Showing Highly Rated Posts By Brigg.6189:
positive threads are not allowed here. Please add worst meta ever and/or threaten to quit to your post to comply with forum guidelines
I think he’s right. Lore wise GvG in GW1 has nothing to do with “The Guild Wars” that the game’s named after. http://wiki.guildwars.com/wiki/The_Guild_Wars
Tips for hotjoin: (Do these before tournaments to learn what’s going on. It’s not fun having a rank 1 on your tourny team)
-Hotjoin is a kittenshow, people don’t care about winning much, and will often run in large groups to farm kills. Just be aware of that going in, I prefer 5v5 matches for that reason.
-Some people use hotjoin for dueling. There’s private servers that having dueling in the title, but people still use other servers sometimes. It’s courtesy to let them do it. Just try to notice if lots of people are standing around or not capping objectives before you start wailing on them.
-People will rage for whatever reason. Just ignore it.
Tips for actually winning:
- Play the objectives. All maps have 3 capture points which should be straightforward, but then some other gimmick objective. Look up the secondary objectives for each map: http://wiki.guildwars2.com/wiki/Structured_PvP.
- Points are typically referred to as near, mid, far, relative to your spawn point.
- Rez your friends. A team that rezzes eachother quickly can often overcome a superior team.
- Only rez downed players, not dead.
- Only 1 person is needed on a capture point to capture it. Don’t sit on the point with your friends while the enemy gets everything else.
- Don’t get greedy. It’s better to defend 2 points then have everyone rush
Lastly just try to play smart. Dieing on a point can be ok if you really need to stall the capture, but in general don’t pick fights you can’t win. If the enemy is defending a node with a ton of players, go somewhere else or wait for backup before engaging.
Edit: One last thing. Before going in, just copy a popular build. Once you really understand why it works you can experiment on your own, but you’re not going to have much reference for how good you’re playing if you don’t know what a good build is capable of.
(edited by Brigg.6189)
yeah, can’t wait to see what team comps people are running
Minions and spirit weapons are going to need burning, torment and confusion on their autoattacks. Devs plz lissen.
The benefit of high health is that you can survive spike damage better. I think anet purposefully put that in contrast to classes that are better at sustained healing.
But yes, it seems like the way it was balanced high health doesn’t mean as much as having good healing in most situations.
Overall balance is pretty good, some of the largest build diversity I can remember as well. Ele and mesmer are both having trouble finding a role in the meta, but still have dangerous specs, warrior sustain is a little high.
Probably the biggest issue is that some of the meta specs are a little lame. Warriors, spirit rangers, decap engis, and minion mancers can all be frustrating to fight against and easy for inexperienced players to be moderately successful on.
These forums have always been excessively negative, so take them with a grain of salt. Every meta is the worst meta. I don’t think warrior is overall more dominant than ele at it’s peak atm.
This is the “celestial meta”, where strong celestial classes (ele, engi, warrior) replaced bunkers, make up the core of them team, and 1-3 roaming dps are used (thief, guard, ranger, mesmer, or necro).
Turret engi can be used as a side-point bunker in low tiers.
Skyhammer map awhile back a ranger caught me at low health trying to cap a point. As a last ditch I tried to fear him off the ledge, but it got transferred to the pet (shared anguish). I thought I was sunk until he hit shortbow #3 and knocked himself off.
You know, back in my day people pvp’d just because it was fun. Maybe I’m getting old.
2/10 troll
So I rarely ever complain here, but I think this is the tip of a huge issue, and I really have to get this out. Consider this:
I think the Anet rational for purchased traits is that since gold is now earned in pvp, it needs to have a corresponding gold sink. I also understand that trait and skill unlocks are seen as horizontal, and thus shouldn’t hinder players in pvp.
Here’s my problems:
1- Horizontal progression is still vertical progression. Access to more skills and traits allows for more permutations in builds, more statistical access to meta quality builds. 1 or 2 trait/skill unlocks doesn’t seem like much now, but if Anet continues on this path it’s going to be more and more apparent that longer playing players have a distinct advantage.
2- Freedom to experiment. One of the core great features of gw2 pvp. Unlike any other game, in gw2 you have the freedom to try any class, play any spec, and learn everything you can from it. I never fully understand another build until I play it. When you start creating meta builds that require unlocks, you destroy that amazing learning experience.
This game’s pvp was originally built on the concept of an equal playing field. No restricted skills, gear to grind, etc. That’s an amazing concept, and one of the core reasons I play gw2 pvp and not SWTOR or WOW. I think it’s extremely dangerous to mess with that formula. I really really urge Anet to reconsider this and future updates.
