap closer- skill that can make them reach mid faster.

it depends on the map. While i agree on this on legacy of foefire, wich has a big mid area and close side points, the thing you said is not true for forest of nifhel.
In Forest of nifel for example it requires at least 15 seconds for a slow mesmer to get from close to mid (and we are assuming the man who was at close dont decide to go beast, since all the time he was capping and run at mid, mybe he think his allies already burned their cd and will die very soon), so its already 5 second to cap and 15 second to get ready for combat at mid, in 20 seconds can happen a lot in 4v3 situation.
Also you are assuming that the opposite team isnt target focusing good, cuz to me, 2 necro and 1 rev don’t need more than 20 seconds to down an ele. So my idea is that you are really assuming that the teammates you are supposed to carry should instead really be good and in fact carry you while you are doing your duel at far.
So, good survivability teammates, bad focusing target opponents, my conclusion is you never experienced MMR Hell, because this never happens when you have lower MMR team average than opponent one.

While i agree that your start on far can give huge strategial advantage, you should also agree that in order to achieve that you need win 1v1 with any opponent (wich should be a 50% if the matchmaking really match you with people with your same skill), you need a comp able to survive 3v4 without burning all their cd, and you need opponent team to not have a bursty comp at mid (for example 2 necro 1 revenant 1 ele), so to me goign 4 at mid at begin is still the safer opening.

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Posted by: bigo.9037

bigo.9037

From your experience, i see at least you had decent teammates.
I say this, cuz telling us to go far and leave the bad teammates to die 3v4 at mid at begin is kinda kamikaze strat. I understand that i have to carry people, and i can win barely any 1v1 at my MMR, but will i be able to kill my opponent fast enough before my teammates die in 3v4? Without 2 supports, they are death at mid, wich will translate in a snowball effect.
I think if you have to carry, you don’t have to be only good at 1v1, you have also be able to kill fast (wich isnt easy since people in pvp are quite tanky) and you have to be able to survive a lot in 1v2 situations, at least the time your teammates respawn and go take mid.
So i don’t think is an amazing strat going far, unless you have really good teammates that can stay up more than 30 seconds in a focus situation, and be smart enough to pull out in some cases, wich is extremely rare in MMR hell.
Aniway your suggestions are really appreciated, but i feel like you miss some MMR hell experience.

what 3v4 are you talking about?
if you go far, and they have 1 close, they will only fight 3v4 for a few seconds until your player who went to close is back on mid point. that is no way near enough to determine who wins the team fight.. cus then if they decide to bring one far, because they are more ppl anyway, well then mid is 3v3 again. taking close only takes a few seconds and most classes have a gap closer- skill that can make them reach mid faster.

it depends on the map. While i agree on this on legacy of foefire, wich has a big mid area and close side points, the thing you said is not true for forest of nifhel.
In Forest of nifel for example it requires at least 15 seconds for a slow mesmer to get from close to mid (and we are assuming the man who was at close dont decide to go beast, since all the time he was capping and run at mid, mybe he think his allies already burned their cd and will die very soon), so its already 5 second to cap and 15 second to get ready for combat at mid, in 20 seconds can happen a lot in 4v3 situation.
Also you are assuming that the opposite team isnt target focusing good, cuz to me, 2 necro and 1 rev don’t need more than 20 seconds to down an ele. So my idea is that you are really assuming that the teammates you are supposed to carry should instead really be good and in fact carry you while you are doing your duel at far.
So, good survivability teammates, bad focusing target opponents, my conclusion is you never experienced MMR Hell, because this never happens when you have lower MMR team average than opponent one.

While i agree that your start on far can give huge strategial advantage, you should also agree that in order to achieve that you need win 1v1 with any opponent (wich should be a 50% if the matchmaking really match you with people with your same skill), you need a comp able to survive 3v4 without burning all their cd, and you need opponent team to not have a bursty comp at mid (for example 2 necro 1 revenant 1 ele), so to me goign 4 at mid at begin is still the safer opening.

i think youre forgetting that this is soloq.
all your team mates need to do is not die until the last player reaches mid, and if they die that quickly by rushing into an outnumbered fight, its your team mates fault.
they dont have to win, they just have to not lose the fight ( not the point, that can be won over later anyway) it. so basically all youre asking of them is that they arent already worse than your opponents. if matchmaking is fair, this SHOULD happen.
you cant win every match, but if you make enough of a difference by yourself, you should win more matches overall.

