Rank: Top 250 since Season 2
#5 best gerdien in wurld
(edited by Saiyan.1704)
Overall Strategy Synopsis
Apex had a better opening start but lost the team fights in both mid and home which resulted in a tri-cap.
After a full wipe on home, Apex rotated a war and thief, towards far which was a great strategy because it not only lured Abjured off home/mid but also because these two classes could litterally kite the whole map if they had to.
Thereafter, Apex sent the rest in mid, the Thief went back to mid, and the Warrior went back to 1v1 an Ele at far
This 4 mid 1 far (4/1) strategy resulted in a quick 2 man wipe in mid on Team Apex
During the mid wipe
Apex’s Thief started to rotate off towards far, then their guardian soon after. The tanky warrior with half health did absolutely no damage against the ele on far for the thief to +1 and gank quickly. Abjured’s Ele went on defense mode and tanked both classes until the rest of his team got there (which wasn’t long).
Rest of Abjured rotated far and wiped the rest of Apex.
While far was getting cleaned up by Team Abjured, Team Apex slowly sent respawns to Home. Abjure’s Mesmer who scouting mid, saw the rotation and got to home first. (The Mesmer actually pulled off a burst that brought ele down to 50%, forcing him off point for a few seconds)
The heavy sustaining bruiser classes that Abjured is, got to home 1 by 1, engaging the rest of Apex team until the timer ran out.
Conclusion
Apex’s biggest mistakes were rotations. They weren’t able to win any 4/1 or 3/2 team fight. Nor could they ever 1v1 that Ele on far point unless that War was a Mesmer. The
Thief could have +1 far sooner to help the Warrior or simply rotate off to decap home.
If Apex did a 1/2/2 split the moment Thief and War initially trolled far, the game would have looked a bit differently.
(edited by Saiyan.1704)
GW2 has the best PvP in any MMO…I find that reason enough to play.
Unranked Queue
The good: it’s the natural hot join evolution. Finally people have a place where there is no auto-balance. It’s a true conquest mode, so people try to learn how play conquest correctly and it’s a good mid step before ranked matches. It’s really better than hot join. Same money amount and rank points for ranked matches, it’s possible to have a progression in rated matches achievements.
The bad: it suffers matchmaking issues like ranked matches.
Suggestions: in general it’s fine, i like to see a spectator mode in unranked queue, it would have a huge impact on people gameplay.
The Queue system
The good: i really like the new UI, is really clear and easy to use. Now people need to accept the queue pop so it minimizes the AFK issues at beginning. The map selection is really good, everyone has a chance to keep their favorite map. In general I’m not a fan of RNG system but i think in this case it’s fine as it is.
The bad: people need to stay in HOTM, waiting for their queue. It helps to avoid or minimize afk at beginning but it’s really boring now.
Suggestions: at least, let people to do hot join or custom arena. In alternative, add more stuff to HOTM (JP with rewards, 1vs1 Pavillon Style etc.)
Dishonorable system
The good: it’s a system that punish people if they quit early the match or the queue so it’s good. It needs to be balanced about length.
The bad: you gain dishonor and loss if you have a DC. Many times people can come back very fast in a match so it’s not a really good way punish people if they can come back fast in the match
Suggestions: add a grace time window (like 1 min max) for short DC.
Conclusion
In general i think it’s a good patch for some aspects but really bad for others. Matchmaking and leaderboard are main issues and need to be fixed quickly. After that, there is always the balance problem, basically a 6 month meta is too long, we need a more dynamic scene.
(edited by MarkPhilips.5169)
Test Season is almost over ( – 10 days left ) and i want to give my feedback about the season in general and the new spvp patch. I split the topic in more paragraphs for better understanding. Let’s start:
MatchMaking
The good: It considers more parameters than before. It’s not only your rating but roster size, rank, etc. In theory, it could give better matches (in theory).
The bad: Many matches are imbalanced. This is because a lot of reasons. First of all rating doesn’t always reflect the true player skill. This generates many problems in party compositions, where higher rating players are supposed to carry lower rating players but it strongly depends on classes/role/situations etc. and in general bad players mistakes have an higher impact on the game than good players (general situations: people who explode in 1sec in a teamfight, people who move badly etc.)
