Worst WvW Ability

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

So I was wondering which WvW ability is the most useless. And I came to the conclusion that Supply Capability the most useless ability is. You need 20 WvW ranks to increase your supply capability by 1. And that’s just the first rank. You need 300 WvW ranks in total to get +5 supply capability. While I’m fine with the ranks required I’m completely baffled with the benefit for spending 300 points into supply capability.
I know this limit should prevent you from building siegeweapons on your own but this increase is completely underwhelming.
In my opinion, it should be increased to +5 per rank (which would be +25 in total).

So, that’s my worst WvW ability to have. What’s your?

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Posted by: Reverence.6915

Reverence.6915

Probably Mercenary Bane. I spend maybe 5% of my time in WvW in EBG, and maybe 0.5% of that time doing the mercenary camps. Utterly useless

Supply is the most important factor in the PPT game. It is quite fitting that it takes 300 ranks to max supply mastery.

Expac sucks for WvW players. Asura master race
Beastgate | Faerie Law
Currently residing on SBI

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Probably Mercenary Bane. I spend maybe 5% of my time in WvW in EBG, and maybe 0.5% of that time doing the mercenary camps. Utterly useless

Supply is the most important factor in the PPT game. It is quite fitting that it takes 300 ranks to max supply mastery.

Yeah, but you get +5 supplies for 300 points… You can do kitten with this +5 supplies.
It’s only usefull in a really big zerg and it’s far easier to just get the +5 buff running instead of dumping 300 points.

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Posted by: RedStar.4218

RedStar.4218

If you are a zergling, Supply capability is kind of useless. If you play in small groups, it’s far from useless.

Mercenary’s bane is probably the most useless, closely followed by siege bunker.

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Posted by: Reverence.6915

Reverence.6915

Probably Mercenary Bane. I spend maybe 5% of my time in WvW in EBG, and maybe 0.5% of that time doing the mercenary camps. Utterly useless

Supply is the most important factor in the PPT game. It is quite fitting that it takes 300 ranks to max supply mastery.

Yeah, but you get +5 supplies for 300 points… You can do kitten with this +5 supplies.
It’s only usefull in a really big zerg and it’s far easier to just get the +5 buff running instead of dumping 300 points.

+5 buff on a camp. Put down 1 supply trap and still have 10 left over. Have a friend without supply capacity mastery with 15 supply. Build a guild catapult. Take a tower (or at the very least, supply damage).

Expac sucks for WvW players. Asura master race
Beastgate | Faerie Law
Currently residing on SBI

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Posted by: DivineBeing.2086

DivineBeing.2086

I would have to agree Mercenary Bane is the most useless.

Blackgate
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Posted by: Catinka.5476

Catinka.5476

I’d say Burning Oil Mastery. It gets taken out the first thing mostly if a tower is under siege, if they forgot it and have a zerg nearby you are as good as dead when they start hitting the oil.

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Posted by: Unholey.3264

Unholey.3264

I’d say Burning Oil Mastery. It gets taken out the first thing mostly if a tower is under siege, if they forgot it and have a zerg nearby you are as good as dead when they start hitting the oil.

I don’t know. I’ve got max oil mastery. The damage reduction along with the burning shell make it much more survivable (enough to where you can comfortably stand in a meteor shower, among other aoes, in my experience). This can buy valuable seconds needed for a response crew to get to a contested keep. Plus, using the burning shell vs Omega golems under time warp is hilarious.

To OP, yeah, probably mercenary bane. Not exactly worst, just fewest possible instances to be made use of.

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Posted by: UndeadCorp.2198

UndeadCorp.2198

I’d say oil. Everything else I can work with. Oil gets taken out first under any competent commander. Once in a blue moon you have people who start building with oil still up, often with hilarious results. Other than that, other “useless” skills have more usage. Mercenary’s bane has a few uses, especially if a zerg fight spills over into a mercenary camp. Supply is vital, that’s why it costs 300 points, and usually is last to be maxed.

To Uholey, either the commander must be really careless for not focusing down cannons and oil first, or the mesmer that ported the golems RIGHT UNDER while people are still focusing down oil needs to be fired.

(edited by UndeadCorp.2198)

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Posted by: Naz.2607

Naz.2607

I came to the conclusion that Supply Capability the most useless ability is.

o.o
someone does not understand how incredibly op this mastery is lol
(hence why it is so costly)

Naz ©

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Posted by: Jocksy.3415

Jocksy.3415

I’d say mercenery bane is the most useless.