(edited by bigo.9037)

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Posted by: bigo.9037

bigo.9037

From your experience, i see at least you had decent teammates.
I say this, cuz telling us to go far and leave the bad teammates to die 3v4 at mid at begin is kinda kamikaze strat. I understand that i have to carry people, and i can win barely any 1v1 at my MMR, but will i be able to kill my opponent fast enough before my teammates die in 3v4? Without 2 supports, they are death at mid, wich will translate in a snowball effect.
I think if you have to carry, you don’t have to be only good at 1v1, you have also be able to kill fast (wich isnt easy since people in pvp are quite tanky) and you have to be able to survive a lot in 1v2 situations, at least the time your teammates respawn and go take mid.
So i don’t think is an amazing strat going far, unless you have really good teammates that can stay up more than 30 seconds in a focus situation, and be smart enough to pull out in some cases, wich is extremely rare in MMR hell.
Aniway your suggestions are really appreciated, but i feel like you miss some MMR hell experience.

what 3v4 are you talking about?
if you go far, and they have 1 close, they will only fight 3v4 for a few seconds until your player who went to close is back on mid point. that is no way near enough to determine who wins the team fight.. cus then if they decide to bring one far, because they are more ppl anyway, well then mid is 3v3 again. taking close only takes a few seconds and most classes have a gap closer- skill that can make them reach mid faster.

it depends on the map. While i agree on this on legacy of foefire, wich has a big mid area and close side points, the thing you said is not true for forest of nifhel.
In Forest of nifel for example it requires at least 15 seconds for a slow mesmer to get from close to mid (and we are assuming the man who was at close dont decide to go beast, since all the time he was capping and run at mid, mybe he think his allies already burned their cd and will die very soon), so its already 5 second to cap and 15 second to get ready for combat at mid, in 20 seconds can happen a lot in 4v3 situation.
Also you are assuming that the opposite team isnt target focusing good, cuz to me, 2 necro and 1 rev don’t need more than 20 seconds to down an ele. So my idea is that you are really assuming that the teammates you are supposed to carry should instead really be good and in fact carry you while you are doing your duel at far.
So, good survivability teammates, bad focusing target opponents, my conclusion is you never experienced MMR Hell, because this never happens when you have lower MMR team average than opponent one.

While i agree that your start on far can give huge strategial advantage, you should also agree that in order to achieve that you need win 1v1 with any opponent (wich should be a 50% if the matchmaking really match you with people with your same skill), you need a comp able to survive 3v4 without burning all their cd, and you need opponent team to not have a bursty comp at mid (for example 2 necro 1 revenant 1 ele), so to me goign 4 at mid at begin is still the safer opening.

also, why do you think i wrote in OP that you need to practice 1v1? if you do that enough, you’ll be able to kill anyone on far. however, if they placed a bunker on far i might not go there, depending on situation.

considering most people, like i said, don’t know how to 1v1, this is especially true.

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Posted by: Mortifer.2946

Mortifer.2946

I never know how to rotate. I play revenant and guardian. Not the best, but decent. What always makes me feel clueless is if it is a good idea to leave a capture point empty. Especially if there is some fast moving character like thief. In the end I either end up AFKing on an empty capture point, or I leave it to join mid and lose the capture point in 10-15 seconds…. any thoughts?

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Posted by: bigo.9037

bigo.9037

I never know how to rotate. I play revenant and guardian. Not the best, but decent. What always makes me feel clueless is if it is a good idea to leave a capture point empty. Especially if there is some fast moving character like thief. In the end I either end up AFKing on an empty capture point, or I leave it to join mid and lose the capture point in 10-15 seconds…. any thoughts?

what you could do is try ( if you can ) to record your gameplay and see what happened and what you couldve better etc. or like the OP, try asking the people you were playing with or against for advice etc.

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Posted by: Salamander.2504

Salamander.2504

I never know how to rotate. I play revenant and guardian. Not the best, but decent. What always makes me feel clueless is if it is a good idea to leave a capture point empty. Especially if there is some fast moving character like thief. In the end I either end up AFKing on an empty capture point, or I leave it to join mid and lose the capture point in 10-15 seconds…. any thoughts?

If you know they have a thief/whatever that likes to decap your home all the time, you can wait on point until you see them on the map and can account for their position. Once you’re confident they aren’t headed your way (i.e., the thief is fighting on far), you can rotate to mid if there is a fight there, or sit inbetween home (with LOS) and mid to remain flexible.

Rotating is important to prevent outnumbered fights for your team, but over-rotating to feel like your “doing something” costs so many games. It’s not good form to camp home, but do remember to swing back to get LOS on your home ~15 seconds after you wipe any of the opposing team, so they don’t decap on respawn. Realistically someone should always have eyes on home in some fashion, whether it be a portal+ map awareness or direct LOS+decent mobility. I call this “short-stopping home.”

Before you rotate into any ongoing fight, check the healthbars of your teammates. You don’t want to rotate into a losing/heavily outnumbered fight unless you’re confident that you can turn the tide. If you’re going to die, die on point, but if you can help it, it’s better to just disengage/rotate out to prevent a team-wipe.

