Showing Posts For Atrox.9216:
I understand but what is the point on giving inactive players the possibility to rush faster into higher divisions than active players? It makes more sense to leave the variance how it is and just grant +100 per game to deplete the decay.
Hey,
I played Ranked-PvP with a guildmate this season. We had almost the same amout of rankpoints. For each win/loose we both got/lost around 10-15 points.
This week he had no time and got a decay of around 400 points. In the meantime I played on myself. Went back and forth and ended up with a rating of 1619. While my guildmate had an effective rating of 1585 and because of the decay an actual rating of around 1185
Today we started to play together again.
1) We lost the first match: I lost around 13 points and he got 70. That means he got 100 points for playing a ranked match while being affected by decay and lost 30 because of match loose. We were first surprised but continued.
2) Second match —> Win: Me + 13; My guildmate + 132
3 )Third match --> Win: Me + 13; My guildmate + 133
4) Fourth match —> Win: Me +12; My guildmate +131
Now I have a rating of 1646 and he has 1651. Considering the effective rating he was 34 points behind me and now he has even 5 points more. Because of the decay he got much more points for a win then me (not considering the +100 for decay depletion).
How is it possible? Before his inactivity we got almost the same amount of rankpoints but because of decay he won much more then me. Could it be because his rating was at 1185 when he started to play ranked again and because of me he was ranked against players with a higher rating? If yes, why did he lost 30 points in the first match?
It seems that the decay gives another boost then just the +100 rankpoints per played match. This system could be easily abused by being inactive for some days to be rewarded with ~30 points per win.
Yeah nice now I can´t fight together with my mates in ranked. What then? Going unranked and fight against newbies? Where is the challenge then?
Just implement ques for 1,2,3,4 and 5 man groups. You can also pare 5vs4+1 or 4+1vs3+2. Such matches are stil fairly balanced.
There are so many possibilities to manage the current problem but you decide to make GW2 a soloPvP game. I thought it´s a MULTIPLAYER Online Role Play Game.
I think that you and probably many others got so many boxes in the previous seasons, was a just an error in the script. Many abused it by creating many teams and playing only one or two games.
Now they fixed it without giving this informations to the players. The whole Guild Team PvP system is totally obscure. There were now informations given how the Rankpoint gain is calculated and how you loose them from inactivity. Very bad design and information politics.
@Krysard: Thank you for the tips. I knew many of them but some gave me new ideas.
@Corrupt Is the Man: Thank you too. I tested Purge Gyro several times but in my Opinion Elixier C is way better in condition cleansing then this Gyro. It´s toolbelt ability is close to uselessness and it dies quickly in teamfights. I would also loose either the dmg-reduction of Bulwark Gyro or the knockback + stunbreak of Blast Gyro.
Hello,
I would like to hear how to handle the current condiwarrior meta as an engineer. I have already problems against warriors alone as i can´t really kite them as a meleeclass. Elixier C helps a lot but i don´t take it if there is only one condiclass in the other team.
I try not to hit them with stuns/dazes as theier stunbreaks heal them. So i just kite them through Hammer 5 and avoid jumpfinishers in lightning fields. I am forced to play very defensively but die in the end.
Even worser is it to fight alone vs Warrior + X. Recently I hold close against a druid. Was no problem, almost finished him but then warri comes in. The fight ended very fast and I kissed the floor. I can handle most 2 vs 1 situations somehow but if a warrior is one of them I get wrecked quickly. The amount of stuns, powerburst and condidamage kills me very fast.
Has someone tipps?
Hello all together,
I am ready to craft ascended gear and wanted to do this for my engineer, in order to create a conditioneer for raids. I always heard, that I need to reach 100% conditionduration for bleeding and burning, as these are the main conditions of an engineer.
But first i transferred the suggestions from Metabattle
http://metabattle.com/wiki/Build:Engineer_-_Condition_Raids
into the Buildeditor
http://gw2skills.net/editor/?vdAQJAqalUUhatYfWwELQ7FLpF14PmGlx3GGANAYJuiHAA-TBiHQB6RJI9U/hc6B2lSva9AAK3+DEUZAAOBAkCYRlVA-e
and saw that with this setup I only get 99.4% of conditionduration for bleeding and burning.
