Tips for bunkers

Tips for bunkers

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Posted by: Crovax.7854

Crovax.7854

I’m not asking how to play my classe; much rather how a good bunker should behave
in different situations.
Let’s assume I go close first, is it a good idea to help out in mid
after that considering my low mobility or stay in case the enemy has
roamers for decapping far?
The easiest maps are foefire and spirit watch because of the little time
it takes to get from mid to far/close so i’m specifically asking for kylo
and niflhel.

Is it even a good idea to go close first as a bunker in forest considering
the capper normally bursts the npcs or should I straight head for mid?
There’s also the danger of the enemie having burst roamers who can
gank the person guarding close easily. (I have seen enough thieves with insane
burst potential)

Is it considered useful to leave home in kylo to treb mid during a teamfight or should that always do a light armor who is not as useful in team scenarios?

Is it the bunkers job to secure the buffs on the kodan map?
If yes, which ones? Tranquility seems a little bit of a hassle, again
because of low mobility.

I’m using this build and doing more than well in arena.
http://intothemists.com/calc/?build=-sBxF-0-NKVP0f4ZKVQ0;9;49-TT-2;308A48A;1Uok67;1TsW6TsW66NN

Would you consider it to be more of a team support since it has very good buff/cond removal potenital, ressing due to banner and stomp/ress interrupts on the offset
or would it be better to solo bunk close with SoR instead of BS?

Thanks in advance.

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Posted by: Evocatus Rex.6857

Evocatus Rex.6857

I’m not asking how to play my classe; much rather how a good bunker should behave
in different situations.
Let’s assume I go close first, is it a good idea to help out in mid
after that considering my low mobility or stay in case the enemy has
roamers for decapping far?
The easiest maps are foefire and spirit watch because of the little time
it takes to get from mid to far/close so i’m specifically asking for kylo
and niflhel.

Is it even a good idea to go close first as a bunker in forest considering
the capper normally bursts the npcs or should I straight head for mid?
There’s also the danger of the enemie having burst roamers who can
gank the person guarding close easily. (I have seen enough thieves with insane
burst potential)

Is it considered useful to leave home in kylo to treb mid during a teamfight or should that always do a light armor who is not as useful in team scenarios?

Is it the bunkers job to secure the buffs on the kodan map?
If yes, which ones? Tranquility seems a little bit of a hassle, again
because of low mobility.

I’m using this build and doing more than well in arena.
http://intothemists.com/calc/?build=-sBxF-0-NKVP0f4ZKVQ0;9;49-TT-2;308A48A;1Uok67;1TsW6TsW66NN

Would you consider it to be more of a team support since it has very good buff/cond removal potenital, ressing due to banner and stomp/ress interrupts on the offset
or would it be better to solo bunk close with SoR instead of BS?

Thanks in advance.

It sounds like you are trying to be a close point defender, rather than a mid bunker right?
If so;

Q: Let’s assume I go close first, is it a good idea to help out in mid
after that considering my low mobility or stay in case the enemy has
roamers for decapping far?
A: yes if no one comes to your point, but don’t fully engage, be ready to get back to your point quickly.

Q: Is it even a good idea to go close first as a bunker in forest considering
the capper normally bursts the npcs or should I straight head for mid?
A: Depends on your team comp, if you are the bunkeriest bunker on the team, go to mid, though you should have that role in mind when buildcrafting if you want to be a mid bunker. Don’t worry about bursting the npcs, only kill them if the enemy team are killing it and you can steal. (as a general rule)

Q: There’s also the danger of the enemie having burst roamers who can
gank the person guarding close easily. (I have seen enough thieves with insane burst potential)
A: You may hate me for this but, this one is a matter of practice. As a bunker you should not be being killed ‘easily’ by thieves/glass cannons. It might take some time, but keep practising.

Q: Is it considered useful to leave home in kylo to treb mid during a teamfight or should that always do a light armor who is not as useful in team scenarios?
A: you may get away with this, but treb is far too far away from close to really justify this unless your team needs the help on mid that badly. I would suggest trying to help the teamfights in other ways.

Q: Is it the bunkers job to secure the buffs on the kodan map?
If yes, which ones? Tranquility seems a little bit of a hassle, again
because of low mobility.
A: It is not the bunker’s ‘job’, but it is important. Try to help your team with tranq/still, don’t worry too much about ferocity. I commonly help at tranquility as it really is a game changer. I would say don’t go to a buff if you are in a fight on a point that you own.

Q: Would you consider it to be more of a team support since it has very good buff/cond removal potenital, ressing due to banner and stomp/ress interrupts on the offset
or would it be better to solo bunk close with SoR instead of BS?
A: I really don’t know, not a warrior, though I do enjoy a good banner res. You should be aware that you aren’t removing conditions from allies with CI/zerk stance

Hope this helped a little, perhaps a good warrior could chime in on the build advice?

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Posted by: Crovax.7854

Crovax.7854

A: yes if no one comes to your point, but don’t fully engage, be ready to get back to your point quickly.

That’s exactly the problem; this build has mediocre to bad mobility.
While i know that not staying on home is important i’d like to know if it’s worth the risk to go away and help in teamfights.