(edited by Salamander.2504)

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Posted by: bigo.9037

bigo.9037

I never know how to rotate. I play revenant and guardian. Not the best, but decent. What always makes me feel clueless is if it is a good idea to leave a capture point empty. Especially if there is some fast moving character like thief. In the end I either end up AFKing on an empty capture point, or I leave it to join mid and lose the capture point in 10-15 seconds…. any thoughts?

If you know they have a thief/whatever that likes to decap your home all the time, you can wait on point until you see them on the map and can account for their position. Once you’re confident they aren’t headed your way (i.e., the thief is fighting on far), you can rotate to mid if there is a fight there, or sit inbetween home (with LOS) and mid to remain flexible.

Rotating is important to prevent outnumbered fights for your team, but over-rotating to feel like your “doing something” costs so many games. It’s not good form to camp home, but do remember to swing back to get LOS on your home ~15 seconds after you wipe any of the opposing team, so they don’t decap on respawn. Realistically someone should always have eyes on home in some fashion, whether it be a portal+ map awareness or direct LOS+decent mobility. I call this “short-stopping home.”

Before you rotate into any ongoing fight, check the healthbars of your teammates. You don’t want to rotate into a losing/heavily outnumbered fight unless you’re confident that you can turn the tide. If you’re going to die, die on point, but if you can help it, it’s better to just disengage/rotate out to prevent a team-wipe.

ill quote you and add this to the OP. perfect explanation of the rotations.

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Posted by: Mortifer.2946

Mortifer.2946

PERFECT!!! Thank you! That tip about minimap is important for me since I usually forget that.

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Posted by: Mutaatti.2789

Mutaatti.2789

I have a question about that rotation.

So you soloQ, lets say you are DH or a reaper, not so mobile character, and enemy has thief that likes to decaps my home point. There’s 4v4 going in mid, our team being losing, thief going to decap. Should I go to home point chase thief away or go mid help others? And explanation why so please.

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Posted by: Jourdelune.7456

Jourdelune.7456

Nice that you like to play DPS druids.

Actually, the healing with the dps is crazy.

But, I would say that scrapper meta build is better for far push at opening.

Because… they can 1v2 long enough. Sure they will kill slower than you, but they will live enough -1 fights to help your team control other nodes.

00000

We are both right. DPS roamer or Bruisers or Bunker all have different rotations and can strat to carry team in soloq. Bunker is harder but bruisers are fine enough.

If you look at meta battle 4 on 5 meta build are bruisers like.

We are into a bruiser meta, not a bunker meta.

With so much condies bunker are less useful for holding point anyway.

0000000000000000000000000000000000000000000000000000000000

The biggest TIP to reach legendary: Play around 500 matches, win 50% of them. It’s easy enough with all those low MMR player in entry tier of each divisions to give you the winstreak to goes further.

Oh… and when your league and ladder is a grinding joke, the top title is a joke too. Don’t take that much to seriously. Grinding to be on TOP is the biggest joke of Anet, ever.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: Stand The Wall.6987

Stand The Wall.6987

step 6
get win streaks early on
lawl

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Salamander.2504

Salamander.2504

I have a question about that rotation.

So you soloQ, lets say you are DH or a reaper, not so mobile character, and enemy has thief that likes to decaps my home point. There’s 4v4 going in mid, our team being losing, thief going to decap. Should I go to home point chase thief away or go mid help others? And explanation why so please.

If you control mid and you think your presence will be enough to wipe the other team (i.e., look at their health bars before engaging), go mid because you can snowball the map from there: 1 caps mid, 1 goes to decap far, 2 rotate to get home back from the thief, and the last to stay flexible around mid to rotate to home as needed depending on their respawn-push.

If you don’t control the mid point (i.e., it’s theirs or contested), I would follow the thief back to keep home. Use all your mobility tricks to ensure the thief doesn’t decap home before you get there (if you’re a reaper, you should be using shroud 2 off cooldown). It’s important to maintain the one point you do have (home), because otherwise you’re letting your team get double-capped without having a single point. You’ll need to trust that your team can handle themselves 4v4, and as long as they are halfway decent, they can lose players but hold on long enough for respawning teammates to come back and join them in the mid fight to maintain point control. If the thief rushes mid when you reach home, you should use chat to warn your team and high-tail it back to mid to prevent the 4v5. The thief might try to juke you here and double-back to decap your home, so keep your distance behind the thief and eagle-eye him. Mesmers can do this too: if a mesmer drops a portal on your home and then leaves, you’re pretty much stuck unless your mesmer drops a portal at home too.

If they lose the teamfight at mid because you went home, stay home to defend home against enemy caps until your team can regroup to help you at home, or push mid/far depending on enemy positioning.

You can also follow this “path” even if you do control mid (scenario 1) but are confident in the ability of your bunker tempest to hold the point while allies respawn, if needed.

