Hey guys. I’ve been rather inactive in the community for the last several months. I’ve been playing and observing much like most of the silent majority of the GW2 PvP scene. I’m going to address the balance trends that we’ve been seeing in the last quarter and dig in to where it’s going.
I think it’s time to address the attitude that many players have when they’re talking about the experience they expect when queuing up with their team/friends.
The #1 Assumption
I’m going to get 10 conditions on me, and die instantly to 2 Necromancers and 2 Spirit Rangers. How is this fun? The “condi-meta” is unstoppable.
Answer #1
It’s time to adapt. The game has been patched in significant enough ways (don’t under-estimate the changes made on September 3rd.) Control comps are the next big thing. And when the control comps which are so great right now are finally being utilized to the max, then professions like Elementalists and Mesmers who laugh in the face of control abilities will have a friendly environment too. We need more good players who can drive the masses into trying new things. Look at the magical effect that it had on the ‘expected’ experience of spvp mere hours after Car Crash showcased a known build that can 1v1 the pants off of Spirit Rangers. Now you can expect to see a Warrior in your sPvP experience.
The #2 Assumption
I should take a break from sPvP because Anet just needs to equip the NerfHammer™ and beat the stuffing out of Necromancers and Rangers until nobody will dare take 2+ of each profession to a match.
Answer #2
That’s the worst idea ever! Players that will try whatever it takes to find competitive advantages are huge drivers of change, arguably even more than the pre-determined ‘balance states’ that players perceive their profession to be capable of. In my recent tPvP experience, in which I participate on an active team, I can feel the gameplay changing already. There’s way more coordinated CC, way more plays to counter the Spirit of Nature. I feel like I’m actually being rewarded by the game (winning matches) for coordinating CC plays with my team as opposed to puking conditions on the field.
So what can we change, so the “Condi-Meta” falls on it’s face, now that it’s on the run?
I challenge anyone that enjoys PvP to start practicing what works on the popular Necromancer and Ranger builds. I’ll explain in good detail what you should do, for the greater good. It’s really us that drives the ‘meta’.
Currently, Spirit Rangers and 30/20/0/0/20 Necromancers are encountering serious problems when dealing with control comps.
- It’s time to bust out the berserker stance control Warriors. Mace&Shield/Greatsword. Mace&Shield/Hammer. Longbow/Hammer. Do it. And become proficient at doing it well! Your sPvP goal could be one of many things: to melt a Spirit Ranger at his home point, or to Earthshaker/Staggering Blow/Backbreaker all of the Spirit of Nature’s revives in a teamfight, (Yes, that is a thing now.), Skullcrack is very strong. Rangers have no answer for it, Necromancers are really scared of it.
- It’s time to learn how to teamfight and actually combo with that Engineer profession you stayed away from since launch. Work your Grenade throwing arm, your magnet snipes, subsequent knockdown chains, and for the love of GW2, don’t get cleaved by a Necromancer or Ranger Spirit on point. Learn to be slippery and go to a grenade throwing position when pressured. Don’t go down. Ain’t nobody gonna revive yo’ a*s. I’m releasing a viable Power Engineer guide sometime in the future that functions in teamfights, and 1v1’s.
There is so much un-tapped potential in the Engineer and Warrior professions, especially. Things that this game needs more of:
Engineer:
Magnet pull. Everytime I successfully pull someone to the wrong side of town in a teamfight, that’s usually lights out for a Necromancer/Engineer. The opponent’s guardian is too far away for a timely save, and revive utilities are easily countered. Often, your team outright depends on a good Magnet pull to stop the target from getting revived.
Slick Shoes. After a magnet, you’ve perfectly set up a quick trip on the victim, and have time to create a ring – inflicting 3-4 knockdowns while your team collapses. Make sure you wall off the escape back to the enemy’s side first.
I really just want to encourage everybody that is still reading these forums to invest some time in bringing these uncommon juggle builds more towards the front page, and I promise that the gameplay will be much more engaging, tactical, and coordinated because of it.
So guys, sPvP community, think we can do this? The gameplay can be fun again. I feel we have the tools in our hands now with Spirit’s new tweaks. Necros and Rangers will keep their spots in the game, but let’s make sure that control regains it’s place in the trinity.
Discuss
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