Spirit Watch Rant.

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Posted by: Okhu.7948

Okhu.7948

Topic Title. Losing a neck and neck (With us slightly ahead) because they manage to cap the orb on a point WE own is possibly the biggest punch in the stomach ever. Whats even the point of capping the points if it doesn’t prevent them from capping there?

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Posted by: Razor.6392

Razor.6392

I thought enemy teams couldn’t ascend a spirit in a node that your team owned.

Level 60 pvp
Ele & thief main (full ascended)
Down with the braindead faceroll classes.

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Posted by: Gallrvaghn.4921

Gallrvaghn.4921

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

“The boss you just killed respawns ten minutes
later. It doesn’t care that I’m there.”

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Posted by: Kultas Sunstrider.9218

Kultas Sunstrider.9218

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Kultas / Thief / Desolation [EU]
“Don’t criticize what you can’t understand”

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Posted by: Celeras.4980

Celeras.4980

You get half the points when you cap it on the enemies node, and it instantly becomes contested. Capping on an enemy node is equivalent to 5 ticks (10 seconds) of the other team 3 capping… and you’re asking what the point of doing it is?

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Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Thieves become quite useless. Also there is no teamfight, so mesmers start to play with moa morph.

Read It Backwards [BooN]

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Posted by: Lonny.9873

Lonny.9873

Rolling a Thief on Spirit Watch can be pretty frustrating. Lots of open space, thus making it hard to sneak into a fight and burst your opponents unprepared. Rolling 10/30/30/0/0 makes playing on the map a bit easier, tho. This spec makes you lose ~25% burst dmg but gives better dueling-capability, since the map is pretty 1v1 and 2v2 focused. Still unsure which weapon-set is best suited. Can’t decide between S/D and D/P

X Requiem X – [REQ]
Sela Nox – Mesmer
Medania – Thief

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Posted by: firebreathz.7692

firebreathz.7692

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Thieves become quite useless. Also there is no teamfight, so mesmers start to play with moa morph.

Thiefs are still good for taking down runners fast..

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Posted by: Gallrvaghn.4921

Gallrvaghn.4921

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Well, yeah, come to think of it, you’re right. LOL

But I’m pretty sure what devs thought was that burst can now have some sort of role in this map trying to bring down the enemy orb carrier fast before reaching a node. I haven’t played much SW tourneys so I dunno. :P

“The boss you just killed respawns ten minutes
later. It doesn’t care that I’m there.”

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Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Well, yeah, come to think of it, you’re right. LOL

But I’m pretty sure what devs thought was that burst can now have some sort of role in this map trying to bring down the enemy orb carrier fast before reaching a node. I haven’t played much SW tourneys so I dunno. :P

The problem is the bunker-way. Even when 3 ppl sit on you, you can get easy support through the other bunkers. It’s nearly impossible to get the orb runner.

Read It Backwards [BooN]

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Posted by: faeral.7120

faeral.7120

Losing a neck and neck (With us slightly ahead) because they manage to cap the orb on a point WE own is possibly the biggest punch in the stomach ever.

this is a good thing.

some losses should feel like a punch in the stomach. it was just good play on their part to win a close match.

ps. about thieves in SW; porting from ground level to raven couldn’t possibly be useful, could it?

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Posted by: No Walking.6349

No Walking.6349

I thought enemy teams couldn’t ascend a spirit in a node that your team owned.

This is the way it should be. Why anet did this, who knows. Anet has been making a lot of mistakes though.

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Posted by: Archaon.6245

Archaon.6245

4 rangers + 1 ele …one ranger gets the orb, others spamming crap all around stairs and altar from above sending those bs pets miles away to troll you…ele just contesting points here and there (Because all orbs are not enough) let’s talk about it…

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Posted by: Oni.5429

Oni.5429

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Thieves become quite useless. Also there is no teamfight, so mesmers start to play with moa morph.

That’s an absolutely horrible idea. Time warp is more than worth it on sw.

Crs Helseth, Mesmer for Team Curse

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Posted by: Stof.9584

Stof.9584

Like most secondary objectives, I think the orb should be tweaked.

I think the orb should debuff targets defenses, but not limit movement and a team should only be able to capture the orb at their own point. Similar to CTF, where you can’t cap if your flag is gone. Making it more important/strategic to hold on the orb before capturing.

It’s not clear to me why certainly abilities drop the orb and others don’t.

I figured orb running would be for highly mobile classes, with all the interesting movement abilities that are in the game. Yet, movement is limited to such an extent, only few specs can efficiently carry.

Also, I think the orb’s spawn is too close to the player’s spawn and Raven is too remote and uninteresting.
The map feels like a funnel with the orb as a magnet for bad strategic decisions.

There is a simple way to fix this, that has been suggested before:

Have the orb spawn later in the game or make “cast” time on taking the orb longer so it is more easily contested.

Desolation EU – Necromancer / Thief
Top 100 Solo Q for a full minute

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Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Thieves become quite useless. Also there is no teamfight, so mesmers start to play with moa morph.

That’s an absolutely horrible idea. Time warp is more than worth it on sw.

That is just what I saw in the last matches. And ye, it’s not that effective.

Read It Backwards [BooN]

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Posted by: Jax.5261

Jax.5261

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Thieves become quite useless. Also there is no teamfight, so mesmers start to play with moa morph.

That’s an absolutely horrible idea. Time warp is more than worth it on sw.

That is just what I saw in the last matches. And ye, it’s not that effective.

Timewarp is amazing, especially for the initial fight + the orb capture, even the good teams we played against we got the node within 2 or 3 seconds of getting to the altar. You can capture it inbetween staff attacks and if your team controls right the aoe won’t be down to stop you (or they have no necro).

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Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Thieves become quite useless. Also there is no teamfight, so mesmers start to play with moa morph.

That’s an absolutely horrible idea. Time warp is more than worth it on sw.

That is just what I saw in the last matches. And ye, it’s not that effective.

Timewarp is amazing, especially for the initial fight + the orb capture, even the good teams we played against we got the node within 2 or 3 seconds of getting to the altar. You can capture it inbetween staff attacks and if your team controls right the aoe won’t be down to stop you (or they have no necro).

I meant moa morph isn’t that effective. Fault on my side.

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Posted by: Archaon.6245

Archaon.6245

Time Warp > Moa even in 1vs1 imo

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Posted by: Adaneshade.2409

Adaneshade.2409

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Thieves become quite useless. Also there is no teamfight, so mesmers start to play with moa morph.

Thieves have this dodge roll build that lets them chain like 8 in a row while carrying the orb, they become basically unstoppable.

~Shadowkat

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Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

Still another thief gets you easily becuz 8 dodges aren’t enough to reach a node. GL getting stomped.

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Posted by: Rome.3192

Rome.3192

working as intended. direct counterplay to pesky bunkers in the current meta. insta-neut enemy capped point with orb

sadly everyone is playing bunker ftw in that map. anet’s plan failed

Thieves become quite useless. Also there is no teamfight, so mesmers start to play with moa morph.

Thieves have this dodge roll build that lets them chain like 8 in a row while carrying the orb, they become basically unstoppable.

How do you do 8? I’ve been able to chain 6, at the most.

Thief

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Posted by: Lonny.9873

Lonny.9873

X Requiem X – [REQ]
Sela Nox – Mesmer
Medania – Thief