Roster size doesn’t work properly. To avoid longer queue a full premade could be matched against a full soloqueue team or similar situations. It could work when the rating skill difference is really really high (in favor of soloqueue team indeed) but in general it offers bad matches. I think without hard filters, this situation can’t be fixed. If you are scared about low population with hard filters, think about how many people don’t join rated matches because they don’t want to face premades or have already quit the game for this reason.
Suggestions: rating needs to be calculated in a more accurate way. many times
good players and bad players are too close in rating and this generates a lot of problems. RosterSize is an important component, an attempt could be done with higher priority on this parameter, matching different roster size only when the rating difference is really really high but it could be a waste of time. In general it think high filters could offer more advantages than disadvantages for this situation.
Leaderboard
The good: It’s a more clear system than before. Score system is good, people know the distance between the other players and the fact that ingame score counts about how many points you’ll gain/lose is interesting. Decay is not necessary because you need to play to gain points so you can’t go afk for ages and come back in top #10 or similar.
The bad: it’s not a fair competition because Top25 is only for people who play more than 20 games at day (Considering breaks and average 10 min matches it’s like 5 hours+ daily). This is really bad for the entire game because people who know they don’t have the time to play 20+ matches daily simply don’t play because they can’t reach higher spots. It doesn’t matter if you are a god player, an average player etc., if you can’t play 20+ matches daily, top25 is impossible.
Suggestions: introduce league system to spread people in different leagues depending on their rating. Cap Max matches played during the season (a decent amount of games like 200-300 for 1 month). Different exclusive rewards for every leagues.
Season Rewards
The good: we have rewards depending on our final leaderboard positions.
The bad: There are not league systems so only top5 and 25 of entire game are rewarded for something exclusive (yep we have mini llama too for top250). It’s not really good, glorious hero armor is not much different from the reward track version and it would be really better split rewards with a league system, so every people in every league can compete to win something in their league.
Suggestions: league system and more unique rewards for every league. It could be used a tokens system like WWW for example + vendor (basically how many tokens you will gain depending on your final position ). Other alternative is to give prizes only for top X of every league to push competition at max.
(edited by MarkPhilips.5169)
Is that a soda can on the bottom left of the picture?
I cannot quite tell what kind of beverage that is, can someone inform me? This is really intrigueing
Don’t worry. I’ve cracked the code!
In other words, this is me. Doesn’t matter what you pit me against. Be it mesmers with their Kage Bunshin No Jutsu (illusions), Rangers hunting Big Stupid Fighters with their longbows, theives that fillet me and serve me with some garnish with their cutlery, or other Guardians that actually know what they’re doing.
SO I’ve come to the conclusion that my “build,” which is pretty much, “Use weapons that set things on fire with runes, sigils, and traits that synergize with setting things on fire and throw in some consecrations” isn’t really working for me in the PvP environment.
For the specifics, I’ve been mostly using Scepter/Torch as my first weapon set and the second set is just whatever I feel like putting there. Recently it’s been Sword/Torch.
The traits are 6 points into both Radiance and Zeal, with two points in Virtues because I don’t know where else to put the little buggers.
Major trait slots include Scepter Power, Fiery Wrath, Amplified Wrath, Searing Flames, Right-Hand Strength, Radiant Fire, and Master of Consecrations.
Skill slots are Signet of Resolve, Wall of Reflection, Sanctuary, Purging Flames and Tome of Wrath
I’m using a Rune of Balthazar, a Sigil of Corruption on the Scepter and Sword, a Sigil of Smoldering on the Torch, and a Carrion Amulet.
My “tactics” in combat can be boiled down to, “Try and hit them with every ability I have before they do the same to me. Mash heal and dodge buttons at low health or when big red circles are beneath me. Use Purging Flames when many angry red condition symbols show up on my HUD. Use Wall of Reflection when many projectiles are flying towards me. Use Sanctuary around downed allies, objectives, and when I just need some personal space. Press F key when enemy is downed. Mash 1 while downed and hit 2 if enemy gets too close. Wait for respawn.”