Charge as much as you want for cosmetics if you want a gold sink, don’t mess with the actual pvp.
While it’s got its faults, it’s the best pvp mmorpg I’ve played. I don’t really care if it’s not getitng 50k twitch views.
Simple analysis is that NA ran low mobility, high support teamfighting comp, while eu ran a more balanced team with strong 1v1/2v2 potential and higher mobility.
Both teams fight on 3 points, but NA tries to rotate in support to win drawn out fights while EU rotates in burst players to spike and kill.
you heard it here first guys
Somebody who tanks the rest of the match because they see the match is lost is ruining any enjoyment 9 other people have. That person is a selfish jerk, a kitten kitten.
I am honestly not sure why the “enjoyment 9 other people have” should even factor into the decision making process as to whether to AFK or not.
First of all, they’re (probably) anonymous people on the internet who aren’t even going to mourn your death.
Secondly, its about how YOU want to spend YOUR time. Not about how others want you to spend your time. Unless of course, you’re getting paid, then I retract this statement.
Or maybe you’re one of those people who also considers yourself a selfish jerk who ruins the lives of countless future generations when you use electricity?
Yeah, I like queueing for ranked pvp, but I prefer to /dance during matches instead of fighting. Sometimes my teammates get mad when I do this but it’s just how I want to spend my time.
Does nobody remember ~1 yr ago when the common forum complaint was “everyone is either burst or bunker”? It’s an awesome situation where it either takes forever to score a kill, or it takes < 1 sec. I’d take celestial over that.
That said, it’s fine to tune numbers if needed. Last year, nobody ran celestial. If now nobody runs it, then yes, you could reduce it. I really think it’s the might stacking that puts this over the top though. Notice that it’s classes that can weapon swap for might most efficiently that are really strong here?
Ok, I think you’re implying that dual-wielding doesn’t give a big enough dps advantage?
It’s true GS is a very strong dps, but dual wielding has a lot of nice options too. Sw/Sw is great condi damage. IIRC axe/mace is better standalone dps than GS atm. Axe offhand is a little weak.
I’m not sure I get what the problem is here.
Unranked/ranked queue is for “balanced” games. For your own sake, never expect good matches out of hotjoin. It’s for practicing your own mechanics only.
So, you want all the perks of having multiple characters with all the skills you want unlocked, but you’re not willing to pay anything or go through any effort to attain this?
Yea…you got no sympathy from me. =P
For pve fine. But one of the fundamentals of pvp in this game is an even competitive playing field, and it’s a big reason I play it. This is the first change ever that flies in the face of that.
You don’t need to reroll characters all the time like you’ve stated to be competitive. That’s ridiculous.
If you don’t have 25 skill points to buy the new heal, either you’re new to the game or you just have avoided PvE so much that you probably don’t even realize that you can get this easily.
You’re trying to argue against the principle on this, but your claim is really, really weak, especially considering that in almost every other MMO you have to do a decent amount of PvE before you can even touch PvP. Giving all players access to PvP gear and skills the way GW2 does is virtually unheard of. Even in GW1 where you could roll an instant maxed character, you still had to play to unlock other skills and gear upgrades to have any build outside of the default one.
Just because other mmo’s don’t do this doesn’t mean GW2 should. It’s one of my favorite things about this game.
It’s not purely a question of being competitive either, it’s also freedom to experiment that I like. Even if I main one class 90% of the time, I like being able to try out other classes for fun, and to learn to play better against them.
or scale up asura height like SAB imo
So all I got out of that is that Anet doesn’t like forum strawpolls. Suddenly that means that the forums are completely worthless, am I missing something?
My favorite class design in any mmo. There’s a couple very popular builds right now (mace+gs, hambow), but all weapons are useful and can be built around. Axe and sword are both underrated. Traits are also very interesting right now, and every traitline has uses.
The downside is that it’s a fotm pvp class, and despite how long I’ve played warrior it makes me feel guilty about playing it now.
Recent healing improvements is understandably controversial. Warrior desperately needed improved sustain to stop it from being “a thief without stealth” in pvp, and the buffs opened up a lot of locked up potential in the class. It was nearly impossible pre-buff to run a low mobility or full melee build, but not anymore. Healing signet did get a little over the top, but if warrior sustain gets axed, expect to see those builds (and warrior viability) start to disappear again.
