What Team Comps have you seen Post Patch?

What Team Comps have you seen Post Patch?

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Posted by: BurrTheKing.8571

BurrTheKing.8571

So far, the most effective/infuriating comp I have seen so far is 2 decap Engis (I believe it was FT, Bomb, and Thumper though I think they might have had different variants), a pure Turret Engi, your standard “press 4 then 2” LB/GS Ranger, and a shoutbow Warrior.

It seems to be an absurdly easy comp to run. One decap harasses far constantly, the other rotates between mid and home with the Ranger (who generally just pew-pews off point before going in for the GS finish), and the pure turret Engi sits in mid with the shoutbow Warrior who keeps all his stuff up. I can’t even say that they played particularly amazing, it was just that unless you are a Warrior with both Balanced Stance and Last Stand or a Guardian with enough blocks/stab there is almost no way to stand on point forever. If you can counter OC Shot, Thump, Air Blast, and the push back from both the Healing Turret and the Turrets from the Supply Crate and not leave point AND live, you are way better than I am.

The only way I can think of to beat this comp is massive amounts of Stability, and a glass Staff/Icebow Ele for nuking down the turrets (and I guess having a decap of your own and playing it better). The issue there is of course KNOWING that they’re running this and also having enough time to to change your own comp. We had a good amount of CC and while it was good for not being killed, with how many auto-triggering traits they had from Protection Injection and the like they had it wasn’t good for denying the decap.

This highlights once again the issues with the mechanics of conquest. I think a system where the cap should be given priority to whatever team has the most players on the point would make more sense. As a result, when you are dealing with a decap attacking your home you have the option of sending 2 people so that even if they do get the decap you can still take your home back by the way of numbers. since most of the push skills are single target.

This is the millionth time I have said that. While I still enjoy PvP I think it can still use improvement in terms of both some of the mechanics and map design when it comes to the capture points themselves (tiny, no terrain, just tiny flat circles).

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: hihey.1075

hihey.1075

Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.

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Posted by: BurrTheKing.8571

BurrTheKing.8571

Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.

To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: XGhoul.7426

XGhoul.7426

Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.

To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.

kitten , if an engi can crate AND leave a pt, he still wins it pushing out?!, someone call the balance police and arrest this build pls.

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Posted by: BurrTheKing.8571

BurrTheKing.8571

Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.

To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.

kitten , if an engi can crate AND leave a pt, he still wins it pushing out?!, someone call the balance police and arrest this build pls.

I think you misread. The engi would leave the utility turrets at mid, and crate at wherever it’s needed. If you pay attention to the map you can just pop the Thumper active as soon as someone tries to decap. The exception of course is Graveyard, but that has the advantage of you being able to place turrets in annoying to reach spots, forcing any attackers to either kill them first or have to deal with them while taking the point.

I always wonder what kind of turret engis people are facing when they say they’re no good in organized play, being able to have a presence in multiple parts of the map is always good if you have something like a Shoutbow along.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: hihey.1075

hihey.1075

Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.

To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.

kitten , if an engi can crate AND leave a pt, he still wins it pushing out?!, someone call the balance police and arrest this build pls.

I think you misread. The engi would leave the utility turrets at mid, and crate at wherever it’s needed. If you pay attention to the map you can just pop the Thumper active as soon as someone tries to decap. The exception of course is Graveyard, but that has the advantage of you being able to place turrets in annoying to reach spots, forcing any attackers to either kill them first or have to deal with them while taking the point.

I always wonder what kind of turret engis people are facing when they say they’re no good in organized play, being able to have a presence in multiple parts of the map is always good if you have something like a Shoutbow along.

…. you have no idea how much damage a Mesmer able to freecast is able to do on a Turret Engi.
The shoutbow can’t be everywhere everytime. He can support ONE fight, and even then, a single Mesmer deals enough damage to outdps his sustain on the engi.

I think you’ve never experienced first hand how deadly a thief-mes comp is. Only a full celestial team could hope to survive that kind of burst, not some decap sheets.

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Posted by: XGhoul.7426

XGhoul.7426

Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.

To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.

kitten , if an engi can crate AND leave a pt, he still wins it pushing out?!, someone call the balance police and arrest this build pls.

I think you misread. The engi would leave the utility turrets at mid, and crate at wherever it’s needed. If you pay attention to the map you can just pop the Thumper active as soon as someone tries to decap. The exception of course is Graveyard, but that has the advantage of you being able to place turrets in annoying to reach spots, forcing any attackers to either kill them first or have to deal with them while taking the point.

I always wonder what kind of turret engis people are facing when they say they’re no good in organized play, being able to have a presence in multiple parts of the map is always good if you have something like a Shoutbow along.