So are there ways I can improve this build? If not, what are some other Guardian builds I should try? I’d be interested in just about anything.
Furthermore, some tips on what I need to be ready for when going up against other classes would be greatly appreciated.
TL:DR. I suck at PvP. My sucking might be partly due to my build and is definitely due to my tactics. What can I do differently?
Identify the philosophy of your team-mates and react accordingly based on whatever class you are playing (although if you really want to boost your win rate you’d do your best to counter comp the enemy and bring the class that would most benefit your team).
There are many games where no matter what you do, you will lose by no fault of your own, and just disregard those games or at the very least consider if there was anything else you could have done to put your team in a better situation.
I almost never cap home pt. on my thief, but if at the start 4 people head towards mid… I’ll cap home, and then move accordingly. If you won home and won mid and 2 idiots decide to rush far… or better yet all 4 of them push far… you need to play smarter and do your best to re-enforce mid or home depending on how they split—if you’re lucky the enemy will send 4 to their home to 4v4 and you’ll be left with the only other competent player in the game to shut him down depending on where he pushes.
I think the worst thing you can do is engage in a negative form of communication in any way—especially blaming someone. Not only does it COMPLETELY destroy morale, but it throws everyone off their game and some players are going to be more hellbent on pvp’ing in the chat box than doing basic things to win.
If you lose a team fight, move on. If you see someone lose a 1v1 move on and focus on adapting to the ever-changing situation. If you call him out on losing 1v1 then he’s most likely going to either retaliate or play even worse. Just because he lost a 1v1 doesn’t mean the game is over, maybe he held the point neut for ~20 seconds before he lost—that’s more of a stale-mate if he went far and you’re not really behind in points because of that effort.
The time to debate movements, strategy and tactics is -after- the match via whispers. That’s not to say you shouldn’t communicate, because obviously communication can be vital. Small comments can make a big difference. For example if you lose mid on temple and people keep pushing it while they have a bunker guard play mid say something like “Play sides, let him afk mid.” and if someone argues with what you’ve said, don’t engage them just adapt. If all 4 of them blatantly ignore you, adapt. If they keep rushing mid then justify in your head: ok we have home, and the enemy has a guy sitting far and mid. My team is incessantly pushing mid even with a bunker established on point and I can’t change their minds…. so let’s push mid hard and see what their far pt camper does—if he does nothing, great we should win mid 4.5v4 (someone coming in and out of the main fight to make sure you’re not losing home… probably you since you can’t rely on other people).
etc etc etc
There’s obviously so many possible variations and rotations and I haven’t even scratched the surface, but it’s this sort of awareness and mental engagement that will give you the edge.
Honestly in many games 1 key fight early on can create a land-slide for the rest of the match, even if the teams are typically evenly matched. Helping win the initial mid fight is CRUCIAL—especially on some maps more so than others.
I’ll stop rambling now. GL
May I present, my new Ele. I’m not too sure if I keep the colors of the armor like this or if I even change out the armor as a whole. Need to look at it for a few days to decide.
why isn’t there any good loot from bosses? the boxes they drop mostly contain junk, and the more often than not the loot is disproportional to the difficulty of said bosses.
i did AC story mode,p1,p1 & p3 – got a ton of blue items with no value, a few greens and thats it. the only rare item was from the chest you get (the one that pops on the bottom right side of the screen).
Arah dungeon – you’d think that the dungeon that wraps the PS would give an awesome reward at the end – nope. more blue items.
and what about CoE? the last boss isn’t the easiest one, and yet the loot you get from the 3 stages is worse than what you could’ve gotten if you were just killing mobs in <enter_zone_here>.
so come on – bump the reward from dungeon bosses and get rid of the coffers/boxes/backpacks they drop which have nothing valuable inside.