A: Depends on your team comp, if you are the bunkeriest bunker on the team, go to mid, though you should have that role in mind when buildcrafting if you want to be a mid bunker. Don’t worry about bursting the npcs, only kill them if the enemy team are killing it and you can steal. (as a general rule)

Well, in soloq the communication can be quite a problem and normally ther is at least on person on either team to kill the npcs.

A: You may hate me for this but, this one is a matter of practice. As a bunker you should not be being killed ‘easily’ by thieves/glass cannons. It might take some time, but keep practising.

I wasn’t talking about myself; i can survive burst speccs quite well.
What i meant was: if i move to mid and leave the home cap to someone else
with a non bunker specc he/she is in danger of getting ganked and we lose
close/far and mid is contested. My question should rather be:
Is a bunker in teamfights very important and is the build i posted
supportive enough to justify going mid from the start.

A: you may get away with this, but treb is far too far away from close to really justify this unless your team needs the help on mid that badly. I would suggest trying to help the teamfights in other ways.

good to know, thanks

A: It is not the bunker’s ‘job’, but it is important. Try to help your team with tranq/still, don’t worry too much about ferocity. I commonly help at tranquility as it really is a game changer. I would say don’t go to a buff if you are in a fight on a point that you own.

so tranq is priority #1 but only if i am idle waiting for something to happen on my node?

A: I really don’t know, not a warrior, though I do enjoy a good banner res. You should be aware that you aren’t removing conditions from allies with CI/zerk stance

What i meant was converting and removing condis with warhorn +reduced cd.
Works like a charm in teamfights against condi spam, especially together with a guardian. I know, warriors are the center of attention right now but
cond spam from necros and especially engineers is a common scenario
and it works a bit too well for my liking.

(edited by Crovax.7854)

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Posted by: Gorni.1764

Gorni.1764

I’m actually not sure either if I should stay close at start or go mid as a bunker. I’m often flamed for just staying close (though we’d have lost it several times if I wouldn’t have defended it – people don’t see this of course and start raging about me doing nothing constructive) and on the contrary I’m flamed if I join mid and we loose close …
So as for me I state at the beginning of the game that I’ll bunker close and poeple shall tell me if they need me elsewhere or when it’s safe to leave close (in situations where we know where all enemies (with good mobility) are). I’m also always leaving close when I see that we’re maybe loosing midfight. Close should be safe because your dead team-mates can defend it when they’re respawning while you’re engaged in mid.

Anyways when you stay close you secure a good amount of points over the whole game. Your 4 mates should be able to get the rest by winning team-fights in mid or decapping far when it’s undefended.

Rachat – Elementalist (Abbadon’s Mouth)

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Posted by: Gorni.1764

Gorni.1764

bumping for interest

Rachat – Elementalist (Abbadon’s Mouth)

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Posted by: Oblivion.8307

Oblivion.8307

Is this specific to soloq? Or teamq?

Symbolic

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Posted by: Mladi Bojevnik.2517

Mladi Bojevnik.2517

I think that the best advice for playing bunker would be: Dont die!

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Posted by: Ulalume.9584

Ulalume.9584

I’m actually not sure either if I should stay close at start or go mid as a bunker. I’m often flamed for just staying close (though we’d have lost it several times if I wouldn’t have defended it – people don’t see this of course and start raging about me doing nothing constructive) and on the contrary I’m flamed if I join mid and we loose close …

When you hold home, look at the health bars of your team members. If you see two people getting low, most likely your team is not winning the mid fight. That’s when I usually rush mid to turn it into a 5v4. Once a couple of the enemies are dead or your team seems to be doing well, run back home. Don’t stay to cap mid or anything.

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Posted by: Crovax.7854

Crovax.7854

Is this specific to soloq? Or teamq?

Solo queue, so basically random teams without much communication.

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Posted by: Oblivion.8307

Oblivion.8307

Going full bunker isn’t really advised unless you’re going to be at the mid node mainly. People have said the build you linked doesn’t have high mobility but it does, permanent swiftness from the warhorn and sword #2 leap is good mobility. The reason you can’t go full bunker for close node is that you don’t offer enough when you enter a mid fight, the build doesn’t have much 1v1 potential other than outlasting and surviving for prolonged periods of time which is why it’d be most preferred as a mid build. If you look at something like the spirit ranger you can see it offers the spirit buffs, zoning potential from shortbow spam (at range), and AoE rez plus much more as well as okay mobility with the sword leap. Close node builds need to be sustainable, but also offer 1v1/1v2(outlast for prolonged periods, perhaps even killing in the 1v2) potential. Looking over your build I’ll list what you offer to a teamfight when you roam into mid.