That said, it’s an awesome class. It’s a lot deeper than it appears on the surface, and the mechanicals of it feel great. I’d heartily encourage you to try it, but go deeper than riding the fotm train. Warrior is most fun when you start learning the weapon synergies and build potential of the class.
You don’t have to play meta, but you need to play a good build.
Also, watch Sizer or Magic Toker on twitch. Watch, emulate, repeat, and be patient. Thief is one of the hardest classes to acclimate to.
Normalized sizes in pvp, like SAB.
As you’re improving as a player I like to think the first step is understanding your own class well, and being able to execute a strategy to win. The second step is recognizing and understanding what the strats are for other class, and learning their weaknesses. That seems like where you’re at right now.
Here’s a few tips, but I’d recommend you watch some videos/streams of good people playing the class (or even better, try it yourself):
Mesmer:
-Anticipate the shatters when they get 3 clones up, try to mitigate it with defensive abilities or dodges.
-Blurred frenzy is a strong channeled sword attack with invulnerability, on short CD (~8s?). Try not to stand in it, don’t waste your strong damage attacks during it.
-Common defensive CDs are a short duration stealth and teleport. Typically I try to put out enough pressure on mes to force these CDs, but save my strongest burst for after.
Warrior – 90% of warriors will run Bulls Charge + Frenzy + 100 blades. It’s a KD, followed by double attack speed for huge damage on long cd. You have to, have to, have to save a defensive CD/stun break for bull’s charge (or dodge it if you can). As long as you can do this, you should be able to kite around the war. Cripples and chills are practically a hard counter.
Guardian:
Several defensive CDs, great healing. Best counter is lots of condition damage. If that’s not your build, you may need friends. Another class where you need to work through the defensive CDs, then go for the kill.
I’d agree it seems out of line with anti-condi traits from other classes. But then again, maybe this is the kind of trait that would make bunker engi a reasonable option over guardian for bunkering against condi teams.
I’m not sure that’s a bad thing, especially considering direct damage classes have had to accept not being able to reasonably burst bunkers 1v1 for pretty much the whole game. Also at 25% just having a warrior or thief around to sneeze on the engi should be able to finish him.
expectations are waaayy too high here. I don’t know where people got this idea that this patch would fix everything. It’s going to be incremental changes, probably some good some not so good, just like it was in Dec.
Any active forums dedicated to pvp or with a good tpvp section?
It’s just hard to wade through the qq and armchair dev posts here. Just wondering if there’s any alternatives.
I agree with your points, but I think there’s two rational for the change that you didn’t address:
1- Dodge spam is bad for gameplay, and devs have said they want to reduce it across the board.
2- This minor adds a huge amount of dodge to warrior, it’s very strong for a minor.
But, I think your points stand. This is generally an underused trait line, and if you’re going to nerf it you should at the very least compensate it some other way. I’m really worried hambow, even nerfed hambow, will be the only decent spec after patch. Power specs, especially GS/LB, are getting destroyed this patch. It’s sad. Zerk pvp warrior in general has pretty much been continually nerfed since launch.
You should play mesmer
http://intothemists.com/calc/?build=-sFw7B0-NKkP0X4cL-60;9;4J-J-T49;248;229A5RV45;1KJG4KJG45Ba
This is a soloqueue roamer build. I’ve played this build almost exclusively since the last leaderboard changes, and it’s got me to top 25. I’m not the best warrior ever, nor is this any kind of super-secret sauce op build. It’s just a kitten fun, non-meta build that’s proven to be successful in soloqueue.
First:
I made this build because I missed my burst warrior. Meta warrior builds provide better aoe, and can have a bigger presence in teamfights. This build however, is a true roamer; mobility and single target burst dps/lockdown are the strengths. If I don’t think the team comp needs that (maybe some thieves on the team already), I reluctantly switch to GS/LB* or another class.
Traits/gear:
I’m not going to bore you with a lot of trait explanations, just point out the big ones.
- Burst mastery and mobile strikes are central to the concept of the build. You get on demand immob breaks with both weapons, and frequent eviscerates.
- Power line is a solid investment for your axe damage, and it grants the very underrated minor: “building momentum”.
- Cleansing Ire vs more damage. I tested both, but the added sustain from taking cleansing ire + healing signet wins out. Most fights aren’t won in one burst rotation, this trait keeps you in the game longer. If you want to play man mode though, switch to healing surge + 30/0/0/10/30**.
- Lyssa runes supply much needed precision and a big condi clear. I typically try to save my lyssa proc to be my condi clear when I can’t get a cleansing ire off, then pop zerk stance and do my dps rotation.
