Do you even lift, bro?
Teleporting Golems
Do you even lift, bro?
Portals are ok. Learn to deal with it
Portals are ok. Learn to deal with it
Teach me how to deal with it then, oh mighty one.
Do you even lift, bro?
scout? /15 chars
scout? /15 chars
How does that help?
Mesmer stealth in, plop portal.
Insta-Golems. Gate down in seconds.
Do you even lift, bro?
Don’t have a problem with portals. Takes teamwork. Which is suppose to be part of the idea of wvw. Now waypoints working… That is something else. A cheap easy way to protect a golem essentially right after it does its job. Part of the risk of taking a golem out should be no quick easy way to hide it.
Melanessa-Necromancer Cymaniel-Scrapper
Minikata-Guardian Shadyne-Elementalist -FA-
Golems arent that cheap (in theory) and can move, there is nothing wrong because at the end the golem is just a player with higuer stats.
And you dont deal with portals, you just accept it, adapt at the end.
The thing that bugs me is the ability to port them back to the PK if they are out of combat. Mesmer portals are fine.
scout? /15 chars
How does that help?
Mesmer stealth in, plop portal.
Insta-Golems. Gate down in seconds.
Scouting is a lot more than sitting on your walls and gates and looking around.
I remember when portals didn’t require you to hit “F” to use… they were automatic. Portaling yaks FTW!
Portal only has a range of 5000. That’s not that far. So either they’re a lot closer than you think, or they’re hidden just behind a hill or something already near the keep. Do a better job of looking around. Mesmers cant run 5000 units stealthed the entire time.
OP is exaggerating and doesn’t understand the ability enough to know how to defend against it.
www.teamnewl.com
“NEWL guys are cool guys.” -styx.7294 approved.
I think the first thing I would change with golems is making it so they cannot use a waypoint and they de-spawn if you take them to your base. You should not be able to store a bunch of golems where they cannot be reached, imo.
I am open to them not being able to use portals and instead just get swiftness.
Golem = 1g per, golem walk speed is something like 50% of less that of normal travel. Not porting them would basically render them useless. Want to eliminate a game sink, knock out the ports, watch everyone just use rams. They are effective in a couple situations, and still dependent on the party/group squad to have enough ‘x’ to support them.
Counter golem portals, 2 things … scouting or keeping an eye on roaming mesmer, especially between common strike paths. It’s predictable. If you catch them when lining up (often do a practice run if there’s a newer mesmer). You can pretty much set up a trap. In most circumstances, your not going to be this lucky. Things to keep an eye out for that commonly give you a heads up without having to find a needle in a haystack. Camp circles, try and meet a zerg at a camp, or keep an eye on the camp (1 person) can tell you flat out if they are making golems. Usually means they plan to strike with them at some point in the coming hours. Watch for it, there will always be a calm before the storm.
How to deal with a golem port when it happens.
1) situation you know its coming: meet them at a mid port (2nd or third) … they will miss the final push, most golem drivers like the cakewalk style, and get irked if people don’t ensure there safe passage. If you have a group enough to cause some chaos along route, do it. Engage them in combat, so they can flee via WP.
2)situation 2 you know they are coming: let them port there chain through and rush them from behind. Kill the group, not the golems. Safety is numbers for them drops. Only really successful if you have a thief who can contest there closest waypoint. Make them run, strike will fail.
3) Situation, oh noes get here now golems at gate. Truth is … if you and numbers are not close, consider outer breached. It may still be salvageable if you have enough defensive siege. Most cases, prep inner if not already. Cata the door, reign arrows etc … in most cases, a golem rush will have already been doing fake strikes (feign) to rip down cannons/oil and any siege they reach. Often will also contest (if owning more keeps) the other keep to draw you out to check other keep right before they strike. This is a telling sign of any strike looming. Immediately recover and rebuild. If you don’t and let it go, there bigger issues.
Scouting will give a heads up, anywhere along the way. Whether scouting the common lines used, the camps, or even there strike starting point.
Golems are not hard to kill if you are there to defend. And in case you haven’t used them, they are painfully slow.
Pretty much what Hexin just said. Basically, if you participate in team play (which is what w3 is) you will be scouting, and defending. If you are just following a LoL100g commander around blindly, while not at least defending what you own, you were doomed whether they used golems or not…
Golem = 1g per, golem [snip] Want to eliminate a game sink, knock out the ports, watch everyone just use rams.
[snip]
How to deal with a golem port when it happens.
[snip]
I don’t always agree with Hexin’s linguistic lubrication; however, without hesitation, this is an excellent, mature, thoughtful answer/response to an otherwise trollish thread topic.
Well done.
