(edited by Solstice.1097)
please add a defense mastery
I like it, except level 3. Thats abit too much.
But yeah I see where you coming from, defenders need more help against these strong offensive masteries. Ram mastery comes to mind
I like it, except level 3. Thats abit too much.
But yeah I see where you coming from, defenders need more help against these strong offensive masteries. Ram mastery comes to mind
yea re-looking at it would make more sense to swap level 3 and 4 around.
1 Defender can easily halt 10 players and make it hell for them, defending should be nerfed. And there should be a mastery that gives you 50% less damage from your beloved ACs. Defending is just too easy.
1 defender can easily halt 10 players and make it hell for them, defending should be nerfed. And there should be a mastery that gives you 50% less damage from your beloved ACs.
oh, you mean like iron hide / iron will?
People are currently bursting upgraded doors in under a minute with ease. Its frustrating for defenders.
Sure with the numbers already in the tower/objective its easy to defend, but thats not the case most of the time
1 Defender can easily halt 10 players and make it hell for them, defending should be nerfed. And there should be a mastery that gives you 50% less damage from your beloved ACs. Defending is just too easy.
it takes multiple ACs to be able to be able to defend each common ram/cata spot, and even when they are built and ready then you still have iron hide/will, catas, trebs, counter ACs, ballistas, AoE.
the only thing 1 defender can do against 10 is slow them down, unless the group of 10 is just bad.
This may come off as a shock to you, but Iron Hide only works on people on rams. Kill the rams and it won’t take 1 minute and is extended from 1 minute to 30 minutes or even an hour.
Fioravante-Fort Aspenwood, D/D Elementalist and a Warrior.
I like the idea of this mastery, I would change things a little though;
Remove #3, and move #4 and #5 down to 3 & 4.
5th level mastery would grant invulnerability inside the friendly structure while the gate and/or doors are in tact. This doesn’t mean siege is invulnerable, but this now means you can stand on top of the wall and blast away, both damage and CC free.
This may come off as a shock to you, but Iron Hide only works on people on rams. Kill the rams and it won’t take 1 minute and is extended from 1 minute to 30 minutes or even an hour.
iron will is AoE right? so 2 rams gives it to up to 10 people?
Iron Will is garbage.
Fioravante-Fort Aspenwood, D/D Elementalist and a Warrior.
I like the idea of this mastery, I would change things a little though;
Remove #3, and move #4 and #5 down to 3 & 4.
5th level mastery would grant invulnerability inside the friendly structure while the gate and/or doors are in tact. This doesn’t mean siege is invulnerable, but this now means you can stand on top of the wall and blast away, both damage and CC free.
that seems a little dangerous. like if you repair the gate behind them then you can god-mode them down?
if an upgrade finishes once they are on inner you can god-mode them down?
if a mesmer ports a group inside you can god-mode them down?
i know what you’re getting at but it would be tricky to implement without major unintended consequences
Perhaps instead of invulnerability you gain Iron Hide whenever you’re inside a structure you own?
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This may come off as a shock to you, but Iron Hide only works on people on rams. Kill the rams and it won’t take 1 minute and is extended from 1 minute to 30 minutes or even an hour.
iron will is AoE right? so 2 rams gives it to up to 10 people?
I think it has a 50 player limit. It lasts for 3 seconds and does not stack. You only need 1 ram to pop it on a pretty good zerg for a bit.
This may come off as a shock to you, but Iron Hide only works on people on rams. Kill the rams and it won’t take 1 minute and is extended from 1 minute to 30 minutes or even an hour.
They also already cut AC damage to siege (which includes rams) in half. This was before ram mastery was out, and I kinda wish they would change that part back if ram mastery is going to stay.
1 Defender can easily halt 10 players and make it hell for them, defending should be nerfed. And there should be a mastery that gives you 50% less damage from your beloved ACs. Defending is just too easy.
Protection +siege bunker +iron hide + frost aura.
I thank thats way past 50%
Not to mention zerging costs nothing,while to defend something you need to upgrade it and siege it and guard it.
You will have better luck asking for total removal of structures on wvw than trying to prove that defenders have it easy.
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Perhaps instead of invulnerability you gain Iron Hide whenever you’re inside a structure you own?
i dont think pure AoE should take out siege very easily. but defense mastery trait that grants iron hide and stability while on cannons, mortars, or oil might be very useful, because right now a zerg’s AoEs make them almost impossible to use.
Great idea, although I think that #3 should be replaced with something like you take less damage and are immune to cc when operating cannons/siege inside of the structure.
Mr Pocket Rocket~Charr~Guardian~Commander
Well a single treb behind a gate can pretty much halt a zerg by itself. Same with cannons and oil. Granted the final 2 leave you basically vulnerable to pulls, fears and AoE’s.
AC’s i find to be quite lack luster as well unless you are supporting allies in the defense. I have never seen a single AC stop a zerg larger than 10 people. 20 people = 4 rams, or 6 if they have +5 supply. A single AC cant take down those rams before the gate goes down. And with iron hide and waterfields those ram masters can just soak that damage. You need atleast 2-4 before they start getting off.
As for the defense master line, you propose, I like all except level 3, and possibly level 5.
Level 3 would basically make trying to plant a mesmer impossible while the fortification is contested. A mesmer could be spotted, because someone decided to tap the gate for instance.
As for Level 5, this would make trying to take a waypointed keep all the more harder. It is hard enough as is at times. It also would make trying to ninja the keep harder. Basically as soon as your scouted a zerg can instantly port inside the keep, contested or not, rather than having to decide to wait for timer, or run to the keep.
Move level 4 to level 1, move level 1 and level 2 to level 2 and level 3 respectively.
Level 4 could be, take 50% less damage from all source for 10 sec after passing through a friendly portal in a fortification.
Level 5 could be, take 50% less damage from all sources while contesting friendly circles in supply camps, sentries and fortifications.
Great idea, although I think that #3 should be replaced with something like you take less damage and are immune to cc when operating cannons/siege inside of the structure.
I like that one. That would be a good idea.
(edited by thefreezingvoid.8516)
you think #5 costing 175 world rank points would allow whole zergs to port in?
most of the people on my server aren’t even rank 175 if that’s all they spent their points on.
I’d actually prefer all the offensive WXP ranks got toned down. The offensive power creep already makes fighting in WvW already extremely dull. Countering it with a defensive power creep will only lead to buffing the offense again the moment people realize keeps have become impenatrable objectives. In my book WvW was more balanced at release than it is now. I’d love to get back to more balanced. It made the format a lot more entertaining than it is right now.
It is easier to attack than defend in this game, and offense is the best defense. But what do we do when the offense team of the enemy is more than we have?
Let them cap, upgrade, and we can play with our sentries, blood lust node, and occasional camp captures. T.T
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I like the idea of this mastery, I would change things a little though;
Remove #3, and move #4 and #5 down to 3 & 4.
5th level mastery would grant invulnerability inside the friendly structure while the gate and/or doors are in tact. This doesn’t mean siege is invulnerable, but this now means you can stand on top of the wall and blast away, both damage and CC free.
I agree with everything but #5. No, #5 needs to be practical…such as, while the Lord is under attack or the Control Pad is being taken over, all stats raise by 50 points. It would stack with the #1.
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(edited by RyuDragnier.9476)
The problem is a large golem rush can cap a keep before the WP opens. That’s why #5.
but I would instead prefer if they just changed contested WP mechanics in general to allow 5 players per minute through or something.