Is it enough? According to the Buildeditor the Burnduration (of “Incendiary Ammo” for example) would be doubled. It would also be doubled if I change the stats of the headgear (for example to Sinister) and reduce the conditionduration to 97.4%. Shouldn´t the conditionduration for “Incendiary Ammo” be then at around 5,75 sec? Is there a tollerance and the system just rounds up the duration? But where is then the limit? Or is it just an error of the Buildeditor?
Has anyone tested whether you get as many burn-ticks with 99.4% as with over 100% conditionduration?
Thank you for your answers!
(edited by Atrox.9216)
I had the same problem now, as i wanted to do the Shatterer.
Entered the Portal from Lion’s Arch to Black Citadel —> No problems.
Get inside the Heroes District (Instance in Black Citadel) —> No problems.
Ported from Black Citadel to Blazeridge Steppes —> Error message and game crash.
Seems to happen if many people want to enter a particular map at the same time.
Hello my fellows,
I would like to present you my bunker/support build. Critics and improvements are welcome.
http://gw2skills.net/editor/?vdAQJAqelUUhKrYtWwdLQ7FLGGUYAu/eFTXI+/X4H/5B-TJxHABIXGo2TAwJ7PAwDAAA
This build provides decent amount of healing for you and your teammates. Additionally you can buff them regeneration, protection, retaliation and might. This all is achieved by generating as much blast-combo finishers as possible. What I also like on this build is the high amount of knockbacks, giving you decapping capabilities.
I am aware of the fact that this build is no comparison to a guard/ele-bunker but it could do the job if you have no buker/supporter in the team at all.
During a fight I stay most of the time on the point, throw fields and blast them. In critical situations these are mostly mortar #4,5, heal turret or elixier gun #5 for condicleanse, AOE-heals and retaliation. During this I also try to push the opponents from the point with thumper turret, S#4, and flamethrower#3. These skills also help to prevent stomps. Very often I use the flamethrower AA to get crits which trigger bunker down.
Some explanations for weapon/utility/trait choices:
P/S gives you a blasfinisher on S#4 and also some sustain. Additionally you can annoy the enemy with poison blind and buff your teammates with protection (Over shield).
Healturret is an obvious choice: waterfields, condiclean, aoe heal and blastfinisher. Everything we need.
Flamethrower has a blastfinisher on a very short cd, provides a firefield for blasts and other usefull stuff.
The elixier gutn also has a blast but also a lightfield (for buffing retaliation) and stunbreaker. Weakness on autoattack is also nice against lich/rampage.
The thumper turret is the ultimate blast generator. 3 blasts and a stunbreaker. Saved several times my kitten .
Without the mortar-kit I noticed that I don´t have enough fields for blasting and an additional waterfield(#5) is very usefull in this build. But the supply crate is an equivalent alternative.
The primary traitline is of course “inventions”. Overshield grants protection to your mates. I prefer it because AMR doesn´t reduce the recharge time of cleansing burst and this is more a curse then a blessing. Soothing Detonation together with Bunker Down is the bread and butter of this build.
“Alchemy” gives us more protection, little bit condi-defense and more heal.
I took “Explosives” only to get longer lasting Mortar fields and the extra blastfinisher from Orbital strike. Thermobaric Detonation is also an option but the 10 sec CD sucks.
I take Magi amulet for crits which trigger bunker down. I’am still trying different runes but got stuck with runes of melandru to keep condi pressure low.
The biggest drawback of this build is our lack of condi cleanses and I haven´t found a good solution to this. Also the lack of blocks is noticeable, so you just have to outheal the burst. Your teammates need also to be near to you due to the small radius of Soothing Detonation so communication is necessary for optimal effect.
Hello,
I play the meta cele rifle build in sPvP and I thought about the trait “Incendiary Powder” (IX). Without extra +20% burn/condition duration it performs only 5 ticks.
I wanted to elevate the burn duration to get 6 ticks without big reduction of direct damage. I don´t want to use “Sigil of Smoldering” because I like “Sigil of Battle” and also need to elevate my crit chance by “Sigil of Accuracy” or “Sigil of Intelligence”.
So I changed my “Runes of Strength” into “Runes of Fire”. Now my burning has a duration of 6 seconds and I also get fire aura when strucked below 80% of life which helps me to generate more might.
I’am testing it now but wanted to know what others think about “Runes of Fire”.
My build:
http://gw2skills.net/editor/?fdAQFAUlUUpkrlYxdLseNCbBNqxI6N2xq85DEgkC-TJBBwAAuAAeeAA22fAcZAA