Timewarp is the biggest issue here, building 6 golems is an expensive undertaking, but having them deal the same damage as 12 is a huge force multiplier versus those gates.
whats next siege is op or no wait superior siege is to good like the one stated learn to counter and they are nothing
Best way to counter a golem rush: scout, scout, and scout. Nothing sucks more than getting your 10 golem army slaughtered by an angry mob or some siege set up in advance!
Stop crying.
You obviously don’t lift, Oglaf.
Diamond Story – Elementalist
[TSym] Tac Sym
Portals are ok. Learn to deal with it
Teach me how to deal with it then, oh mighty one.
Whine about actual problems, like culling for example.
Anet fix thief plz its boring now :(
whats next siege is op or no wait superior siege is to good like the one stated learn to counter and they are nothing
All Siege is pretty balanced except Golems. Argument could be made about Trebs in Towers being able to hit other Towers/Keeps, but I feel that’s somewhat minor.
Teleporting in a couple of Golems and Timewarping down the gate in a matter of seconds just leaves the defenders without any chance at all.
Do you even lift, bro?
I really hope anet doesnt go around nerfing everything based on every little complaint when it is only a matter of developing counter tactics. Oil is quite effective against a golem rush and scouting is proactive.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Teleporting in a couple of Golems and Timewarping down the gate in a matter of seconds just leaves the defenders without any chance at all.
I must have hallucinated all those failed Golem rushes I’ve seen then…
I really hope anet doesnt go around nerfing everything based on every little complaint when it is only a matter of developing counter tactics. Oil is quite effective against a golem rush and scouting is proactive.
The oil won’t kill the golems in the few seconds window they need to bust down even a reinforced gate.
Do you even lift, bro?
Nothing wrong with teleports.
If someone cannot scouting - let he will loose keeps.
Period.
Anyway, cry of PVE-girls and carebears are so funny ^^
Seafarer’s Rest (EU): Liicher (Engi), Lii Cher (Warrior), Swf (Elem),
Licharr (Guard), Lich Eir (Ranger), Alt Fh (Thief). Lii Cherr (Mesm), S Wf (Necr)
Oglaf? People have written really detailed explanations as to why this is perfectly balanced play, I suggest you read it, learn it, and add it to your playstyle to do well. Ask your Guild’s Commanders to set up people in accordance to what was typed in this thread so you guys can be more successful in future endeavors.
[FUNK] Squad
I really hope anet doesnt go around nerfing everything based on every little complaint when it is only a matter of developing counter tactics. Oil is quite effective against a golem rush and scouting is proactive.
The oil won’t kill the golems in the few seconds window they need to bust down even a reinforced gate.
So what happened those times I watched a pot of Oil burn down 10+ golems before the reinforced gate got smashed?
Your theories don’t seem to line up, at all, to the hard first hand experiences I have witnessed in the field. Those being that golem rushes are not difficult to deal with, given you prepare. And if you don’t prepare, you really have no business keeping territory.
Only thing I can think about is AFK people in those golems.
There is no realistic scenario where 10+ golems should fall to Oil before smashing a gate down.
Do you even lift, bro?
Golem rushes can be stopped if you react quickly. They will melt through gates rather quickly, but if you have siege, or a good force inside you can wipe the enemy and their golems. And yes, do not underestimate boiling oil and cannons, they are very important to have, they can melt the golems faster than they can melt the gate if the enemy is silly enough to leave them be.
Radik of Aeon – Guardian
Waypointing golems is the real culprit.
Devonas Rest 4 lyfe
Only thing I can think about is AFK people in those golems.
There is no realistic scenario where 10+ golems should fall to Oil before smashing a gate down.
I’ll see your “10 golems can’t fail” and raise you “41 golems just failed.”
I’ll give you that these guys were undisciplined as hell, BUT our scouts (I was one of the commander on EBG that day) had spotted them building golems at least an hour before this happened. Because we used scouts properly we were well prepared.
[Rawr] – HoD
(edited by patricide.1062)
Honestly, though… A well placed treb from inner or from supporting towers/keeps can wipe out a golem rush before they get the gate to 50%. It’s just a matter of having disciplined scouts and maintaining your defensive siege.
[Rawr] – HoD
This is why you need scout (not only inside tower/keep). In BL, you need scout in water area. While in EB is easy to spot (as the map is so small and the path is straightforward).
it’s actually quite hard to port golems around and u need a lot of good coordination and communication to portal golems to a gate.
[AVTR]
Isle of Kickaspenwood
The main problem is that you can waypoint the golems. We have had many encounters where we will spot a huge golem army, and before we can engage they will see us and port them all back to safety to be used 2 hours later when everybody goes to bed.
Golems need to be built in combat zones and forces to stay in combat zones, and not be able to use waypoints.