- AoE Regen(Banner)
- 170Tou/Vit (Banner)
- Aoe Rez (Banner)
- Safe stomps (stability)
- AoE Condition Clear (WH)
- Single target CC (Mace/Shield)
- Tanky enough to rez under pressure

So basically you’re a defensive support with stun capability. You don’t really offer enough zoning potential due to likeliness of being kited plus you’re only able to lock down a single target. Due to your build supporting it’s more beneficial to have it at the start of a fight (with the exception of rez banner). You can essentially leave a banner in mid and be supporting the fight a lot just due to that. In my personal opinion the most optimal things for you to do would be -

Know how to teamfight, your job should be surviving, supporting condition clear with warhorn and zoning/disrupting enemy team as much as possible. If there’s another bunker on your team it’s your job to chase something such as a necro around, make sure he’s useless in the teamfight(to the best of your ability, it will be hard due to being kited). Similar with other classes. If they’ve got a different comp than this then try to protect your main damage dealers, stun/zone people hitting them etc.

- Look at the enemy team, do they have potential invaders (Mainly thief/warrior/engi)
- Cap close point
- Wait until they’ve capped their close node, if nobody’s invaded yet, head to where they’re most likely to invade (beach on forest, courtyard on kyhlo, near mid area on foefire)
- When you’re certain that you’re not being invaded kitten how mid is going, if you need to go there and offer team support do so. Make sure you’re always watching the minimap.
- On maps such as forest, you can potentially take the enemy close node. If your team loses the fight mid during this time stay at the enemy point, you’ll force enemies there allow your team to regroup and they could potentially assist you from respawning.
- During the teamfight do what I mentioned before with zoning, always make sure your banner is in an optimal position and watch your teams healthbars so you can kitten rezzes you may need to do.
- Keep an eye out for your point, however if the teamfight is in a losing situation don’t leave, if it’s even but you can win if you stay, then stay. The big factor here is it’s only one person decapping your node, if you can win mid point in an efficient amount of time you can send back the people from the mid fight to take back your close node.
- For Kyhlo you being on treb or mid is very useful, your mobility with swiftness and sword leap makes you pretty mobile on this map, if they have no invaders you can drop your banner underneath mid, head to the trebuchet, head into mid, just go where your support is needed.
- Disengage from points when your team starts to win and head back to what you need to defend, there’s no point having 3 people killing one thief at the end of a teamfight, and in your case especially since you’re a bunker you’re not offering too much.
- Never fight 1v1 on an enemy contested point unless you’re sure you can win within a reasonable amount of time, head to where your team mates are contesting and offer support to them, you’re useless in 1v1 encounters(compared to other builds) unless it’s purely a survival situation.
- If you’re with another tanky person on a neutral node trying to kill one person, leave and offer your help elsewhere, nobody’s going to die within a reasonable time on that neutral node and your help is much preferred elsewhere.

sorry if this seems scattered and confusing i’m kind of tired if you need any more advice feel free to ask for specifics, i kind of just thought of stuff and typed it out.

edit: i probably repeated this throughout a lot but your build is pretty support orientated with slight zoning through the mace. you basically either want to be defending a node against players, capping enemy point and defending it or supporting where you can.

Symbolic

(edited by Oblivion.8307)

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Posted by: Yuki.1765

Yuki.1765

hum i’ll give you my point of view, playing 2 bunker classes (necro and guardian)

Let’s assume I go close first, is it a good idea to help out in mid
after that considering my low mobility or stay in case the enemy has
roamers for decapping far?

Nifhel : Close -> Mid are too far away, I’d rather hold the close.
Foefire : Close and mid are very close, you can stay between close and mid, and see what you need to do depending on your allies life.
Temple : Very risky, people can steal your point from behind. I’d rather stay close.
Watchspirit : Close and mid are close, you can defend close, and go mid if no one is coming.
Skyhammer : Stay close

Is it even a good idea to go close first as a bunker in forest considering
the capper normally bursts the npcs or should I straight head for mid?
There’s also the danger of the enemie having burst roamers who can
gank the person guarding close easily. (I have seen enough thieves with insane
burst potential)

A bunker can’t kill the npc very fast, it takes too much time. Call a mate, kill it fast, and back to your point.

If no one is coming … Try to kill it, but be carefull, a decap is only few seconds.

Is it considered useful to leave home in kylo to treb mid during a teamfight or should that always do a light armor who is not as useful in team scenarios?

At the begining ppl will rush to you. If you can beat them very easily, they won’t come back. Wait few mins, and if no one is coming back, try to get the treb or repair the treb.

Is it the bunkers job to secure the buffs on the kodan map?
If yes, which ones? Tranquility seems a little bit of a hassle, again
because of low mobility.

Try to do it, but be carefull.

Most of the time ppl don’t go to Tranquility buff. If you’re ready to do it (arround 8.30 min ), AND alone (very important), you don’t mind about losing your close.

Would you consider it to be more of a team support since it has very good buff/cond removal potenital, ressing due to banner and stomp/ress interrupts on the offset
or would it be better to solo bunk close with SoR instead of BS?

Dunno, i’m playing necro/guard it’s different. My bunker guardian doesn’t have a lot of allie buffs. I only care about my survival => Better to stay close, i’m useless in mid.

My necro is different, I can play bunker or support (debuff, fear). If someone go close I go mid, i’ll be more usefull for my mates. But if no one takes the close, I can do it alone.

Yuni Yuki n’ Co PvP r39 – WvW r962 – Necromant and Guardian !
Vizunah Spirit [VSS], Vizunah Square [FR] We’ll never surrender!