TCG were guard\ele\mesmer\thief\war
but without video i cant say anything about builds and i dont find any video xD
I think these are the builds (hopefully I copied them down right):
Helseth – Mesmer
http://gw2skills.net/editor/?fhAQJAWRlknpWtlpxUNcrNipxg6yObOSGQDlMkxB-TJBFwAl2fYxlAoaZAAPBAA
Denshee – Elementalist
http://gw2skills.net/editor/?fFAQJAoYhcMKc25wxBd0AiAB5ukqRBlfHTB-TJhIwAAOBAX2f47DAQYZAA
Rum – Warrior
http://gw2skills.net/editor/?fJAQNAT3cjMdUFahHmhwJaghgC9KUCxgpAQ9ZE7dBA-TpBFwAIOCAOuAAl2fwaZgFPAAAHEAA
Sizer – Thief
http://gw2skills.net/editor/?fZAQNAsYVl0MpwpVOx7J8PNBNB5dY+SZ0KAdfko0XA-TZBFwACOCAl2fYxDAoaZAAnCAA
Tage – Guardian
http://gw2skills.net/editor/?fVAQNApeWlsApVo1CxeI8DNhDBldKq/9xuCd4DXFAA-TJBHwALLDA4JA0b/hBnCAA
Hahaha man, these forums, it’s like hotjoin but with words
OK gusie listen
im decent pvp
but my gf left me
coz of lederborsd
i mean W T F
i enter new leaderrbord after reset
and i say i am decent
i adapt
i see no gaurd so i think ok go gaurd
i go imba heal guard
adn i am gona mid
and i heal and i heal and i heal moar
but w t f
i am alone
no one helps no loves
1vall
i die no win
next game i say ho ho ho no guard no gaurd at all i go imba power crit wahtever
but guy at srat say ok gusy lisen plan
1 close 1 animal 1 far rest mid
ok ok i say i am mid coz far is noob
burt map say i am 1 mid rest animal no close no far
and i die hard lol
loost
then enters next
and i say lol i know now i follow plan noooobs
w t f skyham
i change imba engi canon trololol
so caanon here i comes
1 mesmer hiding and pul no prob i push and push broken glass canon all mine
i shoot a shoot b shoot c
w t f
non see abc
they all canon gate coz it causy no push nothing just fight fight fight
chase chase chse
i say go b go a and go c
all say lol noob u here for golds
lossst
gf now half interest
i say ok lissen good i win next i go up 90%
but i dont
all ranks 10 for goold
next is same and next
70% and down
ranks down too
i go guard i am mad no guard love
i go engi bunker power right no nothing
i do ele i go war ooops w t f war nerfes
69% and down
gf dont impresss say she leaving now
all is vain
Well for any build using hammer the biggest two changes that transitioned warriors to their current state is the change to brawn for cd reduction and the increased access to adrenaline through cleansing ire, burst mastery and berserker’s stance. Then you have the added sustain for healing signet.
Before the patch if hammer was one of your weapon sets you had a very hard time using both burst skills on cd. Now we are honestly able to do so fairly reliably on a 7.25s cd as opposed to 10s unreliably. With this adrenaline influx burst skills become ‘cheap’ and no longer require precise timing to make sure they land. Basically negating what was once the draw back to hammer.
Now post patch we are losing burst mastery and some cd reduction in order to get the 50% crit chance. This will help the spamming issue a bit but hardly make the hammer play how it used to. Personally brawn giving cd reduction needs to be axe’d in favor of something else and adrenaline gain sources needs to be reworked across the board. That, along with healing signet and longbow use has dumbed down the class.
Right now I find warriors in the higher tiers of skill slightly too strong while at lower tiers being extremely over the top. So the objective should be to have a slight net nerf while adjusting the skill floor.
TL;DR version:
Went against a guild team in SoloQ, wait time was too long, something about not being able to farm PvP except for Dyes (?).
Next thread.
WTF. My main weapon isn’t any good unless I’m far away. I have a CD on the good melee attack and warriors, thieves and engineers can stun, vanish and bomb the hell out of you 3x before any of your cd’s are up. Oh yeah, the bird does great as an elite skill against the thief who summons two more thieves. Seriously… I guess you just stand on rooftops and blast anyone who happens to wander into range.
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