- Shield reflecting is just awesome to use. Try to reflect pin down vs LB warriors, rapid fire vs. power rangers, illusionary duelist vs mesmers, scepter spam vs guardians.
- Sigils are up to personal preference. I put a suggestion up there, but you can use others. I’ve been playing around with more crit chance, not sure if it’s worth it.
How to play:
The most crucial part of this build is playing against your enemy, this isn’t a faceroll build. You’re going to get creamed if you try to burst while blinded or weakened, or waste skills on a prot/stab/aegis opponent. The good news is you have the dps to take out any class/build in the game, as long as you land your hits.
The second most crucial part of this build is managing CDs. Every stun and utility is precious, use them to accomplish a goal, not just because they’re off cd. Fear me in particular has huge teamfight impact, and while it can be used to deliver dps, it should be a last resort. Ideally you try to win a fight without using any of these tools, so they’re available for down state management. Zerk stance is great for rezes against condi pressure, stab for safe stops, fear for rupting stompers/rezers, etc.
What else?
- Only use final thrust on a <50% opponent
- Your standard burst juggle is Mace #5 -> Axe burst-> Swap -> Shield #4 -> Sword #3
- Sword is a great tool for engaging and disengaging, use it. Leap to los cover if you’re getting lit up, start your eviscerate from behind LOS so it doesn’t get dodged.
- Eviscerate during enemy dodges/evades (practice your timing), for nearly unavoidable damage.
- Really there’s lots of combos and set-ups to be done if you get creative. Flurry can be used to land final thrust, or axe autoattacks. While in melee range, axe 3 to cripple then fear to land big axe AA dmg.
That’s about it. Not always easy to play, but fun, rewarding, and something different. Let me know questions/criticism, I love discussing stuff.
-Briggz
‘*I shouldn’t say reluctantly, I love gs/lb. Never been a huge fan of hambow gameplay though.
**Playing 30/0/0/10/30 is so unforgiving that it forced me to get much better at playing this spec, and it’s fun.
not sure if trolling
I will look forward to all of this, thank you. Also i find that i need to practice more, i need to actually enter the game and play it until i manage to get the flow of the game. Which may take a little while, i dont know, all i know is that i’m thankful, i didnt even knew the community would be so helpful, and give a newbie such attention. Thank you
yeah, speaking of which, what is going on around here? Where’s the usual trolling and qq posts, is this the gw2 forums?
Rush could use some animation polish or upgrades, F1 needs to be better or more interesting. Everything else on GS is fine.
Problem is pvp has always been a bit of a niche. I think most games I’ve played have called it about 5-10% of the pop that actually participates on a regular basis.
But I mean, personally I completely agree. I like the pve and WvW, but sPVP is kind of the one thing that never gets old for me.
Actually I think this is going to be very strong against warrior, mostly for rupting the short CD burst skills. Interrupting combustive and earthshaker will make the war nearly useless, and vulnerable to condis.
Hrmm, I always thought it felt pretty good. Could it be ping related, maybe server lag?
I prefer the passive capture. It makes sense to me, and I like the kb/cc games that comes out of it more than the interrupt game with stand and click mechanics. I’d also rather be fighting on the point and not trying to stand still and wait for a bar to fill.
Yeah, keep in mind also warrior is really doubly nerfed by sigil of para since damage is so high on stunned targets. Unsuspecting foe and merciless hammer traits are both indirectly nerfed in efficacy. Skullcrack+100b is nerfed because you won’t get full duration 100b now (and the last hit is the largest).
We’ll need to play this some to figure out how it feels for sure.
Yeah, we’re gonna have to throw the tourny and let CN take it. Maybe they’ll bank roll another series then.
Full disclosure: I actually like skyhammer. It’s flawed but I like it.
- Remove from solo-queue temporarily. We can argue about percentages of who likes it, but if such a high percentage of the players hate it, you should probably stop “forcing” them to play it.
- Tweak the map. I think two changes are necessary.
- Glass kills are too easy. No one likes 1-ability kills. Change glass from being a fall-kill to being damaging when you stand on it.
- Hammer is too dominate. Make it dodgeable and add a little bit more area to the hammer platform.
If those two items aren’t enough to make skyhammer fun, you could add a second level to eliminate knock-off kills, but I don’t think that’s necessary. Getting good people off a ledge is reasonably difficult at present, aside from the hammer platform.
Hundred blades is over 3.5s though =/. Using your numbers that’s half the dps. It cleaves sure, but that’s only situationally useful (like against rezzers)
Less condis, not more plz.