Side note:
I used to think it was Supply Capacity, until someone pointed to me how OP and troublesome it would be if it was more accessible. 5 players can empty a camp with it. make it 7 in a bus (no +5 from guild). how does one feed its bus? and how OP would be a bus taking over a keep? 25 players would walk around with 500 supplies, which is 10 superior rams.

It might not be an awesome UP to take, in itself, but having people in the bus with it can make the difference between Winning and loosing.
(If I attack a keep, and we are not many, and our siege has been taken off, I can send a group of 5 who has the supply capacity to get some, and still have enough people to defend the position we gained, while if noone has it, the most I’d get from my team of 5 is 75 (vs 100).)
All in all, might not be much for you, but what it allows is huge, thus the very high price.

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Posted by: Radian.2478

Radian.2478

Mercenary’s Bane is undoubtedly the most useless ability in WvW. Doing 5% more damage to the dredge, hylek, and ogres is no game changer. They also don’t do much damage to you so the defense isn’t needed either.

Supply Capacity is good for small groups and flash building stuff. It costs a lot of points, though, and is probably not worth it until you are rank 800ish.

Burning oil mastery overall is below average but far from useless. Being able to reflect projectiles vs Omegas is pretty useful. If the enemy zerg goes for oil first thing, you can still get on it to make the pot have damage reduction to give your team more time to get to the tower.

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Posted by: mambastik.8735

mambastik.8735

I’d say Burning Oil Mastery. It gets taken out the first thing mostly if a tower is under siege, if they forgot it and have a zerg nearby you are as good as dead when they start hitting the oil.

I don’t know. I’ve got max oil mastery. The damage reduction along with the burning shell make it much more survivable (enough to where you can comfortably stand in a meteor shower, among other aoes, in my experience). This can buy valuable seconds needed for a response crew to get to a contested keep. Plus, using the burning shell vs Omega golems under time warp is hilarious.

To OP, yeah, probably mercenary bane. Not exactly worst, just fewest possible instances to be made use of.

Agree with you here. With a skilled player, oil mastery is devastating. With the right build, a 20 man would have a hard time killing a 1 man oil mastery user. Many times it’s to shoo away blob zergs who think they got it easy taking an empty tower. Many times it’s just to buy that few extra seconds for the commander to rally up and save the tower. And even if they do back out to focus fire on the oil first while you’re on it, it’s gonna take a whole lot more time.

And don’t get me started on towers where the enemy has to pass through the oil to get to the lord. If the tower is well fortified enough for the enemy to take down the walls from a distance and ignore the oil all together, they’re gonna have a rough time passing through that oil site.

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Posted by: ManaCraft.5630

ManaCraft.5630

If being the most useless ability makes it a candidate for “worst”, I agree on Mercenary’s Bane. But since overpowered traits are far more problematic than underpowered ones, I’ll go with either Defense Against Guards due to applied fortitude or Catapult Mastery for the sheer extra damage it provides.

I certainly can’t see Supply Capacity qualifying. Having extra supply is extremely useful, and I’m definitely maxing it on most (if not all) of my characters once WXP becomes account bound.

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Posted by: Blackjack.2083

Blackjack.2083

Oil Mastery is great.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I’d say mercenery bane is the most useless.


Side note:
I used to think it was Supply Capacity, until someone pointed to me how OP and troublesome it would be if it was more accessible. 5 players can empty a camp with it. make it 7 in a bus (no +5 from guild). how does one feed its bus? and how OP would be a bus taking over a keep? 25 players would walk around with 500 supplies, which is 10 superior rams.

It might not be an awesome UP to take, in itself, but having people in the bus with it can make the difference between Winning and loosing.
(If I attack a keep, and we are not many, and our siege has been taken off, I can send a group of 5 who has the supply capacity to get some, and still have enough people to defend the position we gained, while if noone has it, the most I’d get from my team of 5 is 75 (vs 100).)
All in all, might not be much for you, but what it allows is huge, thus the very high price.

But you would have to go to many supplycamps until you reach the 500 supplies. It would be a difference to small groups but it wouldn’t be a difference for a zerg. Noone cares if 10 people gather 100 supplies or just 5.
This would also encourage smaller groups since they would benefit the most from this change, for all who don’t like the current zerging in WvW. And if ANet manages to deliver potent keep defenses, this could be the counterpart to it.

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Posted by: Ahmrill.7512

Ahmrill.7512

Worse WvW ability is the ability to GROUP and ORGANIZE properly.

Gw2 has one of the worst grouping systems I’ve used in the last 7 years of MMO gaming.

Ahmrill
Proud member of [NORD] Nordvegr Guild
Jade Quarry