From your response, yes, I did misread, but can somebody explain the suboptimal turret engi build? because as far as I know the build is (still) complete trash and still unviable competitively. i.e. Once an engi burns their crate (especially a turret engi) they will have little to no sustain if they leave their turrets burning on other points, let alone a stunbreak, the build can be easily outplayed by any class in this game (assuming a pure competitive environment and they leave 1 of their utils to troll 800 dmg for no reason on a pt)

I’m still baffled how people consider turret engis a problem (this is my personal and biased opinion)

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Posted by: BurrTheKing.8571

BurrTheKing.8571

Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.

To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.

kitten , if an engi can crate AND leave a pt, he still wins it pushing out?!, someone call the balance police and arrest this build pls.

I think you misread. The engi would leave the utility turrets at mid, and crate at wherever it’s needed. If you pay attention to the map you can just pop the Thumper active as soon as someone tries to decap. The exception of course is Graveyard, but that has the advantage of you being able to place turrets in annoying to reach spots, forcing any attackers to either kill them first or have to deal with them while taking the point.

I always wonder what kind of turret engis people are facing when they say they’re no good in organized play, being able to have a presence in multiple parts of the map is always good if you have something like a Shoutbow along.

From your response, yes, I did misread, but can somebody explain the suboptimal turret engi build? because as far as I know the build is (still) complete trash and still unviable competitively. i.e. Once an engi burns their crate (especially a turret engi) they will have little to no sustain if they leave their turrets burning on other points, let alone a stunbreak, the build can be easily outplayed by any class in this game (assuming a pure competitive environment and they leave 1 of their utils to troll 800 dmg for no reason on a pt)

I’m still baffled how people consider turret engis a problem (this is my personal and biased opinion)

The turrets themselves give boons to you and your party when traited with Experimental Turrets. You get Vigor from the Healing Turret and Protection from Thumper. Personally, I found that those boons + Protection Injection and Self Regulating Defense with Soldier’s ammy and some sort of defensive rune (Mel or Grove) is all you need. Heck, I’ve gone Zerker and still found my defense to be adequate.

Turret isn’t hard to play, but you go have to be clever about placement and when to activate the main attack of the turrets.

Even VS Mesmers I find that with Rifled Turrets you have 1,500 range so it’s not like they’re going to be out ranging you. So long as your turrets aren’t right next to each other and you position yourself so that they can’t AoE them you force them to either focus on the turrets or you. If they focus you they may down you, but stomping you before your turrets down them as well (at which point you win) is a tall order. If you’re not there but Thumper is in the middle of the point and your Rifle and Rocket are outside you still have to deal with the Thumper at least before getting on point because otherwise the Engi can just knock you off and activate the other turret’s attacks as well (from what I’ve seen the range of Thump is the entire point if placed in the center). Most bad turret users group them too close.

What made the comp work is that the boons from the turrets made the Shotbow even more powerful due to boons and his heals let him help keep the Engis and his turrets alive but even solo the turret engi had enough staying power to hold off any single player. They at one point also dropped all their crates on one point which with that + Accelerant Packed Turrets made for a pretty funny moment (only funny in hindsight though).

Also, Turret Engis do have an emergency stun break if Thumper isn’t down in the form of Rumble. It even gives around a second of Stability to prevent immediate follow up control. The more clever Engis wait to actually put down the thumper until after they use Rumble. Of course, if they’re standing next to it when they get stunned they could also just Thump you away.

Turrets are weird, you can’t say that it takes skill to play the build itself but there are ways to play it wrong.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

(edited by BurrTheKing.8571)

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Posted by: inhearth.2038

inhearth.2038

These days I won a match against 5 turret engies with a random team with a basic comp. We just knew what to do and where we needed to rotate. Imagine a point with 2 supplies crates plus their normal turrets everywhere.

Seriously, nowadays people that lose to turret engies just have the classic l2p issue.

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Posted by: BurrTheKing.8571

BurrTheKing.8571

These days I won a match against 5 turret engies with a random team with a basic comp. We just knew what to do and where we needed to rotate. Imagine a point with 2 supplies crates plus their normal turrets everywhere.

Seriously, nowadays people that lose to turret engies just have the classic l2p issue.

Turrets =/= Decap

Decap only has 1 turret. They were the main threat. The pure turret engi was worth having though because he could just mix their turrets in with everything else the decaps had.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: Rym.1469

Rym.1469

Dunno. Double shoutbow and some cele engis or eles on top is annoying. When they clump up, the amount of healing, boons and condi removal really makes it tough for a single Necro to get through all that. It feels like a WvW zerg and just doesn’t want to die.

Or kill anyone, but makes games very stale and annoying.

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Posted by: Shylock.4653

Shylock.4653

The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.

The Turret Engi away from his Turrets is an easy prey. Turrets without the Turret Engi are easy to take out. You should take advantage of such an situation.

(edited by Shylock.4653)