(edited by Salamander.2504)

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Posted by: Israel.7056

Israel.7056

I actually wish that more people would focus on learning how to team fight. I have lost so many games because I’ve gotten too many duelists who just want to try to 1v1 far the whole game.

I tend to bank more on the mid team fight or the side point 2v2s/3v3s than 1v1s.

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Posted by: Agemnon.4608

Agemnon.4608

How can I actually kill a good scrapper instead of just stalemating them as a mender’s druid or dagger/focus tempest or marauder revenant?

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Posted by: Mortifer.2946

Mortifer.2946

I wonder how I can kill 1v1 good condi duelist mesmer on my power shiro revenant…. there is just no way I can kill them. That kittening confusion is impossible to remove since he gives me like 6 other conditions before that.

What am I supposed to play ventari tablet or what? the hell with this balance

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Posted by: Agemnon.4608

Agemnon.4608

I wonder how I can kill 1v1 good condi duelist mesmer on my power shiro revenant…. there is just no way I can kill them. That kittening confusion is impossible to remove since he gives me like 6 other conditions before that.

What am I supposed to play Ventari tablet or what? the hell with this balance

You need to watch for tells and use dodging skills at the proper moment. Keep in mind they always have access to utility skills whereas half of our skills are locked behind a CD wall whenever we legend swap. I hear you on the confusion part and I only have a slight plus score against dueling Mesmers mostly due to confusion stacking. The rare times I switch to Mallyx the gap is even bigger in my favor but with resistance and leveling the playing field with burn confusion spam of my own in addition to a heal that consumes conditions I don’t know if it should count.

I have a video just uploaded where I beat a Mesmer in a duel and I can skip ahead to the relevant part. Now it’s just in 360p and no one wants to see such a pixilated mess so I’ll link it when the 4k option becomes available. It’s a ranked match too. The entire video is instructive but that part is specific to your question.

In another that’s already uploaded I was beating another Mesmer but got ganked by a revenant. I even used a dodge skill when I saw the moa tell.

That particular part of the video is here while the other still needs to process:

https://youtu.be/d3_KHyqUisc?t=2m20s

The music might be too loud depending on your settings (I now since play the music quieter while recording) so you might want to turn down the speakers.

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Posted by: bigo.9037

bigo.9037

I actually wish that more people would focus on learning how to team fight. I have lost so many games because I’ve gotten too many duelists who just want to try to 1v1 far the whole game.

I tend to bank more on the mid team fight or the side point 2v2s/3v3s than 1v1s.

the key is to know when to do what

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Posted by: bigo.9037

bigo.9037

How can I actually kill a good scrapper instead of just stalemating them as a mender’s druid or dagger/focus tempest or marauder revenant?

to tell you the basics, wait for him to pop all his defensive stuff, then use all your burst. before that time, just deal a bit of dmg and prepare your burst for the right time. then you will need to make sure he goes completely dead after his elixir pops and he goes invul for a few sec..

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Posted by: Agemnon.4608

Agemnon.4608

Here’s that other duel with a Mesmer I told you about, the 4k is uploaded and the music to game volume ratio is better here:

https://youtu.be/GZNWGhkIPYw?t=4m40s

The entire video is instructive in my opinion but that part is specifically a 1v1 against a chrono. I carelessly tried UA when I was getting LoS’d though but seemed to dodge most of the important stuff. At start the DH we had went for beast but really helped us finish up in the first middle bout.

Some strengths:

-Standing near our druid for the heals (I main one this season with the rev being a close second but with a hostile druid reading a friendly vs hostile black hole can be hard the red circle is too subtle)
-A decent feel for timing for dodges and interrupts.
-Know to use staff 4 for blast finishing combo fields (might from ele fire fields, stealth and thus target washing and quick repositioning from smoke fields, etc.)

Weaknesses:
-Poor sense of timing for UA (Line of Sighted multiple times, used when signet of stone was popped and I even thought aww crap when I saw it)
-Poor sense of respawn timing (had I known the mesmer could reach beast that fast to steal I would have gone mid but needed to make a split decision instead of just chilling indecisively between beast and mid which would have certainly been weak I saw a friendly just died there so I deduced beast would be better)

to tell you the basics, wait for him to pop all his defensive stuff, then use all your burst. before that time, just deal a bit of dmg and prepare your burst for the right time. then you will need to make sure he goes completely dead after his elixir pops and he goes invul for a few sec..

Thanks man. The last step is usually the easiest since I have a feel for that particular skill though the occasional thing where the screen freezes then gets faster isn’t fun when you finally stand near them to pop a stun. I have an easier time PB-shotting as druid for the finisher.

Step one however is very tough since I don’t have a feel for scrapper cooldowns and when I do unleash bursts they’d heal it all up though that’s likely bad timing on my part.

(edited by Agemnon.4608)